# Chinese (Traditional) translation of the Godot Engine class reference. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # binotaliu , 2020. # BinotaLIU , 2020, 2022. # Eric K , 2020. # Pierre Stempin , 2020. # Lihan Zhu , 2021. # jixun , 2021. # Nick Chu , 2021. # Number18 , 2022. # 曹恩逢 , 2022. # Otis Kao , 2022. # YuChiang Chang , 2022. # Hugel , 2022. # Chih Wei Chien , 2022. # Edison Lee , 2023. # 鄭惟中 , 2023. # Haoyu Qiu , 2023. # 快乐的老鼠宝宝 , 2023. # Bogay Chuang , 2023. # EJAMI , 2023. # Youuin Wang , 2023. # Skyter Lin , 2023. # longhjues , 2023. # 风青山 , 2023. # Chang-Chia Tseng , 2024. # hugoalh , 2024. # STENYIN lee , 2024, 2025. # 钟广申 , 2024. # XJQXJQ , 2025. # powder , 2025. # Myeongjin , 2025. # sashimi , 2025. # 源来是小白 , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2025-08-03 16:15+0000\n" "Last-Translator: 源来是小白 \n" "Language-Team: Chinese (Traditional Han script) \n" "Language: zh_TW\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.13-dev\n" msgid "All classes" msgstr "所有類別" msgid "Globals" msgstr "全域" msgid "Nodes" msgstr "節點" msgid "Resources" msgstr "資源" msgid "Editor-only" msgstr "僅限編輯器" msgid "Other objects" msgstr "其他物件" msgid "Variant types" msgstr "變體類型" msgid "Description" msgstr "說明" msgid "Tutorials" msgstr "教學" msgid "Properties" msgstr "屬性" msgid "Constructors" msgstr "建構子" msgid "Methods" msgstr "方法" msgid "Operators" msgstr "運算子" msgid "Theme Properties" msgstr "主題屬性" msgid "Signals" msgstr "訊號" msgid "Enumerations" msgstr "列舉" msgid "Constants" msgstr "常數" msgid "Annotations" msgstr "註解" msgid "Property Descriptions" msgstr "屬性說明" msgid "Constructor Descriptions" msgstr "建構子說明" msgid "Method Descriptions" msgstr "方法說明" msgid "Operator Descriptions" msgstr "運算子說明" msgid "Theme Property Descriptions" msgstr "主題屬性說明" msgid "Inherits:" msgstr "繼承:" msgid "Inherited By:" msgstr "被繼承:" msgid "(overrides %s)" msgstr "(覆寫 %s)" msgid "Default" msgstr "預設" msgid "Setter" msgstr "設值方法" msgid "value" msgstr "值" msgid "Getter" msgstr "取值方法" msgid "" "This method should typically be overridden by the user to have any effect." msgstr "本方法通常需要使用者覆寫才能生效。" msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "本方法沒有副作用。不會修改該實例的任何成員變數。" msgid "" "This method accepts any number of arguments after the ones described here." msgstr "本方法除了這裡描述的參數外,還可以接受任意數量的參數。" msgid "This method is used to construct a type." msgstr "本方法用於建構一個型別。" msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "本方法無需實例即可呼叫,因此可以直接使用類別名稱呼叫。" msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "本方法描述將本型別作為左運算元時可用的有效運算子。" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "此值是由下列旗標組成的位元遮罩整數。" msgid "No return value." msgstr "無回傳值。" msgid "" "There is currently no description for this class. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個類別的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this signal. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個訊號的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this enum. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個列舉的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this constant. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個常數的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this annotation. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個註解的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this property. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個屬性的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this constructor. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個建構子的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this method. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個方法的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this operator. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個運算子的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There is currently no description for this theme property. Please help us " "by :ref:`contributing one `!" msgstr "" "目前沒有這個主題屬性的說明。歡迎協助\\ :ref:`貢獻說明 " "`\\ !" msgid "" "There are notable differences when using this API with C#. " "See :ref:`doc_c_sharp_differences` for more information." msgstr "使用 C# 操作此 API 時有顯著差異,詳見 :ref:`doc_c_sharp_differences`。" msgid "Deprecated:" msgstr "已棄用:" msgid "Experimental:" msgstr "實驗性:" msgid "This signal may be changed or removed in future versions." msgstr "此訊號可能在未來版本中變更或移除。" msgid "This constant may be changed or removed in future versions." msgstr "此常數可能在未來版本中變更或移除。" msgid "This property may be changed or removed in future versions." msgstr "此屬性可能在未來版本中變更或移除。" msgid "This constructor may be changed or removed in future versions." msgstr "此建構子可能在未來版本中變更或移除。" msgid "This method may be changed or removed in future versions." msgstr "此方法可能在未來版本中變更或移除。" msgid "This operator may be changed or removed in future versions." msgstr "此運算子可能在未來版本中變更或移除。" msgid "This theme property may be changed or removed in future versions." msgstr "此主題屬性可能在未來版本中變更或移除。" msgid "Built-in GDScript constants, functions, and annotations." msgstr "內建 GDScript 常數、函式、注解。" msgid "" "A list of utility functions and annotations accessible from any script " "written in GDScript.\n" "For the list of global functions and constants that can be accessed in any " "scripting language, see [@GlobalScope]." msgstr "" "GDScript 中可在任何腳本存取的實用函式與註解清單。\n" "若需查詢可在任意腳本語言中存取的全域函式及常數,請參見 [@GlobalScope]。" msgid "GDScript exports" msgstr "GDScript 匯出" msgid "Use [method Color.from_rgba8] instead." msgstr "請改用 [method Color.from_rgba8]。" msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " "([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method Color8] compared to the " "standard [Color] constructor, a color created with [method Color8] will " "generally not be equal to the same color created with the standard [Color] " "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" "返回一個由整數紅通道([param r8])、綠通道([param g8])、藍通道([param b8])" "和可選的 Alpha 通道([param a8])建構的 [Color],每個通道的最終值都會除以 " "[code]255.0[/code]。如果你需要精確配對 [Image] 中的顏色值,[method Color8] 比" "標準的 [Color] 建構子更有用。\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # 與 Color(1, 0, 0) 相同\n" "var dark_blue = Color8(0, 0, 51) # 與 Color(0, 0, 0.2) 相同。\n" "var my_color = Color8(306, 255, 0, 102) # 與 Color(1.2, 1, 0, 0.4) 相同。\n" "[/codeblock]\n" "[b]注意:[/b]因為 [method Color8] 比標準 [Color] 建構子精度更低,所以使用 " "[method Color8] 建立的顏色通常與使用標準 [Color] 建構子建立的相同顏色不相等。" "請使用 [method Color.is_equal_approx] 進行比較,避免浮點數精度誤差。" msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. This " "can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue.\n" "assert(speed >= 0) # False, the program will stop.\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check.\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]\n" "[b]Note:[/b] [method assert] is a keyword, not a function. So you cannot " "access it as a [Callable] or use it inside expressions." msgstr "" "斷言 [param condition] 為 [code]true[/code]。如果 [param condition] 為 " "[code]false[/code] ,會產生一個錯誤。從編輯器執行時,運行中的專案也會暫停,直" "到你繼續執行。這可以作為比 [method @GlobalScope.push_error] 更強的錯誤回報方" "式,用於專案開發者或外掛使用者。\n" "你可選擇性傳入 [param message] ,在通用的「Assertion failed」訊息之外顯示更多" "資訊,說明為什麼斷言失敗。\n" "[b]警告:[/b] 出於效能考量,[method assert] 包含的程式碼只會在除錯版本或從編輯" "器執行專案時執行。不要在 [method assert] 呼叫中加入有副作用的程式碼,否則專案" "於發行模式匯出時行為會出現差異。\n" "[codeblock]\n" "# 假設我們總希望 speed 介於 0 到 20 之間。\n" "var speed = -10\n" "assert(speed < 20) # True,程式會繼續執行。\n" "assert(speed >= 0) # False,程式將停止。\n" "assert(speed >= 0 and speed < 20) # 也可將兩個條件合併檢查。\n" "assert(speed < 20, \"限速為 20\") # 顯示訊息。\n" "[/codeblock]\n" "[b]注意:[/b] [method assert] 是關鍵字,不是函式,無法作為 [Callable] 呼叫,也" "不能用於運算式中。" msgid "Use [method @GlobalScope.type_convert] instead." msgstr "請改用 [method @GlobalScope.type_convert]。" msgid "" "Converts [param what] to [param type] in the best way possible. The [param " "type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Prints true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Prints [4, 2, 1]\n" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" "將 [param what] 儘可能轉換為 [param type]。 [param type] 使用 [enum " "Variant.Type] 列舉的值。\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # 輸出 true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # 輸出 [4, 2, 1]\n" "print(b is Array) # 輸出 false\n" "[/codeblock]" msgid "" "Consider using [method JSON.to_native] or [method Object.get_property_list] " "instead." msgstr "建議改用 [method JSON.to_native] 或 [method Object.get_property_list]。" msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" "將用 [method inst_to_dict] 建立的 [param dictionary] 轉換回 Object 實例。這對" "反序列化很有用。" msgid "" "Consider using [method JSON.from_native] or [method Object.get_property_list] " "instead." msgstr "" "建議改用 [method JSON.from_native] 或 [method Object.get_property_list]。" msgid "" "Returns the passed [param instance] converted to a [Dictionary]. Can be " "useful for serializing.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" "\tvar d = inst_to_dict(self)\n" "\tprint(d.keys())\n" "\tprint(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock lang=text]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]\n" "[b]Note:[/b] This function can only be used to serialize objects with an " "attached [GDScript] stored in a separate file. Objects without an attached " "script, with a script written in another language, or with a built-in script " "are not supported.\n" "[b]Note:[/b] This function is not recursive, which means that nested objects " "will not be represented as dictionaries. Also, properties passed by reference " "([Object], [Dictionary], [Array], and packed arrays) are copied by reference, " "not duplicated." msgstr "" "將傳入的 [param instance] 轉換為 [Dictionary],可用於序列化。\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" "\tvar d = inst_to_dict(self)\n" "\tprint(d.keys())\n" "\tprint(d.values())\n" "[/codeblock]\n" "輸出:\n" "[codeblock lang=text]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]\n" "[b]注意:[/b]此函式僅能序列化掛載於獨立檔案之 [GDScript] 腳本的物件。不支援沒" "有掛載腳本、使用其他語言腳本或內建腳本的物件。\n" "[b]注意:[/b]此函式不具遞迴性,巢狀物件不會被轉成字典。同時,以參考傳遞的屬性" "([Object]、[Dictionary]、[Array] 與各種打包陣列)僅複製參考而非內容。" msgid "" "Returns [code]true[/code] if [param value] is an instance of [param type]. " "The [param type] value must be one of the following:\n" "- A constant from the [enum Variant.Type] enumeration, for example [constant " "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" "Unlike the right operand of the [code]is[/code] operator, [param type] can be " "a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays). Use the operator instead of this method if you do not " "need to check the type dynamically.\n" "[b]Examples:[/b]\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " "[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " "above options, this method will raise a runtime error.\n" "See also [method @GlobalScope.typeof], [method type_exists], [method " "Array.is_same_typed] (and other [Array] methods)." msgstr "" "若 [param value] 為 [param type] 的實例,則回傳 [code]true[/code]。[param " "type] 必須符合以下其中一種:\n" "- [enum Variant.Type] 列舉常數,例如 [constant TYPE_INT]。\n" "- 登錄在 [ClassDB] 且繼承自 [Object] 的類別,例如 [Node]。\n" "- [Script](可使用任何類別,包含巢狀類)。\n" "與 [code]is[/code] 運算子的右元不同,[param type] 可為變數。[code]is[/code] 支" "援更多功能(如型別化陣列),若不需動態檢查請優先使用該運算子。\n" "[b]範例:[/b]\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]注意:[/b]若 [param value] 或 [param type] 為已釋放物件(參見 [method " "@GlobalScope.is_instance_valid]),或 [param type] 不屬於上述項目,執行時將拋" "出錯誤。\n" "另見 [method @GlobalScope.typeof]、[method type_exists]、[method " "Array.is_same_typed](與其他 [Array] 方法)。" msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], the element count of any array " "type, or the size of a [Dictionary]. For every other Variant type, a run-time " "error is generated and execution is stopped.\n" "[codeblock]\n" "var a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "\n" "var b = \"Hello!\"\n" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" "回傳指定 Variant [param var] 的長度。長度可為 [String] 或 [StringName] 的字元" "數、任意陣列型別的元素數,或 [Dictionary] 的大小。對其他型別會產生運作時錯誤並" "中止執行。\n" "[codeblock]\n" "var a = [1, 2, 3, 4]\n" "len(a) # 回傳 4\n" "\n" "var b = \"Hello!\"\n" "len(b) # 回傳 6\n" "[/codeblock]" msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script or " "in the scene), the resource is loaded from disk on function call, which might " "cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload]. This method is equivalent of " "using [method ResourceLoader.load] with [constant " "ResourceLoader.CACHE_MODE_REUSE].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " "from the FileSystem dock into the current script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] Relative paths are [i]not[/i] relative to the script " "calling this method, instead it is prefixed with [code]\"res://\"[/code]. " "Loading from relative paths might not work as expected.\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method " "@GDScript.load] will not be able to read converted files in an exported " "project. If you rely on run-time loading of files present within the PCK, set " "[member ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" "從檔案系統的絕對 [param path] 載入 [Resource]。除非該資源已被其他地方(如其他" "腳本或場景)引用,否則會於呼叫函式時從磁碟載入,這可能會產生小幅延遲,特別是在" "載入大型場景時。若需多次載入同一資源,建議將其儲存於變數內或使用 [method " "preload] 預載入以避免不必要的延遲。本方法等同於以 [constant " "ResourceLoader.CACHE_MODE_REUSE] 模式呼叫 [method ResourceLoader.load]。\n" "[b]注意:[/b] 可於「檔案系統」面板右鍵點擊資源並選擇「複製路徑」,或將檔案拖拉" "至腳本取得資源路徑。\n" "[codeblock]\n" "# 載入專案根目錄下名為 \"main\" 的場景並快取於變數。\n" "var main = load(\"res://main.tscn\") # main 會包含 PackedScene 資源。\n" "[/codeblock]\n" "[b]重要:[/b] 相對路徑 [i]不是[/i] 以呼叫此方法的腳本所在目錄為準,而是會自動" "加上 [code]\"res://\"[/code] 前綴。從相對路徑載入有可能無法如預期運作。\n" "本函式為 [method ResourceLoader.load] 的簡化版,適用於更進階的使用情境。\n" "[b]注意:[/b] 檔案必須先匯入引擎後才能使用本方法載入。若需於執行時載入 " "[Image],可使用 [method Image.load];若需匯入音訊檔,請參考 [member " "AudioStreamMP3.data] 內說明的範例。\n" "[b]注意:[/b] 若 [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] 設為 [code]true[/code],[method " "@GDScript.load] 將無法於匯出後專案讀取已轉換的檔案。如需在執行時載入 PCK 內的" "檔案,請將該設定設為 [code]false[/code]。" msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " "the FileSystem dock into the current script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]\n" "[b]Note:[/b] [method preload] is a keyword, not a function. So you cannot " "access it as a [Callable]." msgstr "" "從檔案系統的 [param path] 載入 [Resource]。於執行時,該資源會在腳本解析時載" "入,此函式實際上是對該資源的引用。請注意,[param path] 必須為常數 [String]。若" "需從動態或變數路徑載入資源,請改用 [method load]。\n" "[b]注意:[/b] 可於「資產面板」右鍵點擊資源選「複製路徑」,或將檔案自「檔案系" "統」面板拖曳至腳本獲得路徑。\n" "[codeblock]\n" "# 建立場景實例。\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]\n" "[b]注意:[/b] [method preload] 是關鍵字,非函式,無法作為 [Callable] 使用。" msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " "[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" "b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "[b]Examples:[/b]\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" "\tprint(array[i])\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "To iterate over [float], convert them in the loop.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" "\tprint(i / 10.0)\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" "回傳包含指定範圍的陣列。[method range] 可以用三種方式呼叫:\n" "[code]range(n: int)[/code]:從 0 開始,每次加 1,並在 [i]到達前[/i] [code]n[/" "code] 停止。參數 [code]n[/code] 為 [b]不包含[/b]。\n" "[code]range(b: int, n: int)[/code]:從 [code]b[/code] 開始,每次加 1,在 [i]到" "達前[/i] [code]n[/code] 停止。參數 [code]b[/code] 為 [b]包含[/b],[code]n[/" "code] 為 [b]不包含[/b]。\n" "[code]range(b: int, n: int, s: int)[/code]:從 [code]b[/code] 開始,以 " "[code]s[/code] 為步長遞增或遞減,在 [i]到達前[/i] [code]n[/code] 停止。參數 " "[code]b[/code] 為 [b]包含[/b],[code]n[/code] 為 [b]不包含[/b]。[code]s[/" "code] [b]可以[/b]是負數,但不能為 [code]0[/code]。如果 [code]s[/code] 為 " "[code]0[/code],會顯示錯誤訊息。\n" "[method range] 會先將所有參數轉為 [int] 再處理。\n" "[b]注意:[/b] 如果沒有值滿足條件(例: [code]range(2, 5, -1)[/code] 或 " "[code]range(5, 5, 1)[/code]),則回傳空陣列。\n" "[b]範例:[/b]\n" "[codeblock]\n" "print(range(4)) # 輸出 [0, 1, 2, 3]\n" "print(range(2, 5)) # 輸出 [2, 3, 4]\n" "print(range(0, 6, 2)) # 輸出 [0, 2, 4]\n" "print(range(4, 1, -1)) # 輸出 [4, 3, 2]\n" "[/codeblock]\n" "若要反向走訪 [Array],請使用:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" "\tprint(array[i])\n" "[/codeblock]\n" "輸出:\n" "[codeblock lang=text]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "若要走訪 [float],請在迴圈中轉型:\n" "[codeblock]\n" "for i in range(3, 0, -1):\n" "\tprint(i / 10.0)\n" "[/codeblock]\n" "輸出:\n" "[codeblock lang=text]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"NonExistentClass\") # Returns false\n" "[/codeblock]" msgstr "" "如果 [ClassDB] 中存在給定的 [Object] 衍生類,則返回 [code]true[/code]。請注" "意,[Variant] 資料型別未在 [ClassDB] 中註冊。\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # 返回 true\n" "type_exists(\"NonExistentClass\") # 返回 false\n" "[/codeblock]" msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " "rotations." msgstr "" "常數,表示圓的周長是直徑的多少倍。相當於 [code]TAU / 2[/code],或以弧度表示的" "180度。" msgid "" "The circle constant, the circumference of the unit circle in radians. This is " "equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "圓常數,單位圓的周長,單位為弧度。相當於 [code]PI * 2[/code],即 360 度的弧度" "值。" msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is not " "the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] " "returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" "time error instead." msgstr "" "正浮點無窮大。這是除數為 [code]0.0[/code] 時浮點除法的結果。對於負無窮大,使" "用 [code]-INF[/code]。如果分子為正,除以 [code]-0.0[/code] 將導致負無窮大,因" "此除以 [code]0.0[/code] 與除以 [code]-0.0[/code] 不同(儘管 [code]0.0 == " "-0.0[/code] 返回 [code]true[/code])。\n" "[b]警告:[/b]數值無窮大只是浮點數的一個概念,對於整數來說沒有對應的概念。將整" "數除以 [code]0[/code] 不會產生 [constant INF],而是會產生一個執行階段錯誤。" msgid "" "\"Not a Number\", an invalid floating-point value. It is returned by some " "invalid operations, such as dividing floating-point [code]0.0[/code] by " "[code]0.0[/code].\n" "[constant NAN] has special properties, including that [code]!=[/code] always " "returns [code]true[/code], while other comparison operators always return " "[code]false[/code]. This is true even when comparing with itself ([code]NAN " "== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " "[code]true[/code]). Due to this, you must use [method @GlobalScope.is_nan] to " "check whether a number is equal to [constant NAN].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " "a run-time error instead." msgstr "" "「Not a Number」(非數),一種無效的浮點值;如將浮點數 [code]0.0[/code] 除以 " "[code]0.0[/code] 等非法運算會返回此值。\n" "[constant NAN] 具有特殊行為,例如使用 [code]!=[/code] 永遠回傳 [code]true[/" "code],其他比較運算子則永遠回傳 [code]false[/code]。即便與自身比較亦如此" "([code]NAN == NAN[/code] 為 [code]false[/code],而 [code]NAN != NAN[/code] " "為 [code]true[/code])。因此必須透過 [method @GlobalScope.is_nan] 來檢查某值是" "否為 [constant NAN]。\n" "[b]警告:[/b]「非數」僅存在於浮點數概念,整數沒有對應值。將整數 [code]0[/" "code] 除以 [code]0[/code] 不會得到 [constant NAN],而是直接觸發執行階段錯誤。" msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " "hint notation.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Note:[/b] Custom resources and nodes should be registered as global " "classes using [code]class_name[/code], since the Inspector currently only " "supports global classes. Otherwise, a less specific type will be exported " "instead.\n" "[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " "a number of other limitations." msgstr "" "將以下屬性標記為導出(可在檢查器中編輯並保存到磁碟)。要控制導出屬性的類型,請" "使用類型提示符號。\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]注意:[/b] 自定義資源和節點應使用[code]class_name[/code]註冊為全局類,因為" "檢查器目前只支持全局類。否則,將會導出一個不太具體的類型。\n" "[b]注意:[/b] 節點導出僅在繼承自[Node]的類中支持,並且有一些其他限制。" msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the Inspector dock's list usually divide " "properties coming from different classes (Node, Node2D, Sprite, etc.). For " "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" "定義用於以下匯出屬性的新分類。這有助於在「屬性檢視器」面板中整理屬性。\n" "另請參閱 [constant PROPERTY_USAGE_CATEGORY]。\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]注意:[/b]「屬性檢視器」面板清單中的分類通常會區分來自不同類別 (Node、" "Node2D、Sprite 等) 的屬性。為了更好的清晰度,建議改用 [annotation " "@export_group] 和 [annotation @export_subgroup]。" msgid "" "Export a [Color], [Array][lb][Color][rb], or [PackedColorArray] property " "without allowing its transparency ([member Color.a]) to be edited.\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "@export_color_no_alpha var dye_colors: Array[Color]\n" "[/codeblock]" msgstr "" "匯出 [Color]、[Array][lb][Color][rb] 或 [PackedColorArray] 屬性,且不允許編輯" "其透明度 ([member Color.a])。\n" "另請參閱 [constant PROPERTY_HINT_COLOR_NO_ALPHA]。\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "@export_color_no_alpha var dye_colors: Array[Color]\n" "[/codeblock]" msgid "" "Allows you to set a custom hint, hint string, and usage flags for the " "exported property. Note that there's no validation done in GDScript, it will " "just pass the parameters to the editor.\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n" "[/codeblock]\n" "[b]Note:[/b] Regardless of the [param usage] value, the [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly " "declared script variable." msgstr "" "允許你為導出的屬性設置自定義提示、提示字符串和使用標誌。注意,在GDScript中不會" "進行驗證,它只是將參數傳遞給編輯器。\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n" "[/codeblock]\n" "[b]注意:[/b]無論 [param usage] 的值如何, [常數 " "PROPERTY_USAGE_SCRIPT_VARIABLE] 標誌總是會被添加,就像任何顯式聲明的腳本變量一" "樣。" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a directory. The path will be limited to the project folder and " "its subfolders. See [annotation @export_global_dir] to allow picking from the " "entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "@export_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" "將 [String]、[Array][lb][String][rb] 或 [PackedStringArray] 屬性匯出為目錄路" "徑。路徑僅限於專案資料夾及其子資料夾。如需從整個檔案系統選擇,請參見 " "[annotation @export_global_dir]。\n" "另請參見 [constant PROPERTY_HINT_DIR]。\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "@export_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgid "" "Export an [int], [String], [Array][lb][int][rb], [Array][lb][String][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], or " "[PackedStringArray] property as an enumerated list of options (or an array of " "options). If the property is an [int], then the index of the value is stored, " "in the same order the values are provided. You can add explicit values using " "a colon. If the property is a [String], then the value is stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "\n" "@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: Array[int]\n" "@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[String]\n" "[/codeblock]\n" "If you want to set an initial value, you must specify it explicitly:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "If you want to use named GDScript enums, then use [annotation @export] " "instead:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "\n" "enum CharacterItem {SWORD, SPEAR, MACE}\n" "@export var character_items: Array[CharacterItem]\n" "[/codeblock]" msgstr "" "將 [int]、[String]、[Array][lb][int][rb]、[Array][lb][String][rb]、" "[PackedByteArray]、[PackedInt32Array]、[PackedInt64Array] 或 " "[PackedStringArray] 屬性匯出為列舉選項列表(或選項陣列)。若屬性為 [int],則儲" "存值的索引,順序與提供值一致。你可用冒號指定明確值。若屬性為 [String],則直接" "儲存字串。\n" "另請參見 [constant PROPERTY_HINT_ENUM]。\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "\n" "@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: Array[int]\n" "@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[String]\n" "[/codeblock]\n" "若要設定初始值,必須明確指定:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "若需使用具名 GDScript 列舉,請改用 [annotation @export]:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "\n" "enum CharacterItem {SWORD, SPEAR, MACE}\n" "@export var character_items: Array[CharacterItem]\n" "[/codeblock]" msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. [code]" "\"attenuation\"[/code] flips the curve, which makes it more intuitive for " "editing attenuation properties. [code]\"positive_only\"[/code] limits values " "to only be greater than or equal to zero.\n" "See also [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "@export_exp_easing var speeds: Array[float]\n" "[/codeblock]" msgstr "" "以緩動編輯器小工具匯出浮點屬性。你可提供額外提示調整小工具行為。[code]" "\"attenuation\"[/code] 會翻轉曲線,使調整衰減屬性更直觀。[code]" "\"positive_only\"[/code] 則限制值必須大於或等於零。\n" "另請參考 [constant PROPERTY_HINT_EXP_EASING]。\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "@export_exp_easing var speeds: Array[float]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field. This allows to store several " "\"checked\" or [code]true[/code] values with one property, and comfortably " "select them from the Inspector dock.\n" "See also [constant PROPERTY_HINT_FLAGS].\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "You can add explicit values using a colon:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " "** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " "not taken into account. In the following example, A is 16, B is 2, C is 4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]\n" "You can also use the annotation on [Array][lb][int][rb], [PackedByteArray], " "[PackedInt32Array], and [PackedInt64Array]\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " "Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為位元旗標欄位。這讓您可以用一個屬性儲存多個「已勾選」或 " "[code]true[/code] 的值,並能方便地從屬性檢視器面板中選取。\n" "另請參閱 [constant PROPERTY_HINT_FLAGS]。\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "您可以使用冒號來新增明確值:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "您也可以組合多個旗標:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]注意:[/b] 旗標值必須至少為 [code]1[/code],且至多為 [code]2 ** 32 - 1[/" "code]。\n" "[b]注意:[/b] 與 [annotation @export_enum] 不同,它不會將前一個明確值考慮在" "內。在以下範例中,A 是 16,B 是 2,C 是 4。\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]\n" "您也可以在 [Array][lb][int][rb]、[PackedByteArray]、[PackedInt32Array] 和 " "[PackedInt64Array] 型別的變數上使用此標記。\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " "Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "@export_flags_2d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於 2D 導航圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/2d_navigation/layer_1] 的圖層名" "稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "@export_flags_2d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "@export_flags_2d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於 2D 物理圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/2d_physics/layer_1] 的圖層名稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "@export_flags_2d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "@export_flags_2d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於 2D 渲染圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/2d_render/layer_1] 的圖層名稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "@export_flags_2d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "@export_flags_3d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於 3D 導航圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/3d_navigation/layer_1] 的圖層名" "稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "@export_flags_3d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "@export_flags_3d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於 3D 物理圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/3d_physics/layer_1] 的圖層名稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "@export_flags_3d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "@export_flags_3d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於 3D 渲染圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/3d_render/layer_1] 的圖層名稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "@export_flags_3d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for navigation avoidance " "layers. The widget in the Inspector dock will use the layer names defined in " "[member ProjectSettings.layer_names/avoidance/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "將整數屬性匯出為用於導航避開圖層的位元旗標欄位。屬性檢視器面板中的小工具會使用" "定義在 [member ProjectSettings.layer_names/avoidance/layer_1] 的圖層名稱。\n" "另請參閱 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Array[int]\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a directory. The path can be picked from the entire " "filesystem. See [annotation @export_dir] to limit it to the project folder " "and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "@export_global_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" "將 [String]、[Array][lb][String][rb] 或 [PackedStringArray] 屬性匯出為目錄的絕" "對路徑。此路徑可從整個檔案系統選擇。若要限制於專案資料夾及其子資料夾,請見 " "[annotation @export_dir]。\n" "另請參見 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "@export_global_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a file. The path can be picked from the entire " "filesystem. See [annotation @export_file] to limit it to the project folder " "and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "@export_global_file var multiple_paths: Array[String]\n" "[/codeblock]" msgstr "" "將 [String]、[Array][lb][String][rb] 或 [PackedStringArray] 屬性匯出為檔案的絕" "對路徑。此路徑可從整個檔案系統選擇。若要限制於專案資料夾及其子資料夾,請見 " "[annotation @export_file]。\n" "若有指定 [param filter],僅可選擇相符檔案。\n" "另請參見 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "@export_global_file var multiple_paths: Array[String]\n" "[/codeblock]" msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name in " "the Inspector dock.\n" "If no [param prefix] is provided, then every following property will be added " "to the group. The group ends when then next group or category is defined. You " "can also force end a group by using this annotation with empty strings for " "parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" "為後續匯出的屬性定義新群組。這有助於在屬性檢視器面板中組織屬性。群組可以加上選" "用的 [param prefix],這會讓群組只考慮具有此前綴的屬性。分組會在第一個不具有前" "綴的屬性處中斷。此前綴也會從屬性檢視器面板中的屬性名稱中移除。\n" "如果未提供 [param prefix],則每個後續屬性都會被加入群組。群組會在定義下一個群" "組或類別時結束。您也可以透過使用參數為空字串的此標記 " "[code]@export_group(\"\", \"\")[/code] 來強制結束群組。\n" "群組無法巢狀,請使用 [annotation @export_subgroup] 在群組內新增子群組。\n" "另請參閱 [constant PROPERTY_USAGE_GROUP]。\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] " "or [Array][lb][Dictionary][rb] property with a large [TextEdit] widget " "instead of a [LineEdit]. This adds support for multiline content and makes it " "easier to edit large amount of text stored in the property.\n" "See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "@export_multiline var npc_dialogs: Array[String]\n" "[/codeblock]" msgstr "" "將 [String]、[Array][lb][String][rb]、[PackedStringArray]、[Dictionary] 或 " "[Array][lb][Dictionary][rb] 屬性匯出為大型 [TextEdit] 編輯器(而非 " "[LineEdit])。這可支援多行內容並方便編輯大量文字。\n" "另請參見 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" "[codeblock]\n" "@export_multiline var character_biography\n" "@export_multiline var npc_dialogs: Array[String]\n" "[/codeblock]" msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for " "allowed node types.\n" "See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]Note:[/b] The type must be a native class or a globally registered script " "(using the [code]class_name[/code] keyword) that inherits [Node]." msgstr "" "將 [NodePath] 或 [Array][lb][NodePath][rb] 屬性匯出,並可指定允許的節點型" "別。\n" "另請參見 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]注意:[/b]型別必須為原生類別,或使用 [code]class_name[/code] 關鍵字全域註冊" "且繼承自 [Node] 的腳本。" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "with a placeholder text displayed in the editor widget when no value is " "present.\n" "See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" "[/codeblock]" msgstr "" "將 [String]、[Array][lb][String][rb] 或 [PackedStringArray] 屬性匯出,當無值時" "編輯器小工具會顯示預設提示文字。\n" "另請參見 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" "[/codeblock]" msgid "" "Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], or [PackedFloat64Array] property as a range value. The " "range must be defined by [param min] and [param max], as well as an optional " "[param step] and a variety of extra hints. The [param step] defaults to " "[code]1[/code] for integer properties. For floating-point numbers this value " "depends on your [member EditorSettings.interface/inspector/" "default_float_step] setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " "exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " "element of the editor widget.\n" "Hints also allow to indicate the units for the edited value. Using [code]" "\"radians_as_degrees\"[/code] you can specify that the actual value is in " "radians, but should be displayed in degrees in the Inspector dock (the range " "values are also in degrees). [code]\"degrees\"[/code] allows to add a degree " "sign as a unit suffix (the value is unchanged). Finally, a custom suffix can " "be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any " "string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "@export_range(0, 20) var numbers: Array[float]\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgstr "" "將 [int]、[float]、[Array][lb][int][rb]、[Array][lb][float][rb]、" "[PackedByteArray]、[PackedInt32Array]、[PackedInt64Array]、" "[PackedFloat32Array] 或 [PackedFloat64Array] 型別的屬性匯出為範圍值。範圍必須" "由 [param min] 和 [param max] 定義,以及一個選用的 [param step] 和各種額外提" "示。[param step] 對於整數屬性預設為 [code]1[/code]。對於浮點數,此值取決於您" "的 [member EditorSettings.interface/inspector/default_float_step] 設定。\n" "如果提供了 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] 提示,編輯" "器小工具將不會將數值限制在範圍邊界。[code]\"exp\"[/code] 提示會使範圍上的編輯" "數值呈指數變化。[code]\"hide_slider\"[/code] 提示會隱藏編輯器小工具的滑桿元" "素。\n" "提示也允許指示編輯值的單位。使用 [code]\"radians_as_degrees\"[/code],您可以指" "定實際值以弧度為單位,但在屬性檢視器面板中應以度數顯示(範圍值也以度數為單" "位)。[code]\"degrees\"[/code] 允許新增一個度數符號作為單位後綴(值不變)。最" "後,可以使用 [code]\"suffix:unit\"[/code] 提供自訂後綴,其中 \"unit\" 可以是任" "何字串。\n" "另請參閱 [constant PROPERTY_HINT_RANGE]。\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "@export_range(0, 20) var numbers: Array[float]\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgid "" "Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " "is not displayed in the editor, but it is serialized and stored in the scene " "or resource file. This can be useful for [annotation @tool] scripts. Also the " "property value is copied when [method Resource.duplicate] or [method " "Node.duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" "var a # Not stored in the file, not displayed in the editor.\n" "@export_storage var b # Stored in the file, not displayed in the editor.\n" "@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" "導出一個帶有 [constant PROPERTY_USAGE_STORAGE] 標誌的屬性。該屬性不會在編輯器" "中顯示,但它會被序列化並存儲在場景或資源文件中。這對於帶有 [annotation @tool] " "的腳本特別有用。此外,當調用 [method Resource.duplicate] 或 [method " "Node.duplicate] 方法時,該屬性的值會被複製,這與非導出變量不同。\n" "[codeblock]\n" "var a # 不存儲在文件中,不在編輯器中顯示。\n" "@export_storage var b # Stored in the file, not displayed in the editor.\n" "@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, but you can use the slash separator " "([code]/[/code]) to achieve the desired effect:\n" "[codeblock]\n" "@export_group(\"Car Properties\")\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n" "@export var front_wheel_strength = 10\n" "@export var front_wheel_mobility = 5\n" "@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n" "@export var rear_wheel_strength = 8\n" "@export var rear_wheel_mobility = 3\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export var wheel_material: PhysicsMaterial\n" "[/codeblock]" msgstr "" "為後續的匯出屬性定義新的子群組。這有助於在屬性檢視器面板中組織屬性。子群組的運" "作方式與群組完全相同,只是它們需要有一個父群組才能存在。請參閱 [annotation " "@export_group]。\n" "另請參閱 [constant PROPERTY_USAGE_SUBGROUP]。\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]注意:[/b] 子群組無法巢狀,但您可以使用斜線分隔符號 ([code]/[/code]) 來達成" "所需的效果:\n" "[codeblock]\n" "@export_group(\"Car Properties\")\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n" "@export var front_wheel_strength = 10\n" "@export var front_wheel_mobility = 5\n" "@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n" "@export var rear_wheel_strength = 8\n" "@export var rear_wheel_mobility = 3\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export var wheel_material: PhysicsMaterial\n" "[/codeblock]" msgid "" "Export a [Callable] property as a clickable button with the label [param " "text]. When the button is pressed, the callable is called.\n" "If [param icon] is specified, it is used to fetch an icon for the button via " "[method Control.get_theme_icon], from the [code]\"EditorIcons\"[/code] theme " "type. If [param icon] is omitted, the default [code]\"Callable\"[/code] icon " "is used instead.\n" "Consider using the [EditorUndoRedoManager] to allow the action to be reverted " "safely.\n" "See also [constant PROPERTY_HINT_TOOL_BUTTON].\n" "[codeblock]\n" "@tool\n" "extends Sprite2D\n" "\n" "@export_tool_button(\"Hello\") var hello_action = hello\n" "@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" "var randomize_color_action = randomize_color\n" "\n" "func hello():\n" "\tprint(\"Hello world!\")\n" "\n" "func randomize_color():\n" "\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n" "\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n" "\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), randf(), " "randf()))\n" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" "[b]Note:[/b] The property is exported without the [constant " "PROPERTY_USAGE_STORAGE] flag because a [Callable] cannot be properly " "serialized and stored in a file.\n" "[b]Note:[/b] In an exported project neither [EditorInterface] nor " "[EditorUndoRedoManager] exist, which may cause some scripts to break. To " "prevent this, you can use [method Engine.get_singleton] and omit the static " "type from the variable declaration:\n" "[codeblock]\n" "var undo_redo = " "Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n" "[/codeblock]\n" "[b]Note:[/b] Avoid storing lambda callables in member variables of " "[RefCounted]-based classes (e.g. resources), as this can lead to memory " "leaks. Use only method callables and optionally [method Callable.bind] or " "[method Callable.unbind]." msgstr "" "將 [Callable] 屬性匯出為一個可點擊按鈕,標籤為 [param text]。按下按鈕時,會呼" "叫該 callable。\n" "若指定 [param icon],將會透過 [method Control.get_theme_icon] 從 [code]" "\"EditorIcons\"[/code] 主題類型取得按鈕圖示。若未指定則預設使用 [code]" "\"Callable\"[/code] 圖示。\n" "建議使用 [EditorUndoRedoManager],以便安全地復原動作。\n" "另請參見 [constant PROPERTY_HINT_TOOL_BUTTON]。\n" "[codeblock]\n" "@tool\n" "extends Sprite2D\n" "\n" "@export_tool_button(\"Hello\") var hello_action = hello\n" "@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" "var randomize_color_action = randomize_color\n" "\n" "func hello():\n" "\tprint(\"Hello world!\")\n" "\n" "func randomize_color():\n" "\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n" "\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n" "\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), randf(), " "randf()))\n" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" "[b]注意:[/b]該屬性匯出時不帶 [constant PROPERTY_USAGE_STORAGE] 標誌,因 " "[Callable] 無法正確序列化及儲存至檔案。\n" "[b]注意:[/b]匯出專案時,[EditorInterface] 與 [EditorUndoRedoManager] 並不存" "在,可能導致部分腳本出錯。為避免此情況,請使用 [method Engine.get_singleton] " "並省略變數宣告的靜態型別:\n" "[codeblock]\n" "var undo_redo = " "Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n" "[/codeblock]\n" "[b]注意:[/b]避免在繼承自 [RefCounted] 的類別成員變數中儲存 lambda callable" "(如資源),否則可能導致記憶體洩漏。請僅使用方法 callable,並可選用 [method " "Callable.bind] 或 [method Callable.unbind]。" msgid "" "Add a custom icon to the current script. The icon specified at [param " "icon_path] is displayed in the Scene dock for every node of that class, as " "well as in various editor dialogs.\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" "[b]Note:[/b] Unlike most other annotations, the argument of the [annotation " "@icon] annotation must be a string literal (constant expressions are not " "supported)." msgstr "" "為目前腳本新增自訂圖示。[param icon_path] 指定的圖示會顯示於場景面板中該類別的" "每個節點,以及各種編輯器對話框。\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]注意:[/b] 只有腳本本身可設自訂圖示,不支援內部類別。\n" "[b]注意:[/b] 注解必須放在類別定義與繼承之前。\n" "[b]注意:[/b] 不同於多數注解,[annotation @icon] 參數必須為字串常值(不支援常" "數運算式)。" msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " "([method Object._init]), and instead are computed and stored right before " "[method Node._ready].\n" "[codeblock]\n" "@onready var character_name = $Label\n" "[/codeblock]" msgstr "" "將下列屬性標記為在 [Node] 進入就緒狀態時才賦值。這些屬性不會在節點初始化" "([method Object._init])時立即設定,而是會在呼叫 [method Node._ready] 前計算" "並儲存。\n" "[codeblock]\n" "@onready var character_name = $Label\n" "[/codeblock]" msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to their " "default values.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation " "@static_unload] annotation must be placed before the class definition and " "inheritance.\n" "[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if " "[annotation @static_unload] annotation is used." msgstr "" "創建一個帶有靜態變量的腳本,使得這些變量在失去所有引用後不會持久保存。如果腳本" "再次被加載,靜態變量將恢復到它們的默認值。\n" "[b]注意:[/b]由於註解描述的是它們的主體,[annotation @static_unload] 註解必須" "放置在類定義和繼承聲明之前。\n" "[b]警告:[/b]目前,由於一個 bug 的存在,即使使用了 [annotation " "@static_unload] 註解,腳本也永遠不會被釋放。" msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Running code in the editor[/url].\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " "annotation must be placed before the class definition and inheritance." msgstr "" "將目前腳本標記為工具腳本,使其可由編輯器載入與執行。請參見 [url=$DOCS_URL/" "tutorials/plugins/running_code_in_the_editor.html]在編輯器中執行程式碼[/" "url]。\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]注意:[/b] 注解必須放在類別定義與繼承之前。" msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" "[codeblock]\n" "func test():\n" "\tprint(\"hello\")\n" "\treturn\n" "\t@warning_ignore(\"unreachable_code\")\n" "\tprint(\"unreachable\")\n" "[/codeblock]\n" "See also [annotation @warning_ignore_start] and [annotation " "@warning_ignore_restore]." msgstr "" "將下列語句標記為忽略指定的 [param warning]。詳見 [url=$DOCS_URL/tutorials/" "scripting/gdscript/warning_system.html]GDScript 警告系統[/url]。\n" "[codeblock]\n" "func test():\n" "\tprint(\"hello\")\n" "\treturn\n" "\t@warning_ignore(\"unreachable_code\")\n" "\tprint(\"unreachable\")\n" "[/codeblock]\n" "另請參考 [annotation @warning_ignore_start] 及 [annotation " "@warning_ignore_restore]。" msgid "" "Stops ignoring the listed warning types after [annotation " "@warning_ignore_start]. Ignoring the specified warning types will be reset to " "Project Settings. This annotation can be omitted to ignore the warning types " "until the end of the file.\n" "[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " "@warning_ignore_restore] annotation must be string literals (constant " "expressions are not supported)." msgstr "" "在使用 [annotation @warning_ignore_start] 後,停止忽略所列的警告類型。忽略的警" "告類型會重設回專案設定。若省略此註解,將會持續忽略至檔案結尾。\n" "[b]注意:[/b]與大多數其他註解不同,[annotation @warning_ignore_restore] 的參數" "必須為字串常值(不支援常數運算式)。" msgid "" "Starts ignoring the listed warning types until the end of the file or the " "[annotation @warning_ignore_restore] annotation with the given warning type.\n" "[codeblock]\n" "func test():\n" "\tvar a = 1 # Warning (if enabled in the Project Settings).\n" "\t@warning_ignore_start(\"unused_variable\")\n" "\tvar b = 2 # No warning.\n" "\tvar c = 3 # No warning.\n" "\t@warning_ignore_restore(\"unused_variable\")\n" "\tvar d = 4 # Warning (if enabled in the Project Settings).\n" "[/codeblock]\n" "[b]Note:[/b] To suppress a single warning, use [annotation @warning_ignore] " "instead.\n" "[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " "@warning_ignore_start] annotation must be string literals (constant " "expressions are not supported)." msgstr "" "開始忽略所列的警告類型,直到檔案結尾或遇到 [annotation " "@warning_ignore_restore] 且指定該警告類型為止。\n" "[codeblock]\n" "func test():\n" "\tvar a = 1 # 警告(若於專案設定啟用)。\n" "\t@warning_ignore_start(\"unused_variable\")\n" "\tvar b = 2 # 無警告。\n" "\tvar c = 3 # 無警告。\n" "\t@warning_ignore_restore(\"unused_variable\")\n" "\tvar d = 4 # 警告(若於專案設定啟用)。\n" "[/codeblock]\n" "[b]注意:[/b]如僅欲抑制單一警告,請改用 [annotation @warning_ignore]。\n" "[b]注意:[/b]與多數其他註解不同,[annotation @warning_ignore_start] 的參數必須" "為字串常值(不支援常數運算式)。" msgid "Global scope constants and functions." msgstr "全域範圍的常數和函式。" msgid "" "A list of global scope enumerated constants and built-in functions. This is " "all that resides in the globals, constants regarding error codes, keycodes, " "property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere.\n" "For the entries that can only be accessed from scripts written in GDScript, " "see [@GDScript]." msgstr "" "全域範圍的列舉常數與內建函式列表,包含所有存在於全域命名空間中的錯誤碼、按鍵" "碼、屬性提示等常數。\n" "單例亦記載於此,因為它們可於任何位置存取。\n" "若為僅能於 GDScript 腳本中存取的項目,請參閱 [@GDScript]。" msgid "Random number generation" msgstr "亂數產生" msgid "" "Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" "negative value). Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a is 1\n" "\n" "var b = abs(-1.2)\n" "# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" "返回一個 [Variant] 型別參數 [param x] 的絕對值(即非負值)。支援的型別:" "[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" "[Vector4i] 。\n" "[codeblock]\n" "var a = abs(-1)\n" "# a=1\n" "\n" "var b = abs(-1.2)\n" "# b=1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c=(3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d=(5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e=(7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f=(7, 8, 9)\n" "[/codeblock]\n" "[b]注意:[/b]為了更好的型別安全,請使用 [method absf]、[method absi]、[method " "Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method " "Vector3i.abs]、[method Vector4.abs] 或 [method Vector4i.abs]。" msgid "" "Returns the absolute value of float parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgstr "" "返回浮點參數 [param x] 的絕對值(即正值)。\n" "[codeblock]\n" "# a=1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgid "" "Returns the absolute value of int parameter [param x] (i.e. positive value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" msgstr "" "返回整數參數 [param x] 的絕對值(即正值)。\n" "[codeblock]\n" "# a=1\n" "var a = absi(-1)\n" "[/codeblock]" msgid "" "Returns the arc cosine of [param x] in radians. Use to get the angle of " "cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method acos] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反餘弦,單位為弧度。用來獲取餘弦 [param x] 的角度。[param x] " "會被鉗制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之間,因此 [method " "acos] 不會返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(c) 轉換,c為0.523599或30度\n" "var c = acos(0.866025)\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) cosine of [param x], " "returning a value in radians. Use it to get the angle from an angle's cosine " "in hyperbolic space if [param x] is larger or equal to 1. For values of " "[param x] lower than 1, it will return 0, in order to prevent [method acosh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Returns 1.31695789692482\n" "cosh(a) # Returns 2\n" "\n" "var b = acosh(-1) # Returns 0\n" "[/codeblock]" msgstr "" "返回參數 x 的雙曲弧(也稱為反餘弦),返回弧度值。使用它來獲取在雙曲空間中,如" "果參數 x 大於或等於 1 ,角的餘弦的角度。對於參數 x 小於 1 的值,將返回 0 ,以" "防止 [method acosh] 返回 [constant @GDScript.NAN] 。\n" "[codeblock]\n" "var a = acosh(2) # 返回 1.31695789692482\n" "cosh(a) # 返回 2\n" "\n" "var b = acosh(-1) # 返回 0\n" "[/codeblock]" msgid "" "Returns the difference between the two angles (in radians), in the range of " "[code][-PI, +PI][/code]. When [param from] and [param to] are opposite, " "returns [code]-PI[/code] if [param from] is smaller than [param to], or " "[code]PI[/code] otherwise." msgstr "" "回傳兩角度(弧度制)的差值,範圍為 [code][-PI, +PI][/code]。\n" "若 [param from] 與 [param to] 方向相反,且 [param from] 小於 [param to] 時回" "傳 [code]-PI[/code],否則回傳 [code]PI[/code]。" msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" "code] (inclusive), in order to prevent [method asin] from returning [constant " "@GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反正弦值,單位為弧度。用來獲取正弦 [param x] 的角度。[param " "x] 會被鉗制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之間,因此 [method " "asin] 不會返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(s) 轉換,s為0.523599或30度\n" "var s = asin(0.5)\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) sine of [param x], returning " "a value in radians. Use it to get the angle from an angle's sine in " "hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" "[/codeblock]" msgstr "" "返回參數 x 的雙曲弧(也稱為反正弦),返回弧度值。使用它來獲取在雙曲空間中,角" "的正弦角度。\n" "[codeblock]\n" "var a = asinh(0.9) # 返回 0.8088669356527824\n" "sinh(a) # 返回 0.9\n" "[/codeblock]" msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle from " "an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" "[codeblock]\n" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " "(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." msgstr "" "返回 [param x] 的反正切值,單位為弧度。可用於由三角函數中的切線值取得角度。\n" "此方法無法判斷角度應該落於哪一象限。如果你同時有 [code]y[/code] 與 [code skip-" "lint]x[/code],請參考 [method atan2]。\n" "[codeblock]\n" "var a = atan(0.5) # a 是 0.463648\n" "[/codeblock]\n" "若 [param x] 介於 [code]-PI / 2[/code] 與 [code]PI / 2[/code](含)之間," "[code]atan(tan(x))[/code] 等於 [param x]。" msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "返回 [code]y/x[/code] 的反正切值,單位為弧度。用來獲得正切值為 [code]y/x[/" "code] 的角度。為了計算該值,該方法考慮了兩個參數的符號,以確定象限。\n" "重要提示:按照慣例,Y 座標在前。\n" "[codeblock]\n" "var a = atan2(0, -1) # a = 3.141593\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " "returning a value in radians. Use it to get the angle from an angle's tangent " "in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " "return positive [constant @GDScript.INF] in order to prevent [method atanh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Returns 1.47221948958322\n" "tanh(a) # Returns 0.9\n" "\n" "var b = atanh(-2) # Returns -inf\n" "tanh(b) # Returns -1\n" "[/codeblock]" msgstr "" "返回 [param x] 的雙曲弧(也稱為反正切),以弧度為單位。如果 [param x] 在 -1 " "和 1 之間(不包括 -1 和 1 ),則使用它從雙曲空間中的角度的正切值獲取角度。\n" "在數學中,只有在實數集中,-1 < [param x] < 1 的情況下,雙曲反正切才有意義。因" "此,為了預防 [method atanh] 返回 [constant @GDScript.NAN] ,對於 [param x] 等" "於或小於 -1 的值,返回負的 [constant @GDScript.NAN] ;對於[param x]等於或大於 " "1 的值,返回正的 [constant @GDScript.INF] 。\n" "[codeblock]\n" "var a = atanh(0.9) # 返回 1.47221948958322\n" "tanh(a) # 返回 0.9\n" "\n" "var b = atanh(-2) # 返回 -inf\n" "tanh(b) # 返回 -1\n" "[/codeblock]" msgid "" "Returns the derivative at the given [param t] on a one-dimensional " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] " "defined by the given [param control_1], [param control_2], and [param end] " "points." msgstr "" "返回由給定的 [param control_1]、[param control_2] 和 [param end] 點定義的一維" "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]貝茲曲線[/url]上 [param " "t] 處的導數。" msgid "" "Returns the point at the given [param t] on a one-dimensional [url=https://" "en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the " "given [param control_1], [param control_2], and [param end] points." msgstr "" "返回由給定的 [param control_1]、[param control_2] 和 [param end] 點定義的一維" "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]貝茲曲線[/url]上位於給定 " "[param t] 的點。" msgid "" "Decodes a byte array back to a [Variant] value, without decoding objects.\n" "[b]Note:[/b] If you need object deserialization, see [method " "bytes_to_var_with_objects]." msgstr "" "將位元組陣列解碼回 [Variant] 值,無法解碼物件。\n" "[b]注意:[/b]如果需要物件反序列化,請參見 [method bytes_to_var_with_objects]。" msgid "" "Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "將位元組陣列解碼回 [Variant] 值。允許解碼物件。\n" "[b]警告:[/b]反序列化的物件可能包含執行的程式碼。如果序列化物件的來源不受信" "任,則不要使用此選項,以避免潛在的安全威脅(遠端執行程式碼)。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i is 2.0\n" "i = ceil(1.001) # i is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." msgstr "" "將 [param x] 向上取整(朝正無窮大),回傳不小於 [param x] 的最小整數。\n" "支援型別: [int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、" "[Vector4]、[Vector4i]。\n" "[codeblock]\n" "var i = ceil(1.45) # i 為 2.0\n" "i = ceil(1.001) # i 為 2.0\n" "[/codeblock]\n" "另見 [method floor]、[method round] 與 [method snapped]。\n" "[b]注意:[/b] 為獲得更佳的型別安全性,請使用 [method ceilf]、[method ceili]、" "[method Vector2.ceil]、[method Vector3.ceil] 或 [method Vector4.ceil]。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning a [float]." msgstr "" "向上四捨五入 [param x](朝正無窮大),返回不小於 [param x] 的最小整數。\n" "[method ceil] 的型別安全版本,返回一個 [float]。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning an [int]." msgstr "" "向上四捨五入 [param x](朝正無窮大),返回不小於 [param x] 的最小整數。\n" "[method ceil] 的型別安全版本,返回一個 [int]。" msgid "" "Clamps the [param value], returning a [Variant] not less than [param min] and " "not more than [param max]. Any values that can be compared with the less than " "and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b is 5.5\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " "[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " "[method Color.clamp] (not currently supported by this method).\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise clamping, and will pick [param min] if [code]value < min[/code] or " "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" "將 [param value] 限制在 [param min] 與 [param max] 之間,回傳不小於 [param " "min] 且不大於 [param max] 的 [Variant]。任何可用於大小比較的值都適用。\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a 為 -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b 為 5.5\n" "[/codeblock]\n" "[b]注意:[/b]為提升型別安全性,請優先使用 [method clampf]、[method clampi]、" "[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" "[method Vector3i.clamp]、[method Vector4.clamp]、[method Vector4i.clamp] 或 " "[method Color.clamp](本函式目前尚不支援 Color)。\n" "[b]注意:[/b]若對向量使用本函式時,將[i]不會[/i]進行分量逐一夾限,只會判斷整體" "值,若if [code]value < min[/code]則回傳 [param min],[code]value > max[/code]" "則回傳 [param max]。若需分量夾限請用上述方法。" msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a is 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgstr "" "鉗制 [param value],返回不小於 [param min] 且不大於 [param max] 的 [float]。\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a 是 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b 是 -1.0\n" "[/codeblock]" msgid "" "Clamps the [param value], returning an [int] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a is 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgstr "" "鉗制 [param value],返回不小於 [param min] 且不大於 [param max] 的 [int]。\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a 是 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b 是 -1\n" "[/codeblock]" msgid "" "Returns the cosine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "cos(PI * 2) # Returns 1.0\n" "cos(PI) # Returns -1.0\n" "cos(deg_to_rad(90)) # Returns 0.0\n" "[/codeblock]" msgstr "" "返回弧度角為 [param angle_rad] 的餘弦值。\n" "[codeblock]\n" "cos(PI * 2) # 返回 1.0\n" "cos(PI) # 返回 -1.0\n" "cos(deg_to_rad(90)) # 返回 0.0\n" "[/codeblock]" msgid "" "Returns the hyperbolic cosine of [param x] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "返回弧度角 [param x] 的雙曲餘弦值。\n" "[codeblock]\n" "print(cosh(1)) # 列印 1.543081\n" "[/codeblock]" msgid "" "Cubic interpolates between two values by the factor defined in [param weight] " "with [param pre] and [param post] values." msgstr "" "根據 [param weight] 中定義的因數以及 [param pre] 和 [param post] 值,在兩個值" "之間進行三次插值。" msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle]." msgstr "" "根據 [param weight] 中定義的因數以及 [param pre] 和 [param post] 值,在具有最" "短路徑的兩個旋轉值之間三次插值 。另見 [method lerp_angle]。" msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle].\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" "以三次曲線插值法,根據 [param weight]、[param pre]、[param post] 於兩個旋轉值" "間進行最短路徑插值。詳見 [method lerp_angle]。\n" "此方法針對角度(旋轉)插值可提供比 [method cubic_interpolate] 更平滑的結果。" msgid "" "Cubic interpolates between two values by the factor defined in [param weight] " "with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" "根據 [param weight] 中定義的因數以及 [param pre] 和 [param post] 值,在兩個值" "之間進行三次插值。\n" "它可以根據時間值執行比 [method cubic_interpolate] 更平滑的插值。" msgid "Converts from decibels to linear energy (audio)." msgstr "從分貝轉換為線性能量(音訊)。" msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "var r = deg_to_rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "將角度值轉換為弧度值。\n" "[codeblock]\n" "var r = deg_to_rad(180) # r 是 3.141593\n" "[/codeblock]" msgid "" "Returns an \"eased\" value of [param x] based on an easing function defined " "with [param curve]. This easing function is based on an exponent. The [param " "curve] can be any floating-point number, with specific values leading to the " "following behaviors:\n" "[codeblock lang=text]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- -1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" "依 [param curve] 指定的指數緩動函式,回傳 [param x] 的「緩動值」。\n" "[param curve] 可為任意浮點數,對應行為如下:\n" "[codeblock]\n" "- 小於 -1.0:緩入緩出\n" "- -1.0:線性\n" "- -1.0 ~ 0.0:緩出緩入\n" "- 0.0:常數\n" "- 0.0 ~ 1.0:緩出\n" "- 1.0:線性\n" "- 大於 1.0:緩入\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" "ease_cheatsheet.png]ease() 曲線速查表[/url]\n" "另見 [method smoothstep]。若需更進階的轉場,請使用 [method " "Tween.interpolate_value]。" msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" "print(OK) # Prints 0\n" "print(error_string(OK)) # Prints \"OK\"\n" "print(error_string(ERR_BUSY)) # Prints \"Busy\"\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Prints \"Out of memory\"\n" "[/codeblock]" msgstr "" "回傳指定 [enum Error] 錯誤碼的可讀名稱。\n" "[codeblock]\n" "print(OK) # 輸出 0\n" "print(error_string(OK)) # 輸出 \"OK\"\n" "print(error_string(ERR_BUSY)) # 輸出 \"Busy\"\n" "print(error_string(ERR_OUT_OF_MEMORY)) # 輸出 \"Out of memory\"\n" "[/codeblock]" msgid "" "The natural exponential function. It raises the mathematical constant [i]e[/" "i] to the power of [param x] and returns it.\n" "[i]e[/i] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "var a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "自然指數函式。計算數學常數 [i]e[/i] 的 [param x] 次方並返回它。\n" "[i]e[/i] 的近似值為 2.71828,可以使用 [code]exp(1)[/code] 獲得。\n" "求其他底數的指數應使用 [method pow] 方法。\n" "[codeblock]\n" "var a = exp(2) # 大約是 7.39\n" "[/codeblock]" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method floorf], [method floori], " "[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." msgstr "" "將 [param x] 向下取整(朝負無窮大),回傳不大於 [param x] 的最大整數。\n" "支援型別: [int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、" "[Vector4]、[Vector4i]。\n" "[codeblock]\n" "var a = floor(2.99) # a 為 2.0\n" "a = floor(-2.99) # a 為 -3.0\n" "[/codeblock]\n" "另見 [method ceil]、[method round] 與 [method snapped]。\n" "[b]注意:[/b] 為獲得更佳的型別安全性,請使用 [method floorf]、[method " "floori]、[method Vector2.floor]、[method Vector3.floor] 或 [method " "Vector4.floor]。" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" "將 [param x] 向下四捨五入(向負無窮大),返回不超過 [param x] 的最大整數。\n" "一個型別安全的 [method floor] 版本,返回一個 [float]。" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning an [int].\n" "[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], " "which rounds towards 0." msgstr "" "將 [param x] 向下四捨五入(向負無窮大),返回不超過 [param x] 的最大整數。\n" "是 [method floor] 的型別安全版本,返回一個 [int]。\n" "[b]注意:[/b]這個函式與 [code]int(x)[/code] [i]不[/i] 一樣,後者是向 0 取整。" msgid "" "Returns the floating-point remainder of [param x] divided by [param y], " "keeping the sign of [param x].\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the [code]%[/code] operator." msgstr "" "返回 [param x] 除以 [param y] 的浮點型餘數,符號與 [param x]一致。\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder 是 1.5\n" "[/codeblock]\n" "對於整數取餘運算,請使用 [code]%[/code] 運算子。" msgid "" "Returns the floating-point modulus of [param x] divided by [param y], " "wrapping equally in positive and negative.\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" "\tvar x = i * 0.5 - 1.5\n" "\tprint(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "Prints:\n" "[codeblock lang=text]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgstr "" "回傳 [param x] 除以 [param y] 的浮點餘數,對正負軸均勻包覆。\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" "\tvar x = i * 0.5 - 1.5\n" "\tprint(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "輸出:\n" "[codeblock]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Prints 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Prints 177670\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回傳入的 [param variable] 的整數雜湊值。\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # 輸出 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // 輸出 177670\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the [Object] that corresponds to [param instance_id]. All Objects " "have a unique instance ID. See also [method Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var drink = \"water\"\n" "\n" "func _ready():\n" "\tvar id = get_instance_id()\n" "\tvar instance = instance_from_id(id)\n" "\tprint(instance.foo) # Prints \"water\"\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" "\tpublic string Drink { get; set; } = \"water\";\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tulong id = GetInstanceId();\n" "\t\tvar instance = (MyNode)InstanceFromId(Id);\n" "\t\tGD.Print(instance.Drink); // Prints \"water\"\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳對應 [param instance_id] 的 [Object]。\n" "所有物件皆有唯一的實例 ID。另見 [method Object.get_instance_id]。\n" "[codeblocks]\n" "[gdscript]\n" "var drink = \"water\"\n" "\n" "func _ready():\n" "\tvar id = get_instance_id()\n" "\tvar inst = instance_from_id(id)\n" "\tprint(inst.drink) # 輸出 \"water\"\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" "\tpublic string Drink { get; set; } = \"water\";\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tulong id = GetInstanceId();\n" "\t\tvar inst = (MyNode)InstanceFromId(id);\n" "\t\tGD.Print(inst.Drink); // 輸出 \"water\"\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " "[param to] (inclusive). If [param weight] is located outside this range, then " "an extrapolation factor will be returned (return value lower than [code]0.0[/" "code] or greater than [code]1.0[/code]). Use [method clamp] on the result of " "[method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# middle is now 27.5.\n" "\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio is now 0.75.\n" "[/codeblock]\n" "See also [method lerp], which performs the reverse of this operation, and " "[method remap] to map a continuous series of values to another." msgstr "" "返回插值或外推的因數。範圍用 [param from] 和 [param to]指定,插值後的值由 " "[param weight] 指定。如果 [param weight] 在 [param from] 和 [param to] 之間" "(包含),那麼返回的值在 [code]0.0[/code] 和 [code]1.0[/code] 之間。如果 " "[param weight] 在該範圍之外,則返回的是外推因數(返回值小於 [code]0.0[/code] " "或大於 [code]1.0[/code])。如果不希望這樣,請對 [method inverse_lerp] 的結果使" "用 [method clamp]。\n" "[codeblock]\n" "# 下面的 `lerp()` 呼叫時的插值比例是 0.75。\n" "var middle = lerp(20, 30, 0.75)\n" "# middle 現在是 27.5。\n" "\n" "# 現在,我們假裝忘記了原來的比例,想要找到是多少。\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio 現在是 0.75。\n" "[/codeblock]\n" "另見 [method lerp],它執行本操作的逆操作;以及 [method remap],將一系列連續的" "值對應到另一個值。" msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" "Here, \"approximately equal\" means that [param a] and [param b] are within a " "small internal epsilon of each other, which scales with the magnitude of the " "numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "如果 [param a] 和 [param b] 彼此近似相等,則返回 [code]true[/code]。\n" "這裡,“近似相等”意味著 [param a] 和 [param b] 在彼此的一個小的內部 epsilon " "內,該 epsilon 與數位的大小成比例。\n" "相同符號的無窮大值被認為是相等的。" msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity. See also [method " "is_inf] and [method is_nan]." msgstr "" "判斷 [param x] 是否為有限值,也就是既非 [constant @GDScript.NAN]、亦非正或負無" "窮大。\n" "另見 [method is_inf] 與 [method is_nan]。" msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity. See also [method is_finite] and [method is_nan]." msgstr "" "若 [param x] 為正無窮大或負無窮大則回傳 [code]true[/code]。\n" "另見 [method is_finite] 與 [method is_nan]。" msgid "" "Returns [code]true[/code] if the Object that corresponds to [param id] is a " "valid object (e.g. has not been deleted from memory). All Objects have a " "unique instance ID." msgstr "" "如果與 [param id] 對應的 Object 是有效的物件(例如沒有從記憶體中刪除),則返" "回 [code]true[/code] 。所有物件都有唯一的實例 ID。" msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not " "been deleted from memory)." msgstr "" "如果 [param instance] 是有效的 Object(例如,沒有從記憶體中刪除),則返回 " "[code]true[/code] 。" msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) " "value. This method is needed as [constant @GDScript.NAN] is not equal to " "itself, which means [code]x == NAN[/code] can't be used to check whether a " "value is a NaN." msgstr "" "若 [param x] 為 NaN(「非數字」或無效值)則回傳 [code]true[/code]。\n" "由於 [constant @GDScript.NAN] 不等於自身,因此無法使用 [code]x == NAN[/code] " "來檢測 NaN,必須使用本方法。" msgid "" "Returns [code]true[/code], for value types, if [param a] and [param b] share " "the same value. Returns [code]true[/code], for reference types, if the " "references of [param a] and [param b] are the same.\n" "[codeblock]\n" "# Vector2 is a value type\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array is a reference type\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "These are [Variant] value types: [code]null[/code], [bool], [int], [float], " "[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " "[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " "[RID], [Callable] and [Signal].\n" "These are [Variant] reference types: [Object], [Dictionary], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedVector2Array], [PackedVector3Array], [PackedVector4Array], and " "[PackedColorArray]." msgstr "" "若為值型別,當 [param a] 與 [param b] 之值相同則回傳 [code]true[/code];\n" "若為參考型別,當兩者引用為同一物件時回傳 [code]true[/code]。\n" "[codeblock]\n" "# Vector2 為值型別\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array 為參考型別\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "[Variant] 值型別包含: [code]null[/code]、[bool]、[int]、[float]、[String]、" "[StringName]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" "[Vector4i]、[Rect2]、[Rect2i]、[Transform2D]、[Transform3D]、[Plane]、" "[Quaternion]、[AABB]、[Basis]、[Projection]、[Color]、[NodePath]、[RID]、" "[Callable] 及 [Signal]。\n" "[Variant] 參考型別包含: [Object]、[Dictionary]、[Array]、[PackedByteArray]、" "[PackedInt32Array]、[PackedInt64Array]、[PackedFloat32Array]、" "[PackedFloat64Array]、[PackedStringArray]、[PackedVector2Array]、" "[PackedVector3Array]、[PackedVector4Array] 與 [PackedColorArray]。" msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " "is done using a tolerance calculation with a small internal epsilon.\n" "This function is faster than using [method is_equal_approx] with one value as " "zero." msgstr "" "如果 [param x] 為零或幾乎為零,則返回 [code]true[/code]。比較是使用具有小內部 " "epsilon 的公差計算的。\n" "該函式比使用一個值為零的 [method is_equal_approx] 更快。" msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] to limit [param weight].\n" "Both [param from] and [param to] must be the same type. Supported types: " "[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], " "[Basis], [Transform2D], [Transform3D].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]. See also [method remap] to map a continuous " "series of values to another.\n" "[b]Note:[/b] For better type safety, use [method lerpf], [method " "Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method " "Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method " "Transform2D.interpolate_with], or [method Transform3D.interpolate_with]." msgstr "" "依 [param weight] 線性插值 [param from] 與 [param to]。\n" "[param weight] 應介於 [code]0.0[/code]~[code]1.0[/code](含)之間;若超出則" "為 [i]外推[/i]。如不需外推,可先對 [param weight] 使用 [method clampf] 限" "制。\n" "[param from] 與 [param to] 必須為相同型別。支援型別: [int]、[float]、" "[Vector2]、[Vector3]、[Vector4]、[Color]、[Quaternion]、[Basis]、" "[Transform2D]、[Transform3D]。\n" "[codeblock]\n" "lerp(0, 4, 0.75) # 回傳 3.0\n" "[/codeblock]\n" "反向操作請參考 [method inverse_lerp]。\n" "若要進行緩動插值,可將 [method lerp] 與 [method ease] 或 [method smoothstep] " "結合使用。\n" "若要映射連續值區間,請參考 [method remap]。\n" "[b]注意:[/b] 為確保型別安全,可使用 [method lerpf]、[method Vector2.lerp]、" "[method Vector3.lerp]、[method Vector4.lerp]、[method Color.lerp]、[method " "Quaternion.slerp]、[method Basis.slerp]、[method " "Transform2D.interpolate_with] 或 [method Transform3D.interpolate_with]。" msgid "" "Linearly interpolates between two angles (in radians) by a [param weight] " "value between 0.0 and 1.0.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" "\tvar min_angle = deg_to_rad(0.0)\n" "\tvar max_angle = deg_to_rad(90.0)\n" "\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" "\telapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This function lerps through the shortest path between [param " "from] and [param to]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "通過 0.0 和 1.0 之間的 [param weight] 值,在兩個角度(以弧度為單位)之間進行線" "性插值。\n" "類似於 [method lerp],但當角度環繞 [constant @GDScript.TAU] 時會正確插值。要使" "用 [method lerp_angle] 執行緩動插值,請將其與 [method ease] 或 [method " "smoothstep] 結合使用。\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" "\tvar min_angle = deg_to_rad(0.0)\n" "\tvar max_angle = deg_to_rad(90.0)\n" "\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" "\telapsed += delta\n" "[/codeblock]\n" "[b]注意:[/b]該函式通過 [param from] 和 [param to] 之間的最短路徑進行插值。然" "而,當這兩個角度相距大致 [code]PI + k * TAU[/code] 其中 [code]k[/code] 為任意" "整數時,由於浮點數精度誤差的緣故,要對插值的方向進行判斷是很難的。例如," "[code]lerp_angle(0, PI, weight)[/code] 會逆時針插值,而 [code]lerp_angle(0, " "PI + 5 * TAU, weight)[/code] 則會順時針插值。" msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] on the result of this function.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" "通過 [param weight] 中定義的因數在兩個值之間進行線性插值。要執行插值,[param " "weight] 應介於 [code]0.0[/code] 和 [code]1.0[/code] 之間(包含)。但是,超出此" "範圍的值是允許的,並可用於執行 [i]外推[/i]。如果不需要,請對此函式的結果使用 " "[method clampf]。\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # 返回 3.0\n" "[/codeblock]\n" "另請參閱執行本操作的逆運算的 [method inverse_lerp]。要使用 [method lerp] 執行" "緩動插值,請將其與 [method ease] 或 [method smoothstep] 結合使用。" msgid "" "Converts from linear energy to decibels (audio). Since volume is not normally " "linear, this can be used to implement volume sliders that behave as " "expected.\n" "[b]Example:[/b] Change the Master bus's volume through a [Slider] node, which " "ranges from [code]0.0[/code] to [code]1.0[/code]:\n" "[codeblock]\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgstr "" "將線性能量轉換為分貝(音訊)。由於音量通常不是線性的,可利用此函式實作預期的音" "量滑桿。\n" "[b]範例:[/b] 透過 [Slider] 節點(取值範圍 [code]0.0[/code]~[code]1.0[/code])" "調整主匯流排音量:\n" "[codeblock]\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" "E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately " "2.71828). This is the amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm. To use base 10 logarithm, use " "[code]log(x) / log(10)[/code].\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while " "negative values return [code]-nan[/code]." msgstr "" "返回 [param x] 的[url=https://zh.wikipedia.org/wiki/自然對數]自然對數[/url]" "(底數 [url=https://zh.wikipedia.org/wiki/E_(mathematical_constant)][i]e[/i][/" "url],[i]e[/i] 約為 2.71828)。這代表達到某成長程度所需的時間。\n" "[b]注意:[/b] 與多數計算機上的「log」不同,計算機預設底數為 10。若需以底數 " "10,請用 [code]log(x) / log(10)[/code]。\n" "[codeblock]\n" "log(10) # 返回 2.302585\n" "[/codeblock]\n" "[b]注意:[/b] [code]0[/code] 的對數會回傳 [code]-inf[/code],負值會回傳 " "[code]-nan[/code]。" msgid "" "Returns the maximum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise maximum, and will pick the largest value when compared using [code]x < " "y[/code]. To perform component-wise maximum, use [method Vector2.max], " "[method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method " "Vector4.max], and [method Vector4i.max]." msgstr "" "返回給定數值中的最大值。此函數可以接受任意數量的參數。\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]\n" "[b]注意:[/b]當對向量使用此函數時,它[i]不會[/i]執行分量級的最大值計算,而是使" "用 [code]x < y[/code] 比較來選擇最大值。要執行分量級的最大值計算,請使用 " "[method Vector2.max]、[method Vector2i.max]、[method Vector3.max]、[method " "Vector3i.max]、[method Vector4.max] 和 [method Vector4i.max]。" msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" "maxf(3.6, 24) # Returns 24.0\n" "maxf(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "返回兩個 [float] 值中的最大值。\n" "[codeblock]\n" "maxf(3.6, 24) # 返回 24.0\n" "maxf(-3.99, -4) # 返回 -3.99\n" "[/codeblock]" msgid "" "Returns the maximum of two [int] values.\n" "[codeblock]\n" "maxi(1, 2) # Returns 2\n" "maxi(-3, -4) # Returns -3\n" "[/codeblock]" msgstr "" "返回兩個 [int] 值中的最大值。\n" "[codeblock]\n" "maxi(1, 2) # 返回 2\n" "maxi(-3, -4) # 返回 -3\n" "[/codeblock]" msgid "" "Returns the minimum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Returns -6\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise minimum, and will pick the smallest value when compared using [code]x < " "y[/code]. To perform component-wise minimum, use [method Vector2.min], " "[method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method " "Vector4.min], and [method Vector4i.min]." msgstr "" "回傳所給多個數值中的最小值,參數個數不限。\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # 回傳 -6\n" "[/codeblock]\n" "[b]注意:[/b] 用於向量時並非逐分量比較,而是直接以 [code]x < y[/code] 比較整體" "大小;若需逐分量最小值,請使用 [method Vector2.min]、[method Vector2i.min]、" "[method Vector3.min]、[method Vector3i.min]、[method Vector4.min] 或 [method " "Vector4i.min]。" msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" "minf(3.6, 24) # Returns 3.6\n" "minf(-3.99, -4) # Returns -4.0\n" "[/codeblock]" msgstr "" "返回兩個 [float] 值中的最小值。\n" "[codeblock]\n" "minf(3.6, 24) # 返回 3.6\n" "minf(-3.99, -4) # 返回 -4.0\n" "[/codeblock]" msgid "" "Returns the minimum of two [int] values.\n" "[codeblock]\n" "mini(1, 2) # Returns 1\n" "mini(-3, -4) # Returns -4\n" "[/codeblock]" msgstr "" "返回兩個 [int] 值中的最小值。\n" "[codeblock]\n" "mini(1, 2) # 返回 1\n" "mini(-3, -4) # 返回 -4\n" "[/codeblock]" msgid "" "Moves [param from] toward [param to] by the [param delta] amount. Will not go " "past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "將 [param from] 向 [param to] 移動,移動的長度是 [param delta]。不會超過 " "[param to]。\n" "使用負的 [param delta] 值則向遠離的方向移動。\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgid "" "Returns the smallest integer power of 2 that is greater than or equal to " "[param value].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be expected)\n" "nearest_po2(-1) # Returns 0 (this may not be expected)\n" "[/codeblock]\n" "[b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] " "rather than [code]1[/code] for values less than or equal to [code]0[/code], " "with an exception for [param value] being the smallest negative 64-bit " "integer ([code]-9223372036854775808[/code]) in which case the [param value] " "is returned unchanged." msgstr "" "返回大於等於整數 [param value] 的最小整數冪 2。\n" "[codeblock]\n" "nearest_po2(3) # 返回 4\n" "nearest_po2(4) # 返回 4\n" "nearest_po2(5) # 返回 8\n" "\n" "nearest_po2(0) # 返回 0(可能出乎意料)\n" "nearest_po2(-1) # 返回 0(可能出乎意料)\n" "[/codeblock]\n" "[b]警告:[/b]由於其實現,此方法返回[code]0[/code]而不是[code]1[/code]對於小於" "或等於的值[code]0[/code],但 [param value] 是最小的負 64 位整數除外 " "([code]-9223372036854775808[/code]),在這種情況下,返回 [param value] 不變。" msgid "" "Wraps [param value] between [code]0[/code] and the [param length]. If the " "limit is reached, the next value the function returns is decreased to the " "[code]0[/code] side or increased to the [param length] side (like a triangle " "wave). If [param length] is less than zero, it becomes positive.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Returns 3.0\n" "pingpong(-2.0, 3.0) # Returns 2.0\n" "pingpong(-1.0, 3.0) # Returns 1.0\n" "pingpong(0.0, 3.0) # Returns 0.0\n" "pingpong(1.0, 3.0) # Returns 1.0\n" "pingpong(2.0, 3.0) # Returns 2.0\n" "pingpong(3.0, 3.0) # Returns 3.0\n" "pingpong(4.0, 3.0) # Returns 2.0\n" "pingpong(5.0, 3.0) # Returns 1.0\n" "pingpong(6.0, 3.0) # Returns 0.0\n" "[/codeblock]" msgstr "" "將 [param value] 包裹在 [code]0[/code] 和 [param length] 之間。如果達到限制," "函式返回的下一個值將減少到 [code]0[/code] 側或增加到 [param length] 側(像三角" "波)。如果 [param length] 小於零,則變為正數。\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # 返回 3.0\n" "pingpong(-2.0, 3.0) # 返回 2.0\n" "pingpong(-1.0, 3.0) # 返回 1.0\n" "pingpong(0.0, 3.0) # 返回 0.0\n" "pingpong(1.0, 3.0) # 返回 1.0\n" "pingpong(2.0, 3.0) # 返回 2.0\n" "pingpong(3.0, 3.0) # 返回 3.0\n" "pingpong(4.0, 3.0) # 返回 2.0\n" "pingpong(5.0, 3.0) # 返回 1.0\n" "pingpong(6.0, 3.0) # 返回 0.0\n" "[/codeblock]" msgid "" "Returns the integer modulus of [param x] divided by [param y] that wraps " "equally in positive and negative.\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" "\tprint(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Prints:\n" "[codeblock lang=text]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgstr "" "回傳 [param x] ÷ [param y] 的整數餘數,正負方向對稱包覆。\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" "\tprint(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "輸出:\n" "[codeblock]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" msgstr "" "返回 [param base] 的 [param exp] 次冪的結果。\n" "在 GDScript 中,這相當於 [code]**[/code] 運算子。\n" "[codeblock]\n" "pow(2, 5) # 返回 32.0\n" "pow(4, 1.5) # 返回 8.0\n" "[/codeblock]" msgid "" "Converts one or more arguments of any type to string in the best way possible " "and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array a = [1, 2, 3];\n" "GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed. See also [member Engine.print_to_stdout] and [member " "ProjectSettings.application/run/disable_stdout]." msgstr "" "將任意型別的參數最佳化轉為字串後輸出至主控台。\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # 輸出 \"ab[1, 2, 3]\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array a = [1, 2, 3];\n" "GD.Print(\"a\", \"b\", a); // 輸出 \"ab[1, 2, 3]\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 建議使用 [method push_error] 與 [method push_warning] 來輸出錯誤" "與警告訊息,以區分除錯列印,並在輸出時附帶堆疊追蹤。\n" "另見 [member Engine.print_to_stdout] 與 [member ProjectSettings.application/" "run/disable_stdout]。" msgid "" "Converts one or more arguments of any type to string in the best way possible " "and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" "When printing to standard output, the supported subset of BBCode is converted " "to ANSI escape codes for the terminal emulator to display. Support for ANSI " "escape codes varies across terminal emulators, especially for italic and " "strikethrough. In standard output, [code]code[/code] is represented with " "faint text but without any font change. Unsupported tags are left as-is in " "standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints \"Hello " "world!\", in green with a bold font.\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints \"Hello " "world!\", in green with a bold font.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed.\n" "[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" "lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " "tag's [code]address[/code] value is handled by [method OS.shell_open] when " "clicked." msgstr "" "將任意型別的參數最佳化轉為字串並以 BBCode 呈現後輸出至主控台。\n" "支援的 BBCode 標籤: [code]b[/code]、[code]i[/code]、[code]u[/code]、[code]s[/" "code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" "[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" "code]、[code]fgcolor[/code]。\n" "URL 標籤僅支援形如 [code][url]https://example.com[/url][/code] 的格式。\n" "輸出至標準輸出時,可支援的 BBCode 會轉為 ANSI 控制碼;實際效果依終端機模擬器而" "異(特別是斜體與刪除線)。[code]code[/code] 會以淡色顯示但不改字型。\n" "[codeblocks]\n" "[gdscript]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # 以綠色粗體輸出\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 以綠色粗體輸" "出\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 建議使用 [method push_error] 與 [method push_warning] 來輸出錯誤" "與警告訊息,以保留堆疊追蹤並區分除錯輸出。\n" "[b]注意:[/b] 編輯器輸出支援可點擊的 [code][url=網址]文字[/url][/code],點擊後" "會透過 [method OS.shell_open] 開啟網址。" msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" "如果啟用了詳細模式([method OS.is_stdout_verbose] 返回 [code]true[/code]),則" "盡可能以最佳方式將一個或多個任意型別的參數轉換為字串,並將它們列印到控制台。" msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "以盡可能最佳的方式將一個或多個參數作為字串輸出到標準錯誤行。\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Prints one or more arguments to strings in the best way possible to the OS " "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " "dock. The output sent to the OS terminal can be seen when running Godot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" "[gdscript]\n" "# Prints \"ABC\" to terminal.\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "[/gdscript]\n" "[csharp]\n" "// Prints \"ABC\" to terminal.\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將一個或多個參數以最佳方式轉為字串直接輸出到作業系統終端機。與 [method print] " "不同,結尾不會自動加換行符號。\n" "[b]注意:[/b]OS 終端機 [i]不是[/i] 編輯器的輸出分頁,需從命令列啟動 Godot 才能" "看到,Windows 則需用 [code]console.exe[/code]。\n" "[codeblocks]\n" "[gdscript]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "# 輸出 \"ABC\" 至終端機\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "// 輸出 \"ABC\" 至終端機\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將一個或多個參數輸出至主控台,參數間以空格分隔。\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # 輸出 \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // 輸出 \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將一個或多個參數輸出至主控台,參數間以定位字元(Tab)分隔。\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # 輸出 \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // 輸出 \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as an error.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // Prints \"test error\" to debugger and " "terminal as an error.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This function does not pause project execution. To print an " "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" "將錯誤訊息推送至 Godot 內建除錯器並同時輸出至作業系統終端機。\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # 以錯誤形式輸出 \"test error\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // 以錯誤形式輸出 \"test error\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 此函式不會暫停專案執行。若需在除錯組建時同時停下執行,請改用 " "[code]assert(false, \"test error\")[/code]。" msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as a warning.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and " "terminal as a warning.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將警告訊息推送至 Godot 內建除錯器並同時輸出至作業系統終端機。\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # 以警告形式輸出 \"test warning\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // 以警告形式輸出 \"test warning\"\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Returns 30\n" "rad_to_deg(PI) # Returns 180\n" "rad_to_deg(PI * 2) # Returns 360\n" "[/codeblock]" msgstr "" "將以弧度表示的角度轉換為度。\n" "[codeblock]\n" "rad_to_deg(0.523599) # 返回 30\n" "rad_to_deg(PI) # 返回 180\n" "rad_to_deg(PI * 2) # 返回 360\n" "[/codeblock]" msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " "where its first element is the randomized [int] value, and the second element " "is the same as [param seed]. Passing the same [param seed] consistently " "returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0]) # Prints 2879024997\n" "print(a[1]) # Prints 4\n" "[/codeblock]" msgstr "" "給定 [param seed],回傳一個長度為 [code]2[/code] 的 [PackedInt64Array]。\n" "第一個元素為隨機化後的 [int] 值,第二個元素與傳入的 [param seed] 相同。\n" "相同的 [param seed] 會穩定回傳相同陣列。\n" "[b]注意:[/b] 這裡的「種子」指偽亂數產生器的內部 64 位元整數狀態。\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "print(a[0]) # 輸出 2879024997\n" "print(a[1]) # 輸出 4\n" "[/codeblock]" msgid "" "Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/" "code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Returns e.g. 0.375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // Returns e.g. 0.375671\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳一個介於 [code]0.0[/code] 與 [code]1.0[/code](含)之間的隨機浮點數。\n" "[codeblocks]\n" "[gdscript]\n" "randf() # 例如回傳 0.375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // 例如回傳 0.375671\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # Returns e.g. 7.45315\n" "randf_range(-10, 10) # Returns e.g. -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" "GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳位於 [param from] 與 [param to](含)之間的隨機浮點數。\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # 例如回傳 7.45315\n" "randf_range(-10, 10) # 例如回傳 -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // 例如回傳 7.45315\n" "GD.RandRange(-10.0, 10.0); // 例如回傳 -3.844535\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url], pseudo-random floating-point value from the specified " "[param mean] and a standard [param deviation]. This is also known as a " "Gaussian distribution.\n" "[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" "Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "從指定的 [param mean] 與標準 [param deviation] 產生一個[url=https://" "en.wikipedia.org/wiki/Normal_distribution]常態分布[/url]、偽隨機的浮點數值。這" "也被稱為高斯分布。\n" "[b]注意:[/b] 此方法使用 [url=https://en.wikipedia.org/wiki/" "Box%E2%80%93Muller_transform]Box-Muller 轉換[/url] 演算法。" msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n" "GD.Randi() % 20; // Returns random integer between 0 and 19\n" "GD.Randi() % 100; // Returns random integer between 0 and 99\n" "GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回一個隨機的無符號 32 位元整數。使用餘數獲得區間 [code][0, N - 1][/code] " "(其中 N 小於 2^32)的隨機值。\n" "[codeblocks]\n" "[gdscript]\n" "randi() # 返回介於 0 到 2^32 - 1 之間的隨機整數\n" "randi() % 20 # 返回介於 0 到 19之間的隨機整數\n" "randi() % 100 # 返回介於 0 到 99 之間的隨機整數\n" "randi() % 100 + 1 # 返回介於 1 到 100 之間的隨機整數\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // 返回介於 0 到 2^32 - 1 之間的隨機整數\n" "GD.Randi() % 20; // 返回介於 0 到 19之間的隨機整數\n" "GD.Randi() % 100; // 返回介於 0 到 99 之間的隨機整數\n" "GD.Randi() % 100 + 1; // 返回介於 1 到 100 之間的隨機整數\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a random signed 32-bit integer between [param from] and [param to] " "(inclusive). If [param to] is lesser than [param from], they are swapped.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Returns either 0 or 1\n" "randi_range(-10, 1000) # Returns random integer between -10 and 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Returns either 0 or 1\n" "GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回介於 [param from] 和 [param to](包含)之間的一個隨機有符號 32 位元整數。" "如果 [param to] 小於 [param from],則它們將被交換。\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # 返回 0 或 1\n" "randi_range(-10, 1000) # 返回介於 -10 和 1000 之間的隨機整數\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // 返回 0 或 1\n" "GD.RandRange(-10, 1000); // 返回介於 -10 和 1000 之間的隨機整數\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "The current implementation uses a number based on the device's time.\n" "[b]Note:[/b] This function is called automatically when the project is run. " "If you need to fix the seed to have consistent, reproducible results, use " "[method seed] to initialize the random number generator." msgstr "" "隨機化亂數產生器的種子(或內部狀態)。目前的實作使用一個基於裝置時間的數字。\n" "[b]注意:[/b]該函式在專案運作時自動被呼叫。如果需要修復種子以獲得一致、可重現" "的結果,請使用 [method seed] 來初始化亂數產生器。" msgid "" "Maps a [param value] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " "[param value] is outside [code][istart, istop][/code], then the resulting " "value will also be outside [code][ostart, ostop][/code]. If this is not " "desired, use [method clamp] on the result of this function.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where multiple ranges are needed, consider using " "[Curve] or [Gradient] instead.\n" "[b]Note:[/b] If [code]istart == istop[/code], the return value is undefined " "(most likely NaN, INF, or -INF)." msgstr "" "將 [param value] 從區間 [code][istart, istop][/code] 映射到 [code][ostart, " "ostop][/code]。另請參閱 [method lerp] 與 [method inverse_lerp]。如果 [param " "value] 超出 [code][istart, istop][/code],則結果也會超出 [code][ostart, ostop]" "[/code]。若不希望發生這種情況,請對此函式的結果使用 [method clamp]。\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # 回傳 0.5\n" "[/codeblock]\n" "若需多個區間的複雜應用,建議改用 [Curve] 或 [Gradient]。\n" "[b]注意:[/b] 若 [code]istart == istop[/code],回傳值會是未定義(很可能為 " "NaN、INF 或 -INF)。" msgid "" "Allocates a unique ID which can be used by the implementation to construct an " "RID. This is used mainly from native extensions to implement servers." msgstr "分配一個唯一 ID 以供實作端組成 RID;主要供原生擴充用於實作伺服器。" msgid "" "Creates an RID from a [param base]. This is used mainly from native " "extensions to build servers." msgstr "依 [param base] 建立 RID;主要供原生擴充用於建構伺服器。" msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" "If [param delta] is negative, this function will rotate away from [param to], " "toward the opposite angle, and will not go past the opposite angle." msgstr "" "將 [param from] 向 [param to] 旋轉 [param delta] 量。不會超過 [param to]。\n" "與 [method move_toward] 類似,但當角環繞 [constant @GDScript.TAU] 時正確內" "插。\n" "如果 [param delta] 為負數,則此函式將從 [param to] 旋轉到相反的角度,並且不會" "超過相反的角度。" msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" "round(2.6) # Returns 3\n" "[/codeblock]\n" "See also [method floor], [method ceil], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], or [method Vector4.round]." msgstr "" "將 [param x] 四捨五入至最接近整數,0.5 以上朝遠離 0 方向取整。\n" "支援型別: [int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、" "[Vector4]、[Vector4i]。\n" "[codeblock]\n" "round(2.4) # 回傳 2\n" "round(2.5) # 回傳 3\n" "round(2.6) # 回傳 3\n" "[/codeblock]\n" "另見 [method floor]、[method ceil] 與 [method snapped]。\n" "[b]注意:[/b] 為確保型別安全,請使用 [method roundf]、[method roundi]、" "[method Vector2.round]、[method Vector3.round] 或 [method Vector4.round]。" msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" "將 [param x] 四捨五入到最接近的整數,中間情況遠離 0 四捨五入。\n" "[method round] 的型別安全版本,返回一個 [float]。" msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" "將 [param x] 四捨五入到最接近的整數,中間情況遠離 0 四捨五入。\n" "[method round] 的型別安全版本,返回一個 [int]。" msgid "" "Sets the seed for the random number generator to [param base]. Setting the " "seed manually can ensure consistent, repeatable results for most random " "functions.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a and b are now identical\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將亂數產生器的種子設定為 [param base]。手動設定種子可以確保大多數隨機函式的結" "果一致、可重複。\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a 和 b 現在是一樣的\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a 和 b 現在是一樣的\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the same type of [Variant] as [param x], with [code]-1[/code] for " "negative values, [code]1[/code] for positive values, and [code]0[/code] for " "zeros. For [code]nan[/code] values it returns 0.\n" "Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # Returns -1\n" "sign(0.0) # Returns 0\n" "sign(6.0) # Returns 1\n" "sign(NAN) # Returns 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " "Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" "回傳與 [param x] 相同型別的 [Variant];負值為 [code]-1[/code],正值為 " "[code]1[/code],零為 [code]0[/code],遇 [code]nan[/code] 則回傳 0。\n" "支援型別:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、" "[Vector4]、[Vector4i]。\n" "[codeblock]\n" "sign(-6.0) # 返回 -1\n" "sign(0.0) # 返回 0\n" "sign(6.0) # 返回 1\n" "sign(NAN) # 返回 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n" "[/codeblock]\n" "[b]注意:[/b]為提升型別安全性,請使用 [method signf]、[method signi]、[method " "Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、[method " "Vector3i.sign]、[method Vector4.sign] 或 [method Vector4i.sign]。" msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " "[param x] is positive, and [code]0.0[/code] if [param x] is zero. For " "[code]nan[/code] values of [param x] it returns 0.0.\n" "[codeblock]\n" "signf(-6.5) # Returns -1.0\n" "signf(0.0) # Returns 0.0\n" "signf(6.5) # Returns 1.0\n" "signf(NAN) # Returns 0.0\n" "[/codeblock]" msgstr "" "若 [param x] 為負則回傳 [code]-1.0[/code],為正則回傳 [code]1.0[/code],為零則" "回傳 [code]0.0[/code],遇 [code]nan[/code] 則回傳 0.0。\n" "[codeblock]\n" "signf(-6.5) # 返回 -1.0\n" "signf(0.0) # 返回 0.0\n" "signf(6.5) # 返回 1.0\n" "signf(NAN) # 返回 0.0\n" "[/codeblock]" msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " "is positive, and [code]0[/code] if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" "signi(6) # Returns 1\n" "[/codeblock]" msgstr "" "若 [param x] 為負則回傳 [code]-1[/code];為正則回傳 [code]1[/code];為 0 則回" "傳 [code]0[/code]。\n" "[codeblock]\n" "signi(-6) # 回傳 -1\n" "signi(0) # 回傳 0\n" "signi(6) # 回傳 1\n" "[/codeblock]" msgid "" "Returns the sine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "sin(deg_to_rad(90)) # Returns 1.0\n" "[/codeblock]" msgstr "" "返回弧度角 [param angle_rad] 的正弦值。\n" "[codeblock]\n" "sin(0.523599) # 返回 0.5\n" "sin(deg_to_rad(90)) # 返回 1.0\n" "[/codeblock]" msgid "" "Returns the hyperbolic sine of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "返回 [param x] 的雙曲正弦值。\n" "[codeblock]\n" "var a = log(2.0) # 返回 0.693147\n" "sinh(a) # 返回 0.75\n" "[/codeblock]" msgid "" "Returns a smooth cubic Hermite interpolation between [code]0[/code] and " "[code]1[/code].\n" "For positive ranges (when [code]from <= to[/code]) the return value is " "[code]0[/code] when [code]x <= from[/code], and [code]1[/code] when [code]x " ">= to[/code]. If [param x] lies between [param from] and [param to], the " "return value follows an S-shaped curve that smoothly transitions from " "[code]0[/code] to [code]1[/code].\n" "For negative ranges (when [code]from > to[/code]) the function is mirrored " "and returns [code]1[/code] when [code]x <= to[/code] and [code]0[/code] when " "[code]x >= from[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], [method " "smoothstep] returns the smoothest possible curve with no sudden changes in " "the derivative. If you need to perform more advanced transitions, use [Tween] " "or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_range.webp]Smoothstep() return values with positive, zero, and " "negative ranges[/url]" msgstr "" "回傳 [code]0[/code] 與 [code]1[/code] 之間的平滑三次 Hermite 插值。\n" "若為正向區間([code]from <= to[/code]),當 [code]x <= from[/code] 時回傳 " "[code]0[/code],當 [code]x >= to[/code] 時回傳 [code]1[/code]。若 [param x] 介" "於 [param from] 與 [param to] 之間,則回傳值會依 S 形曲線平滑地由 [code]0[/" "code] 過渡至 [code]1[/code]。\n" "若為反向區間([code]from > to[/code]),則函式行為會鏡像:當 [code]x <= to[/" "code] 時回傳 [code]1[/code],當 [code]x >= from[/code] 時回傳 [code]0[/" "code]。\n" "這個 S 形曲線即為三次 Hermite 補間器,其公式為 [code]f(y) = 3*y^2 - 2*y^3[/" "code],其中 [code]y = (x-from) / (to-from)[/code]。\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # 回傳 0.0\n" "smoothstep(0, 2, 0.5) # 回傳 0.15625\n" "smoothstep(0, 2, 1.0) # 回傳 0.5\n" "smoothstep(0, 2, 2.0) # 回傳 1.0\n" "[/codeblock]\n" "與 [method ease] 並給定曲線值 [code]-1.6521[/code] 相比,[method smoothstep] " "回傳的曲線最為平順,且導數不會有突變。若需要更進階的過渡,請使用 [Tween] 或 " "[AnimationPlayer]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]smoothstep() 與 ease(x, -1.6521) 回傳值比較[/" "url]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_range.webp]smoothstep() 在正、零、負區間的回傳值[/url]" msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "snapped(100, 32) # Returns 96\n" "snapped(3.14159, 0.01) # Returns 3.14\n" "\n" "snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" "[/codeblock]\n" "See also [method ceil], [method floor], and [method round].\n" "[b]Note:[/b] For better type safety, use [method snappedf], [method " "snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" "回傳最接近 [param x] 的 [param step] 倍數,可用於將浮點數取至任意小數位。\n" "回傳值型別與 [param step] 相同。支援型別: [int]、[float]、[Vector2]、" "[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n" "[codeblock]\n" "snapped(100, 32) # 回傳 96\n" "snapped(3.14159, 0.01) # 回傳 3.14\n" "snapped(Vector2(34, 70), Vector2(8, 8)) # 回傳 (32, 72)\n" "[/codeblock]\n" "另見 [method ceil]、[method floor] 與 [method round]。\n" "[b]注意:[/b] 如需型別安全版本,請使用 [method snappedf]、[method snappedi]、" "[method Vector2.snapped]、[method Vector2i.snapped]、[method " "Vector3.snapped]、[method Vector3i.snapped]、[method Vector4.snapped] 或 " "[method Vector4i.snapped]。" msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" "snappedf(32.0, 2.5) # Returns 32.5\n" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" "回傳最接近 [param x] 的 [param step] 倍數,可用於將浮點數取至任意小數位。\n" "此為型別安全版本,回傳 [float]。\n" "[codeblock]\n" "snappedf(32.0, 2.5) # 回傳 32.5\n" "snappedf(3.14159, 0.01) # 回傳 3.14\n" "[/codeblock]" msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" "[codeblock]\n" "snappedi(53, 16) # Returns 48\n" "snappedi(4096, 100) # Returns 4100\n" "[/codeblock]" msgstr "" "返回最接近 [param x] 的 [param step] 的倍數。\n" "[method snapped] 的型別安全版本,返回一個 [int]。\n" "[codeblock]\n" "snappedi(53, 16) # 返回 48\n" "snappedi(4096, 100) # 返回 4100\n" "[/codeblock]" msgid "" "Returns the square root of [param x], where [param x] is a non-negative " "number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "sqrt(10.24) # Returns 3.2\n" "sqrt(-1) # Returns NaN\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). In " "C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]." msgstr "" "回傳 [param x] 的平方根,其中 [param x] 為非負數。\n" "[codeblock]\n" "sqrt(9) # 回傳 3\n" "sqrt(10.24) # 回傳 3.2\n" "sqrt(-1) # 回傳 NaN\n" "[/codeblock]\n" "[b]注意:[/b] 若 [param x] 為負則回傳 NaN(非數字)。在 C# 中如需處理負值,請" "使用 [code]System.Numerics.Complex[/code]。" msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "var n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "返回小數點後第一個非零數字的位置。注意最大返回值是 10,這是實作中的設計決" "定。\n" "[codeblock]\n" "var n = step_decimals(5) # n 為 0\n" "n = step_decimals(1.0005) # n 為 4\n" "n = step_decimals(0.000000005) # n 為 9\n" "[/codeblock]" msgid "" "Converts one or more arguments of any [Variant] type to a [String] in the " "best way possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Prints 3 (the number of elements in the array).\n" "print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n" "[/codeblock]" msgstr "" "盡可能以最佳方式將一個或多個任何 [Variant] 型別的參數轉換為一個 [String]。\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # 輸出 3(陣列中元素的數量)。\n" "print(len(b)) # 輸出 12(字串“[10, 20, 30]”的長度)。\n" "[/codeblock]" msgid "" "Converts a formatted [param string] that was returned by [method var_to_str] " "to the original [Variant].\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" "var dict = str_to_var(data) # dict is a Dictionary\n" "print(dict[\"a\"]) # Prints 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將 [method var_to_str] 返回的已格式化的 [param string] 轉換為原始 " "[Variant]。\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data 是一個 String\n" "var dict = str_to_var(data) # dict 是一個 Dictionary\n" "print(dict[\"a\"]) # 輸出 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一個 " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一個 Dictionary\n" "GD.Print(dict[\"a\"]); // 輸出 1\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "返回弧度角 [param angle_rad] 的正切值。\n" "[codeblock]\n" "tan(deg_to_rad(45)) # 返回 1\n" "[/codeblock]" msgid "" "Returns the hyperbolic tangent of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 0.6\n" "[/codeblock]" msgstr "" "返回 [param x] 的雙曲正切值。\n" "[codeblock]\n" "var a = log(2.0) # 返回 0.693147\n" "tanh(a) # 返回 0.6\n" "[/codeblock]" msgid "" "Converts the given [param variant] to the given [param type], using the [enum " "Variant.Type] values. This method is generous with how it handles types, it " "can automatically convert between array types, convert numeric [String]s to " "[int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " "return [constant Vector2.ZERO]. This method will never show error messages as " "long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and its type will be " "the same as the requested type.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" "type_convert(\"123\", TYPE_INT) # Returns 123\n" "type_convert(123.4, TYPE_INT) # Returns 123\n" "type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" "將給定的 [param variant] 以 [enum Variant.Type] 轉為指定 [param type]。本函式" "支援多型態自動轉換,如陣列型態間轉換、數字字串轉整數、多數型態轉字串等。\n" "若無法轉型則回傳該型別預設值,例如 [Rect2] 轉 [Vector2] 永遠回傳 [constant " "Vector2.ZERO]。只要 [param type] 屬於有效 Variant 型態,不會產生錯誤訊息。\n" "回傳值為 [Variant],但內部資料型態等同你指定的目標型態。\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # 返回 0\n" "type_convert(\"123\", TYPE_INT) # 返回 123\n" "type_convert(123.4, TYPE_INT) # 返回 123\n" "type_convert(5, TYPE_VECTOR2) # 返回 (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # 返回 null\n" "[/codeblock]" msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "print(TYPE_INT) # Prints 2\n" "print(type_string(TYPE_INT)) # Prints \"int\"\n" "print(type_string(TYPE_STRING)) # Prints \"String\"\n" "[/codeblock]\n" "See also [method typeof]." msgstr "" "依 [enum Variant.Type] 取得 [param type] 的易讀名稱。\n" "[codeblock]\n" "print(TYPE_INT) # 輸出 2\n" "print(type_string(TYPE_INT)) # 輸出 \"int\"\n" "print(type_string(TYPE_STRING)) # 輸出 \"String\"\n" "[/codeblock]\n" "另見 [method typeof]。" msgid "" "Returns the internal type of the given [param variable], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if result is Array:\n" "\tprint(result[0]) # Prints \"a\"\n" "else:\n" "\tprint(\"Unexpected result!\")\n" "[/codeblock]\n" "See also [method type_string]." msgstr "" "回傳給定 [param variable] 的內部型態,採用 [enum Variant.Type]。\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if typeof(result) == TYPE_ARRAY:\n" "\tprint(result[0]) # 輸出 \"a\"\n" "else:\n" "\tprint(\"非預期的結果!\")\n" "[/codeblock]\n" "參見 [method type_string]。" msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" "[b]Note:[/b] If you need object serialization, see [method " "var_to_bytes_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " "value, regardless of the data." msgstr "" "將 [Variant] 值編碼為位元組陣列,不包含物件。反序列化請用 [method " "bytes_to_var]。\n" "[b]注意:[/b]如需物件序列化,請參見 [method var_to_bytes_with_objects]。\n" "[b]注意:[/b]不支援 [Callable] 編碼,無論資料內容如何都會產生空值。" msgid "" "Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " "can potentially include executable code). Deserialization can be done with " "[method bytes_to_var_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " "value, regardless of the data." msgstr "" "將 [Variant] 值編碼為位元組陣列,允許編碼物件(可能包含可執行程式碼)。反序列" "化請用 [method bytes_to_var_with_objects]。\n" "[b]注意:[/b]不支援 [Callable] 編碼,無論資料內容如何都會產生空值。" msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Prints:\n" "[codeblock lang=text]\n" "{\n" "\t\"a\": 1,\n" "\t\"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" "將 [Variant] 變數 [param variable] 轉為可由 [method str_to_var] 解析的格式化 " "[String]。\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "輸出:\n" "[codeblock]\n" "{\n" "\t\"a\": 1,\n" "\t\"b\": 2\n" "}\n" "[/codeblock]\n" "[b]注意:[/b] 不支援轉換 [Signal] 與 [Callable];此兩類型即使有資料也會被轉為" "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 "" "回傳一個 [WeakRef] 實例,持有對 [param obj] 的弱參考。若 [param obj] 為 " "[code]null[/code],則回傳空的 [WeakRef] 實例。若 [param obj] 既不是 [Object] " "派生,也不是 [code]null[/code],則會列印錯誤並回傳 [code]null[/code]。\n" "弱參考無法確保物件存活:當只剩下弱參考時,垃圾回收器可以隨時銷毀該物件並釋放記" "憶體。然而,只要物件尚未被銷毀,即使已經沒有強參考,弱參考仍然可能取得該物件。" msgid "The [AudioServer] singleton." msgstr "[AudioServer] 單例。" msgid "The [CameraServer] singleton." msgstr "[CameraServer] 單例。" msgid "The [ClassDB] singleton." msgstr "[ClassDB] 單例。" msgid "The [DisplayServer] singleton." msgstr "[DisplayServer] 單例。" msgid "" "The [EditorInterface] singleton.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "[JavaClassWrapper] 單例。\n" "[b]注意:[/b]僅在 Android 上實作。" msgid "The [Engine] singleton." msgstr "[Engine] 單例。" msgid "The [EngineDebugger] singleton." msgstr "[EngineDebugger] 單例。" msgid "The [GDExtensionManager] singleton." msgstr "[GDExtensionManager] 單例。" msgid "The [Geometry2D] singleton." msgstr "[Geometry2D] 單例。" msgid "The [Geometry3D] singleton." msgstr "[Geometry3D] 單例。" msgid "The [IP] singleton." msgstr "[IP] 單例。" msgid "The [Input] singleton." msgstr "[Input] 單例。" msgid "The [InputMap] singleton." msgstr "[InputMap] 單例。" msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "[JavaClassWrapper] 單例。\n" "[b]注意:[/b]僅在 Android 上實作。" msgid "" "The [JavaScriptBridge] singleton.\n" "[b]Note:[/b] Only implemented on the Web platform." msgstr "" "[JavaScriptBridge] 單例。\n" "[b]注意:[/b]僅在 Web 平臺上實作。" msgid "The [Marshalls] singleton." msgstr "[Marshalls] 單例。" msgid "" "The [NativeMenu] singleton.\n" "[b]Note:[/b] Only implemented on macOS." msgstr "" "[NativeMenu] 單例。\n" "[b]注意:[/b] 僅於 macOS 提供實作。" msgid "The [NavigationMeshGenerator] singleton." msgstr "[NavigationMeshGenerator] 單例。" msgid "The [NavigationServer2D] singleton." msgstr "[NavigationServer2D] 單例。" msgid "The [NavigationServer3D] singleton." msgstr "[NavigationServer3D] 單例。" msgid "The [OS] singleton." msgstr "[OS] 單例。" msgid "The [Performance] singleton." msgstr "[Performance] 單例。" msgid "The [PhysicsServer2D] singleton." msgstr "[PhysicsServer2D] 單例。" msgid "The [PhysicsServer2DManager] singleton." msgstr "[PhysicsServer2DManager] 單例。" msgid "The [PhysicsServer3D] singleton." msgstr "[PhysicsServer3D] 單例。" msgid "The [PhysicsServer3DManager] singleton." msgstr "[PhysicsServer3DManager] 單例。" msgid "The [ProjectSettings] singleton." msgstr "[ProjectSettings] 單例。" msgid "The [RenderingServer] singleton." msgstr "[RenderingServer] 單例。" msgid "The [ResourceLoader] singleton." msgstr "[ResourceLoader] 單例。" msgid "The [ResourceSaver] singleton." msgstr "[ResourceSaver] 單例。" msgid "The [ResourceUID] singleton." msgstr "[ResourceUID] 單例。" msgid "The [TextServerManager] singleton." msgstr "[TextServerManager] 單例。" msgid "The [ThemeDB] singleton." msgstr "[ThemeDB] 單例。" msgid "The [Time] singleton." msgstr "[Time] 單例。" msgid "The [TranslationServer] singleton." msgstr "[TranslationServer] 單例。" msgid "The [WorkerThreadPool] singleton." msgstr "[WorkerThreadPool] 單例。" msgid "The [XRServer] singleton." msgstr "[XRServer] 單例。" msgid "Left side, usually used for [Control] or [StyleBox]-derived classes." msgstr "左邊,常用於 [Control] 或 [StyleBox] 的衍生類。" msgid "Top side, usually used for [Control] or [StyleBox]-derived classes." msgstr "頂邊,常用於 [Control] 或 [StyleBox] 的衍生類。" msgid "Right side, usually used for [Control] or [StyleBox]-derived classes." msgstr "右邊,常用於 [Control] 或 [StyleBox] 的衍生類。" msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes." msgstr "底邊,常用於 [Control] 或 [StyleBox] 的衍生類。" msgid "Top-left corner." msgstr "左上角。" msgid "Top-right corner." msgstr "右上角。" msgid "Bottom-right corner." msgstr "右下角。" msgid "Bottom-left corner." msgstr "左下角。" msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "通用垂直對齊,常用於 [Separator]、[ScrollBar]、[Slider] 等。" msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "通用水平對齊,常用於 [Separator]、[ScrollBar]、[Slider] 等。" msgid "" "Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." msgstr "順時針旋轉。被一些方法使用(例如 [method Image.rotate_90])。" msgid "" "Counter-clockwise rotation. Used by some methods (e.g. [method " "Image.rotate_90])." msgstr "逆時針旋轉。被一些方法使用(例如 [method Image.rotate_90])。" msgid "Horizontal left alignment, usually for text-derived classes." msgstr "水平左對齊,常用於文字衍生類。" msgid "Horizontal center alignment, usually for text-derived classes." msgstr "水平居中對齊,常用於文字衍生類。" msgid "Horizontal right alignment, usually for text-derived classes." msgstr "水平右對齊,常用於文字衍生類。" msgid "Expand row to fit width, usually for text-derived classes." msgstr "擴充行以適應寬度,常用於文字衍生類。" msgid "Vertical top alignment, usually for text-derived classes." msgstr "垂直上對齊,常用於文字衍生類。" msgid "Vertical center alignment, usually for text-derived classes." msgstr "垂直居中對齊,常用於文字衍生類。" msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "垂直下對齊,常用於文字衍生類。" msgid "Expand rows to fit height, usually for text-derived classes." msgstr "擴充行以適應高度,通常用於文字衍生類。" msgid "" "Aligns the top of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "將行內物件(例如圖像、表格)的頂部與 [code]INLINE_ALIGNMENT_TO_*[/code] 常數指" "定的文字位置對齊。" msgid "" "Aligns the center of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "將行內物件(例如圖像、表格)的中心與 [code]INLINE_ALIGNMENT_TO_*[/code] 常數指" "定的文字位置對齊。" msgid "" "Aligns the baseline (user defined) of the inline object (e.g. image, table) " "to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] " "constant." msgstr "" "將行內物件(如圖像、表格)的基線(使用者定義)與[code]INLINE_ALIGNMENT_TO_*[/" "code] 常數指定的文字位置對齊。" msgid "" "Aligns the bottom of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "將行內物件(例如圖像、表格)的底部與 [code]INLINE_ALIGNMENT_TO_*[/code] 常數指" "定的文字位置對齊。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text." msgstr "" "將由 [code]INLINE_ALIGNMENT_*_TO[/code] 常數指定的行內物件(例如圖像、表格)的" "位置與文字頂部對齊。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text." msgstr "" "將由 [code]INLINE_ALIGNMENT_*_TO[/code] 常數指定的行內物件(例如圖像、表格)的" "位置與文字中心對齊。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text." msgstr "" "將由 [code]INLINE_ALIGNMENT_*_TO[/code] 常數指定的行內物件(例如圖像、表格)的" "位置與文字基線對齊。" msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "將行內物件(例如圖像、表格)與文字底部對齊。" msgid "" "Aligns top of the inline object (e.g. image, table) to the top of the text. " "Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]." msgstr "" "將行內物件(例如圖像、表格)的頂部與文字的頂部對齊。等效於 " "[code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]。" msgid "" "Aligns center of the inline object (e.g. image, table) to the center of the " "text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | " "INLINE_ALIGNMENT_TO_CENTER[/code]." msgstr "" "將行內物件(例如圖像、表格)的中心與文字的中心對齊。相當於 " "[code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code]。" msgid "" "Aligns bottom of the inline object (e.g. image, table) to the bottom of the " "text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | " "INLINE_ALIGNMENT_TO_BOTTOM[/code]." msgstr "" "將行內物件(例如圖像、表格)的底部與文字底部對齊。等效於 " "[code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code]。" msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants." msgstr "用於 [code]INLINE_ALIGNMENT_*_TO[/code] 對齊常數的位元遮罩。" msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "用於 [code]INLINE_ALIGNMENT_TO_*[/code] 對齊常數的位元遮罩。" msgid "" "Specifies that Euler angles should be in XYZ order. When composing, the order " "is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X " "last." msgstr "" "指定歐拉角應按 XYZ 順序排列。組合時,順序為 X、Y、Z。分解時,順序相反,先 Z," "再 Y,最後 X。" msgid "" "Specifies that Euler angles should be in XZY order. When composing, the order " "is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X " "last." msgstr "" "指定歐拉角應按 XZY 順序排列。組合時,順序為 X、Z、Y。分解時,順序相反,先 Y," "再 Z,最後 X。" msgid "" "Specifies that Euler angles should be in YXZ order. When composing, the order " "is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y " "last." msgstr "" "指定歐拉角應按 YXZ 順序排列。組合時,順序為 Y、X、Z。分解時,順序相反,先 Z," "再 X,最後 Y。" msgid "" "Specifies that Euler angles should be in YZX order. When composing, the order " "is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y " "last." msgstr "" "指定歐拉角應按 YZX 順序排列。組合時,順序為 Y、Z、X。分解時,順序相反,先 X," "再 Z,最後 Y。" msgid "" "Specifies that Euler angles should be in ZXY order. When composing, the order " "is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z " "last." msgstr "" "指定歐拉角應按 ZXY 順序排列。組合時,順序為 Z、X、Y。分解時,順序相反,先 Y," "再 X,最後 Z。" msgid "" "Specifies that Euler angles should be in ZYX order. When composing, the order " "is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z " "last." msgstr "" "指定歐拉角應按 ZYX 順序排列。組合時,順序為 Z、Y、X。分解時,順序相反,先 X," "再 Y,最後 Z。" msgid "" "Enum value which doesn't correspond to any key. This is used to initialize " "[enum Key] properties with a generic state." msgstr "與任何鍵都不對應的列舉值。這用於初始化具有通用狀態的 [enum Key] 屬性。" msgid "Keycodes with this bit applied are non-printable." msgstr "套用此位的鍵碼不可列印。" msgid "Escape key." msgstr "ESC 鍵。" msgid "Tab key." msgstr "Tab 鍵。" msgid "Shift + Tab key." msgstr "Shift + Tab 鍵。" msgid "Backspace key." msgstr "倒退鍵。" msgid "Return key (on the main keyboard)." msgstr "確認鍵(位於主鍵盤)。" msgid "Enter key on the numeric keypad." msgstr "小鍵盤區的確認鍵。" msgid "Insert key." msgstr "Insert 鍵。" msgid "Delete key." msgstr "Delete 鍵。" msgid "Pause key." msgstr "Pause 鍵。" msgid "Print Screen key." msgstr "Print Screen 鍵。" msgid "System Request key." msgstr "System Request 鍵。" msgid "Clear key." msgstr "Clear 鍵。" msgid "Home key." msgstr "Home 鍵。" msgid "End key." msgstr "End 鍵。" msgid "Left arrow key." msgstr "左方向鍵。" msgid "Up arrow key." msgstr "上方向鍵。" msgid "Right arrow key." msgstr "右方向鍵。" msgid "Down arrow key." msgstr "下方向鍵。" msgid "Page Up key." msgstr "Page Up 鍵。" msgid "Page Down key." msgstr "Page Down 鍵。" msgid "Shift key." msgstr "Shift 鍵。" msgid "Control key." msgstr "Control 鍵。" msgid "Meta key." msgstr "Meta 鍵。" msgid "Alt key." msgstr "Alt 鍵。" msgid "Caps Lock key." msgstr "Caps Lock 鍵。" msgid "Num Lock key." msgstr "Num Lock 鍵。" msgid "Scroll Lock key." msgstr "Scroll Lock 鍵。" msgid "F1 key." msgstr "F1 鍵。" msgid "F2 key." msgstr "F2 鍵。" msgid "F3 key." msgstr "F3 鍵。" msgid "F4 key." msgstr "F4 鍵。" msgid "F5 key." msgstr "F5 鍵。" msgid "F6 key." msgstr "F6 鍵。" msgid "F7 key." msgstr "F7 鍵。" msgid "F8 key." msgstr "F8 鍵。" msgid "F9 key." msgstr "F9 鍵。" msgid "F10 key." msgstr "F10 鍵。" msgid "F11 key." msgstr "F11 鍵。" msgid "F12 key." msgstr "F12 鍵。" msgid "F13 key." msgstr "F13 鍵。" msgid "F14 key." msgstr "F14 鍵。" msgid "F15 key." msgstr "F15 鍵。" msgid "F16 key." msgstr "F16 鍵。" msgid "F17 key." msgstr "F17 鍵。" msgid "F18 key." msgstr "F18 鍵。" msgid "F19 key." msgstr "F19 鍵。" msgid "F20 key." msgstr "F20 鍵。" msgid "F21 key." msgstr "F21 鍵。" msgid "F22 key." msgstr "F22 鍵。" msgid "F23 key." msgstr "F23 鍵。" msgid "F24 key." msgstr "F24 鍵。" msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F25 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F26 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F27 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F28 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F29 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F30 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F31 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F32 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F33 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F34 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F35 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。" msgid "Multiply (*) key on the numeric keypad." msgstr "小鍵盤的星鍵/乘以鍵(*)。" msgid "Divide (/) key on the numeric keypad." msgstr "小鍵盤的除以鍵(/)。" msgid "Subtract (-) key on the numeric keypad." msgstr "小鍵盤的減號鍵(-)。" msgid "Period (.) key on the numeric keypad." msgstr "小鍵盤的點鍵(.)。" msgid "Add (+) key on the numeric keypad." msgstr "小鍵盤的加號鍵(+)。" msgid "Number 0 on the numeric keypad." msgstr "小鍵盤的數位 0。" msgid "Number 1 on the numeric keypad." msgstr "小鍵盤的數位 1。" msgid "Number 2 on the numeric keypad." msgstr "小鍵盤的數位 2。" msgid "Number 3 on the numeric keypad." msgstr "小鍵盤的數位 3。" msgid "Number 4 on the numeric keypad." msgstr "小鍵盤的數位 4。" msgid "Number 5 on the numeric keypad." msgstr "小鍵盤的數位 5。" msgid "Number 6 on the numeric keypad." msgstr "小鍵盤的數位 6。" msgid "Number 7 on the numeric keypad." msgstr "小鍵盤的數位 7。" msgid "Number 8 on the numeric keypad." msgstr "小鍵盤的數位 8。" msgid "Number 9 on the numeric keypad." msgstr "小鍵盤的數位 9。" msgid "Context menu key." msgstr "本文選單鍵。" msgid "Hyper key. (On Linux/X11 only)." msgstr "超級鍵。(僅在 Linux/X11 上)。" msgid "Help key." msgstr "Help 鍵。" msgid "Back key." msgstr "返回鍵。" msgid "Forward key." msgstr "前進鍵。" msgid "Media stop key." msgstr "媒體停止播放鍵。" msgid "Refresh key." msgstr "重新整理鍵。" msgid "Volume down key." msgstr "音量降低鍵。" msgid "Mute volume key." msgstr "靜音鍵。" msgid "Volume up key." msgstr "音量升高鍵。" msgid "Media play key." msgstr "媒體播放鍵。" msgid "Previous song key." msgstr "上一首歌鍵。" msgid "Next song key." msgstr "下一首歌鍵。" msgid "Media record key." msgstr "媒體錄製鍵。" msgid "Home page key." msgstr "主頁鍵。" msgid "Favorites key." msgstr "收藏鍵。" msgid "Search key." msgstr "搜索鍵。" msgid "Standby key." msgstr "Standby 鍵。" msgid "Open URL / Launch Browser key." msgstr "打開 URL / 啟動流覽器鍵。" msgid "Launch Mail key." msgstr "啟動郵箱鍵。" msgid "Launch Media key." msgstr "啟動多媒體鍵。" msgid "Launch Shortcut 0 key." msgstr "快捷啟動鍵 0。" msgid "Launch Shortcut 1 key." msgstr "快捷啟動鍵 1。" msgid "Launch Shortcut 2 key." msgstr "快捷啟動鍵 2。" msgid "Launch Shortcut 3 key." msgstr "快捷啟動鍵 3。" msgid "Launch Shortcut 4 key." msgstr "快捷啟動鍵 4。" msgid "Launch Shortcut 5 key." msgstr "快捷啟動鍵 5。" msgid "Launch Shortcut 6 key." msgstr "快捷啟動鍵 6。" msgid "Launch Shortcut 7 key." msgstr "快捷啟動鍵 7。" msgid "Launch Shortcut 8 key." msgstr "快捷啟動鍵 8。" msgid "Launch Shortcut 9 key." msgstr "快捷啟動鍵 9。" msgid "Launch Shortcut A key." msgstr "快捷啟動鍵 A。" msgid "Launch Shortcut B key." msgstr "快捷啟動鍵 B。" msgid "Launch Shortcut C key." msgstr "快捷啟動鍵 C。" msgid "Launch Shortcut D key." msgstr "快捷啟動鍵 D。" msgid "Launch Shortcut E key." msgstr "快捷啟動鍵 E。" msgid "Launch Shortcut F key." msgstr "快捷啟動鍵 F。" msgid "\"Globe\" key on Mac / iPad keyboard." msgstr "Mac / iPad 鍵盤上的“地球”鍵。" msgid "\"On-screen keyboard\" key on iPad keyboard." msgstr "iPad 鍵盤上的“螢幕鍵盤”鍵。" msgid "英数 key on Mac keyboard." msgstr "Mac 鍵盤上的英數鍵。" msgid "かな key on Mac keyboard." msgstr "Mac 鍵盤上的“かな”鍵。" msgid "Unknown key." msgstr "未知鍵。" msgid "Space key." msgstr "空白鍵。" msgid "Exclamation mark ([code]![/code]) key." msgstr "驚嘆號([code]![/code])鍵。" msgid "Double quotation mark ([code]\"[/code]) key." msgstr "雙引號([code]\"[/code])鍵。" msgid "Number sign or [i]hash[/i] ([code]#[/code]) key." msgstr "井號或 [i]hash[/i]([code]#[/code])鍵。" msgid "Dollar sign ([code]$[/code]) key." msgstr "美元符號([code]$[/code])鍵。" msgid "Percent sign ([code]%[/code]) key." msgstr "百分號([code]%[/code])鍵。" msgid "Ampersand ([code]&[/code]) key." msgstr "和號([code]&[/code])鍵。" msgid "Apostrophe ([code]'[/code]) key." msgstr "撇號([code]'[/code])鍵。" msgid "Left parenthesis ([code]([/code]) key." msgstr "左括號([code]([/code])鍵。" msgid "Right parenthesis ([code])[/code]) key." msgstr "右括號([code])[/code])鍵。" msgid "Asterisk ([code]*[/code]) key." msgstr "星號([code]*[/code])鍵。" msgid "Plus ([code]+[/code]) key." msgstr "加號([code]+[/code])鍵。" msgid "Comma ([code],[/code]) key." msgstr "逗號([code],[/code])鍵。" msgid "Minus ([code]-[/code]) key." msgstr "減號([code]-[/code])鍵。" msgid "Period ([code].[/code]) key." msgstr "句點([code].[/code])鍵。" msgid "Slash ([code]/[/code]) key." msgstr "斜線([code]/[/code])鍵。" msgid "Number 0 key." msgstr "數字 0 鍵。" msgid "Number 1 key." msgstr "數字 1 鍵。" msgid "Number 2 key." msgstr "數字 2 鍵。" msgid "Number 3 key." msgstr "數字 3 鍵。" msgid "Number 4 key." msgstr "數字 4 鍵。" msgid "Number 5 key." msgstr "數字 5 鍵。" msgid "Number 6 key." msgstr "數字 6 鍵。" msgid "Number 7 key." msgstr "數字 7 鍵。" msgid "Number 8 key." msgstr "數字 8 鍵。" msgid "Number 9 key." msgstr "數字 9 鍵。" msgid "Colon ([code]:[/code]) key." msgstr "冒號([code]:[/code])鍵。" msgid "Semicolon ([code];[/code]) key." msgstr "分號([code];[/code])鍵。" msgid "Less-than sign ([code]<[/code]) key." msgstr "小於號([code]<[/code])鍵。" msgid "Equal sign ([code]=[/code]) key." msgstr "等號([code]=[/code])鍵。" msgid "Greater-than sign ([code]>[/code]) key." msgstr "大於號([code]>[/code])鍵。" msgid "Question mark ([code]?[/code]) key." msgstr "問號([code]?[/code])鍵。" msgid "At sign ([code]@[/code]) key." msgstr "at 符號([code]@[/code])鍵。" msgid "A key." msgstr "A 鍵。" msgid "B key." msgstr "B 鍵。" msgid "C key." msgstr "C 鍵。" msgid "D key." msgstr "D 鍵。" msgid "E key." msgstr "E 鍵。" msgid "F key." msgstr "F 鍵。" msgid "G key." msgstr "G 鍵。" msgid "H key." msgstr "H 鍵。" msgid "I key." msgstr "I 鍵。" msgid "J key." msgstr "J 鍵。" msgid "K key." msgstr "K 鍵。" msgid "L key." msgstr "L 鍵。" msgid "M key." msgstr "M 鍵。" msgid "N key." msgstr "N 鍵。" msgid "O key." msgstr "O 鍵。" msgid "P key." msgstr "P 鍵。" msgid "Q key." msgstr "Q 鍵。" msgid "R key." msgstr "R 鍵。" msgid "S key." msgstr "S 鍵。" msgid "T key." msgstr "T 鍵。" msgid "U key." msgstr "U 鍵。" msgid "V key." msgstr "V 鍵。" msgid "W key." msgstr "W 鍵。" msgid "X key." msgstr "X 鍵。" msgid "Y key." msgstr "Y 鍵。" msgid "Z key." msgstr "Z 鍵。" msgid "Left bracket ([code][lb][/code]) key." msgstr "左中括號([code][lb][/code])鍵。" msgid "Backslash ([code]\\[/code]) key." msgstr "反斜線([code]\\[/code])鍵。" msgid "Right bracket ([code][rb][/code]) key." msgstr "右中括號([code][rb][/code])鍵。" msgid "Caret ([code]^[/code]) key." msgstr "脫字符號([code]^[/code])鍵。" msgid "Underscore ([code]_[/code]) key." msgstr "底線([code]_[/code])鍵。" msgid "Backtick ([code]`[/code]) key." msgstr "反引號([code]`[/code])鍵。" msgid "Left brace ([code]{[/code]) key." msgstr "左大括號([code]{[/code])鍵。" msgid "Vertical bar or [i]pipe[/i] ([code]|[/code]) key." msgstr "垂直線/管線符號([code]|[/code])鍵。" msgid "Right brace ([code]}[/code]) key." msgstr "右大括號([code]}[/code])鍵。" msgid "Tilde ([code]~[/code]) key." msgstr "波浪號([code]~[/code])鍵。" msgid "Yen symbol ([code]¥[/code]) key." msgstr "日圓符號([code]¥[/code])鍵。" msgid "Section sign ([code]§[/code]) key." msgstr "節號符號([code]§[/code])鍵。" msgid "Key Code mask." msgstr "鍵碼遮罩。" msgid "Modifier key mask." msgstr "修飾鍵遮罩。" msgid "" "Automatically remapped to [constant KEY_META] on macOS and [constant " "KEY_CTRL] on other platforms, this mask is never set in the actual events, " "and should be used for key mapping only." msgstr "" "自動重對應為 macOS 上的 [constant KEY_META] 和其他平臺上的 [constant " "KEY_CTRL],此遮罩在實際事件中從不設定,應僅用於鍵對應。" msgid "Shift key mask." msgstr "Shift 鍵遮罩。" msgid "Alt or Option (on macOS) key mask." msgstr "Alt 或 Option(在 macOS 上)鍵遮罩。" msgid "Command (on macOS) or Meta/Windows key mask." msgstr "命令(在 macOS 上)或 Meta/Windows 鍵遮罩。" msgid "Control key mask." msgstr "Ctrl 鍵遮罩。" msgid "Keypad key mask." msgstr "Keypad 鍵遮罩。" msgid "Group Switch key mask." msgstr "Group Switch 鍵遮罩。" msgid "" "Used for keys which only appear once, or when a comparison doesn't need to " "differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n" "For example, when using [method InputEvent.is_match], an event which has " "[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " "passed event." msgstr "" "用於只會出現一次的按鍵,或比較時無需區分 [code]LEFT[/code] 與 [code]RIGHT[/" "code] 版本的情況。\n" "例如使用 [method InputEvent.is_match] 時,若事件的按鍵位置為 [constant " "KEY_LOCATION_UNSPECIFIED],則可匹配傳入事件的任何 [enum KeyLocation]。" msgid "A key which is to the left of its twin." msgstr "位於對應雙生鍵左側的按鍵。" msgid "A key which is to the right of its twin." msgstr "位於對應雙生鍵右側的按鍵。" msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" "與任何滑鼠按鈕都不對應的列舉值。這用於初始化具有通用狀態的 [enum MouseButton] " "屬性。" msgid "Primary mouse button, usually assigned to the left button." msgstr "滑鼠主鍵,通常分配給左鍵。" msgid "Secondary mouse button, usually assigned to the right button." msgstr "滑鼠次鍵,通常分配給右鍵。" msgid "Middle mouse button." msgstr "滑鼠中鍵。" msgid "Mouse wheel scrolling up." msgstr "滑鼠滾輪向上滾動。" msgid "Mouse wheel scrolling down." msgstr "滑鼠滾輪向下滾動。" msgid "Mouse wheel left button (only present on some mice)." msgstr "滑鼠滾輪左鍵(僅在某些滑鼠上有實作)。" msgid "Mouse wheel right button (only present on some mice)." msgstr "滑鼠滾輪右鍵(僅在某些滑鼠上有實作)。" msgid "" "Extra mouse button 1. This is sometimes present, usually to the sides of the " "mouse." msgstr "滑鼠額外鍵 1。有時會出現,通常位於滑鼠的兩側。" msgid "" "Extra mouse button 2. This is sometimes present, usually to the sides of the " "mouse." msgstr "滑鼠額外鍵 2。有時會出現,通常位於滑鼠的兩側。" msgid "Primary mouse button mask, usually for the left button." msgstr "滑鼠主鍵遮罩,通常用於左鍵。" msgid "Secondary mouse button mask, usually for the right button." msgstr "滑鼠次鍵遮罩,通常用於右鍵。" msgid "Middle mouse button mask." msgstr "滑鼠中鍵遮罩。" msgid "Extra mouse button 1 mask." msgstr "滑鼠額外鍵 1 遮罩。" msgid "Extra mouse button 2 mask." msgstr "滑鼠額外鍵 2 遮罩。" msgid "An invalid game controller button." msgstr "無效的遊戲控制器按鈕。" msgid "" "Game controller SDL button A. Corresponds to the bottom action button: Sony " "Cross, Xbox A, Nintendo B." msgstr "" "遊戲控制器 SDL 按鍵 A。對應底部動作按鈕:Sony Cross、Xbox A、Nintendo B。" msgid "" "Game controller SDL button B. Corresponds to the right action button: Sony " "Circle, Xbox B, Nintendo A." msgstr "" "遊戲控制器 SDL 按鈕 B。對應右側動作按鈕:Sony Circle、Xbox B、Nintendo A。" msgid "" "Game controller SDL button X. Corresponds to the left action button: Sony " "Square, Xbox X, Nintendo Y." msgstr "" "遊戲控制器 SDL 按鈕 X。對應左側動作按鈕:Sony Square、Xbox X、Nintendo Y。" msgid "" "Game controller SDL button Y. Corresponds to the top action button: Sony " "Triangle, Xbox Y, Nintendo X." msgstr "" "遊戲控制器 SDL 按鈕 Y。對應頂部動作按鈕:Sony Triangle、Xbox Y、Nintendo X。" msgid "" "Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, " "Nintendo - button." msgstr "" "遊戲控制器 SDL back按鈕。對應於 Sony Select、Xbox Back、Nintendo - 按鈕。" msgid "" "Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home " "button." msgstr "遊戲控制器 SDL guide 按鈕。對應於索尼 PS、Xbox 的 Home 鍵。" msgid "" "Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, " "Nintendo + button." msgstr "" "遊戲控制器 SDL 的 Start 按鈕;對應 Sony Options、Xbox Menu、Nintendo +。" msgid "" "Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS " "button." msgstr "遊戲控制器 SDL 左搖桿按鈕。對應於 Sony L3、Xbox L/LS 按鈕。" msgid "" "Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS " "button." msgstr "遊戲控制器 SDL 右搖桿按鈕。對應於 Sony R3、Xbox R/RS 按鈕。" msgid "" "Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB " "button." msgstr "遊戲控制器 SDL 左肩按鈕。對應於 Sony L1、Xbox LB 按鈕。" msgid "" "Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox " "RB button." msgstr "遊戲控制器 SDL 右肩按鈕。對應於 Sony R1、Xbox RB 按鈕。" msgid "Game controller D-pad up button." msgstr "遊戲控制器方向鍵向上按鈕。" msgid "Game controller D-pad down button." msgstr "遊戲控制器方向鍵向下按鈕。" msgid "Game controller D-pad left button." msgstr "遊戲控制器方向鍵向左鍵。" msgid "Game controller D-pad right button." msgstr "遊戲控制器方向鍵向右鍵。" msgid "" "Game controller SDL miscellaneous button. Corresponds to Xbox share button, " "PS5 microphone button, Nintendo Switch capture button." msgstr "" "遊戲控制器 SDL 雜項按鈕。對應 Xbox 分享鍵、PS5 麥克風鍵、Nintendo Switch 捕捉" "鍵。" msgid "Game controller SDL paddle 1 button." msgstr "遊戲控制器 SDL 撥片 1 按鈕。" msgid "Game controller SDL paddle 2 button." msgstr "遊戲控制器 SDL 撥片 2 按鈕。" msgid "Game controller SDL paddle 3 button." msgstr "遊戲控制器 SDL 撥片 3 按鈕。" msgid "Game controller SDL paddle 4 button." msgstr "遊戲控制器 SDL 撥片 4 按鈕。" msgid "Game controller SDL touchpad button." msgstr "遊戲控制器 SDL 觸控板按鈕。" msgid "The number of SDL game controller buttons." msgstr "SDL 遊戲控制器按鈕的數量。" msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- [b]Android:[/b] Up to 36 buttons.\n" "- [b]Linux:[/b] Up to 80 buttons.\n" "- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons." msgstr "" "引擎所支援的最大遊戲控制器按鈕數。特定平臺上的實際界限可能更低:\n" "- [b]Android:[/b]最多 36 個按鈕。\n" "- [b]Linux:[/b]最多 80 個按鈕。\n" "- [b]Windows[/b] 和 [b]macOS:[/b]最多 128 個按鈕。" msgid "An invalid game controller axis." msgstr "無效的遊戲控制器軸。" msgid "Game controller left joystick x-axis." msgstr "遊戲控制器左操縱桿 x 軸。" msgid "Game controller left joystick y-axis." msgstr "遊戲控制器左操縱桿 y 軸。" msgid "Game controller right joystick x-axis." msgstr "遊戲控制器右操縱桿 x 軸。" msgid "Game controller right joystick y-axis." msgstr "遊戲控制器右操縱桿 y 軸。" msgid "Game controller left trigger axis." msgstr "遊戲控制器左扳機軸。" msgid "Game controller right trigger axis." msgstr "遊戲控制器左扳機軸。" msgid "The number of SDL game controller axes." msgstr "SDL 遊戲控制器軸的數量。" msgid "" "The maximum number of game controller axes: OpenVR supports up to 5 Joysticks " "making a total of 10 axes." msgstr "最大遊戲控制器軸數:OpenVR 最多支援 5 個操縱桿,總共 10 個軸。" msgid "" "Does not correspond to any MIDI message. This is the default value of [member " "InputEventMIDI.message]." msgstr "不對應任何 MIDI 訊息;為 [member InputEventMIDI.message] 的預設值。" msgid "" "MIDI message sent when a note is released.\n" "[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" "MIDI 音符釋放訊息。\n" "[b]注意:[/b] 並非所有 MIDI 裝置都傳送此訊息;有些會以 [constant " "MIDI_MESSAGE_NOTE_ON] 且 [member InputEventMIDI.velocity] 為 [code]0[/code] 表" "示。" msgid "MIDI message sent when a note is pressed." msgstr "按下音符時送出的 MIDI 訊息。" msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "在按住音符期間,表示壓力變化(後觸)的 MIDI 訊息。" msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " "controller is any input that doesn't play notes. These may include sliders " "for volume, balance, and panning, as well as switches and pedals. See the " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" "控制器數值變動時送出的 MIDI 訊息。控制器指裝置中不會發聲的輸入元件,如音量、平" "衡或聲像滑桿,以及各種按鍵與踏板。簡要列表可參考 [url=https://" "en.wikipedia.org/wiki/General_MIDI#Controller_events]General MIDI 規格說明[/" "url]。" msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "" "當 MIDI 裝置切換目前樂器(又稱 [i]Program[/i] 或 [i]Preset[/i])時送出的訊息。" msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]." msgstr "" "表示整個通道壓力變化的 MIDI 訊息;部分裝置會用此取代 [constant " "MIDI_MESSAGE_AFTERTOUCH]。" msgid "" "MIDI message sent when the value of the pitch bender changes, usually a wheel " "on the MIDI device." msgstr "音高彎音輪變動時送出的 MIDI 訊息。" msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " "standardized and it's highly dependent on the MIDI device sending it.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "MIDI 系統專用(SysEx)訊息,格式未被統一,內容依各裝置自訂。\n" "[b]注意:[/b] 目前無法透過 [InputEventMIDI] 取得其資料。" msgid "" "MIDI message sent every quarter frame to keep connected MIDI devices " "synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "每四分影格發送一次的 MIDI 同步訊息,與 [constant MIDI_MESSAGE_TIMING_CLOCK] 相" "關。\n" "[b]注意:[/b] 目前無法透過 [InputEventMIDI] 取得其資料。" msgid "" "MIDI message sent to jump onto a new position in the current sequence or " "song.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "用於跳轉至當前樂曲或序列新位置的 MIDI 訊息。\n" "[b]注意:[/b] 目前無法透過 [InputEventMIDI] 取得其資料。" msgid "" "MIDI message sent to select a sequence or song to play.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "MIDI 曲目選擇訊息,用於指定要播放的序列或歌曲。\n" "[b]注意:[/b] 目前尚未實作從 [InputEventMIDI] 取得此訊息資料。" msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" "要求裝置進行調音校準的 MIDI 訊息,多用於類比合成器;現代裝置多半不需此訊息。" msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" "在 [constant MIDI_MESSAGE_QUARTER_FRAME] 之後每 24 次發送一次的 MIDI 同步訊" "息,用以保持裝置同步。" msgid "" "MIDI message sent to start the current sequence or song from the beginning." msgstr "從頭開始播放目前序列或樂曲的 MIDI 啟動訊息。" msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "恢復播放已暫停序列或樂曲的 MIDI 繼續訊息。" msgid "MIDI message sent to pause the current sequence or song." msgstr "暫停目前序列或樂曲的 MIDI 停止訊息。" msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" "裝置閒置時週期性送出的 MIDI 作用中保持訊息,用以告知接收端連線存活;多數裝置不" "會傳送此訊息。" msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned on." msgstr "" "將 MIDI 裝置重設為預設狀態的訊息,效果如同重新開機;啟動裝置時不應傳送。" msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value [code]0[/code], and all other error constants " "are positive integers, it can also be used in boolean checks.\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" "\tprinterr(\"Failure!\")\n" "\n" "# Or, alternatively:\n" "if error:\n" "\tprinterr(\"Still failing!\")\n" "[/codeblock]\n" "[b]Note:[/b] Many functions do not return an error code, but will print error " "messages to standard output." msgstr "" "回傳 [enum Error] 的方法,若無錯誤時會回傳 [constant OK]。\n" "由於 [constant OK] 為 [code]0[/code],其他錯誤常數皆為正整數,因此可直接用於布" "林判斷。\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" "\tprinterr(\"Failure!\")\n" "\n" "# 或等效寫法:\n" "if error:\n" "\tprinterr(\"Still failing!\")\n" "[/codeblock]\n" "[b]注意:[/b]許多函式並不回傳錯誤碼,而是直接將錯誤訊息輸出到標準輸出。" msgid "Generic error." msgstr "一般性錯誤。" msgid "Unavailable error." msgstr "不可用的錯誤。" msgid "Unconfigured error." msgstr "未配置的錯誤。" msgid "Unauthorized error." msgstr "未經授權的錯誤。" msgid "Parameter range error." msgstr "參數範圍錯誤。" msgid "Out of memory (OOM) error." msgstr "記憶體不足(OOM)錯誤。" msgid "File: Not found error." msgstr "檔案:未找到錯誤。" msgid "File: Bad drive error." msgstr "檔案:壞驅動器錯誤。" msgid "File: Bad path error." msgstr "檔案:錯誤的路徑錯誤。" msgid "File: No permission error." msgstr "檔案:無許可權錯誤。" msgid "File: Already in use error." msgstr "檔案:已在使用錯誤。" msgid "File: Can't open error." msgstr "檔案:無法打開錯誤。" msgid "File: Can't write error." msgstr "檔案:無法寫入錯誤。" msgid "File: Can't read error." msgstr "檔案:無法讀取錯誤。" msgid "File: Unrecognized error." msgstr "檔案:未識別的錯誤。" msgid "File: Corrupt error." msgstr "檔案:損壞錯誤。" msgid "File: Missing dependencies error." msgstr "檔案:缺少依賴項錯誤。" msgid "File: End of file (EOF) error." msgstr "檔案:檔結束(EOF)錯誤。" msgid "Can't open error." msgstr "無法打開錯誤。" msgid "Can't create error." msgstr "無法建立錯誤。" msgid "Query failed error." msgstr "查詢失敗錯誤。" msgid "Already in use error." msgstr "已在使用中錯誤。" msgid "Locked error." msgstr "鎖定錯誤。" msgid "Timeout error." msgstr "逾時錯誤。" msgid "Can't connect error." msgstr "無法連接錯誤。" msgid "Can't resolve error." msgstr "無法解決錯誤。" msgid "Connection error." msgstr "連接錯誤。" msgid "Can't acquire resource error." msgstr "無法獲取資源錯誤。" msgid "Can't fork process error." msgstr "無法分叉程序錯誤。" msgid "Invalid data error." msgstr "無效資料錯誤。" msgid "Invalid parameter error." msgstr "無效參數錯誤。" msgid "Already exists error." msgstr "已存在的錯誤。" msgid "Does not exist error." msgstr "不存在的錯誤。" msgid "Database: Read error." msgstr "資料庫:讀取錯誤。" msgid "Database: Write error." msgstr "資料庫:寫入錯誤。" msgid "Compilation failed error." msgstr "編譯失敗錯誤。" msgid "Method not found error." msgstr "方法未找到錯誤。" msgid "Linking failed error." msgstr "連結失敗錯誤。" msgid "Script failed error." msgstr "腳本失敗錯誤。" msgid "Cycling link (import cycle) error." msgstr "迴圈連結(匯入迴圈)錯誤。" msgid "Invalid declaration error." msgstr "無效宣告錯誤。" msgid "Duplicate symbol error." msgstr "符號重複錯誤。" msgid "Parse error." msgstr "解析錯誤。" msgid "Busy error." msgstr "忙碌錯誤。" msgid "Skip error." msgstr "跳過錯誤。" msgid "" "Help error. Used internally when passing [code]--version[/code] or [code]--" "help[/code] as executable options." msgstr "" "説明錯誤。內部使用,用於將 [code]--version[/code] 或 [code]--help[/code] 作為" "選項傳遞給可執行檔的情況。" msgid "" "Bug error, caused by an implementation issue in the method.\n" "[b]Note:[/b] If a built-in method returns this code, please open an issue on " "[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/" "url]." msgstr "" "Bug 錯誤,由方法中的實作問題引起。\n" "[b]注意:[/b]如果內建方法返回此程式碼,請在 [url=https://github.com/" "godotengine/godot/issues]GitHub 問題追蹤器[/url] 上開一個問題。" msgid "" "Printer on fire error (This is an easter egg, no built-in methods return this " "error code)." msgstr "印表機起火錯誤(這是個彩蛋,引擎中沒有內建方法會返回此錯誤碼)。" msgid "The property has no hint for the editor." msgstr "該屬性沒有編輯器提示。" msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" "or [code]\"or_less\"[/code] to allow manual input going respectively above " "the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " "exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), [code]" "\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] to " "hide the slider." msgstr "" "提示 [int] 或 [float] 屬性應在提示字串 [code]\"min,max\"[/code] 或 [code]" "\"min,max,step\"[/code] 指定的範圍內。提示字串可以選擇包含 [code]" "\"or_greater\"[/code] 和/或 [code]\"or_less\"[/code] 以允許手動輸入高於最大值" "或低於最小值的值。\n" "[b]範例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n" "此外,還可以包含其他關鍵字:[code]\"exp\"[/code] 用於指數範圍編輯,[code]" "\"radians\"[/code] 用於以度數編輯弧度角,[code]\"degrees\"[/code] 提示一個角" "度,以及 [code]\"hide_slider\"[/code] 隱藏滑桿。" msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " "list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]" "\"Hello,Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from " "either end of a name. For integer properties, the first name in the list has " "value 0, the next 1, and so on. Explicit values can also be specified by " "appending [code]:integer[/code] to the name, e.g. [code]" "\"Zero,One,Three:3,Four,Six:6\"[/code]." msgstr "" "提示 [int] 或 [String] 屬性是列舉值,可通過提示字串在指定的列表中選取。\n" "該提示字串是逗號分隔的名稱列表,例如 [code]\"Hello,Something,Else\"[/code]。 " "[b]不會[/b]從名稱的任何一端刪除空格。對於整數屬性,列表中的第一個名稱的值為 " "0,下一個名稱的值為 1,依此類推。也可以通過將 [code]:integer[/code] 附加到名稱" "來明確的指定值,例如 [code]\"Zero,One,Three:3,Four,Six:6\"[/code]。" msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts " "arbitrary values and can be empty. The list of values serves to suggest " "possible values." msgstr "" "提示 [String] 屬性為列舉值,可以通過提示字串在指定的列表中選取,例如 [code]" "\"Hello,Something,Else\"[/code]。\n" "與 [constant PROPERTY_HINT_ENUM] 不同,具有該提示的屬性仍然接受任意值並且可以" "為空。值列表用於建議可能的值。" msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/" "out easing and limit values to be greater than or equal to zero." msgstr "" "提示應通過指數緩動函式編輯 [float] 屬性。提示字串可以包括 [code]" "\"attenuation\"[/code] 以水平翻轉曲線,和/或 [code]\"positive_only\"[/code] 以" "排除 in/out 緩動並限制值大於或等於零。" msgid "" "Hints that a vector property should allow its components to be linked. For " "example, this allows [member Vector2.x] and [member Vector2.y] to be edited " "together." msgstr "" "提示向量屬性應該允許分量連結。例如,這能夠讓 [member Vector2.x] 和 [member " "Vector2.y] 被一起編輯。" msgid "" "Hints that an [int] property is a bitmask with named bit flags.\n" "The hint string is a comma separated list of names such as [code]" "\"Bit0,Bit1,Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from " "either end of a name. The first name in the list has value 1, the next 2, " "then 4, 8, 16 and so on. Explicit values can also be specified by appending " "[code]:integer[/code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You " "can also combine several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " "** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " "value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is " "16, B is 2, C is 4." msgstr "" "提示 [int] 屬性為位元遮罩,位元旗標擁有名稱。\n" "提示字串為逗號分隔的名稱列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名稱" "兩端的空白字元[b]不會[/b]被移除。列表中的第一個名稱的值為 1、然後是 2、接下來" "就是 4、8、16 等值。也可以通過在名稱後加上 [code]:整數[/code] 來指定明確的的" "值,例如 [code]\"A:4,B:8,C:16\"[/code]。你還可以對旗標進行組合([code]" "\"A:4,B:8,AB:12,C:16\"[/code])。\n" "[b]注意:[/b]旗標值最多為 [code]1[/code],最多為 [code]2 ** 32 - 1[/code]。\n" "[b]注意:[/b]與 [constant PROPERTY_HINT_ENUM] 不同,不會考慮前一個明確的值。如" "果提示為 [code]\"A:16,B,C\"[/code],則 A 為 16、B 為 2、C 為 4。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 算繪層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 實體層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 導覽層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 算繪層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 實體層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 導覽層。" msgid "" "Hints that an integer property is a bitmask using the optionally named " "avoidance layers." msgstr "提示整數屬性為位元遮罩,表示可命名的避障層。" msgid "" "Hints that a [String] property is a path to a directory. Editing it will show " "a file dialog for picking the path." msgstr "提示 [String] 屬性為目錄的路徑。編輯時會彈出選取路徑的檔對話方塊。" msgid "" "Hints that a [String] property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards, like [code]" "\"*.png,*.jpg\"[/code]." msgstr "" "提示 [String] 屬性為檔的絕對路徑,位於專案檔案夾之外。編輯時會彈出選取路徑的檔" "案對話方塊。提示字串可以設為一組帶有萬用字元的篩選器,例如 [code]" "\"*.png,*.jpg\"[/code]。" msgid "" "Hints that a [String] property is an absolute path to a directory outside the " "project folder. Editing it will show a file dialog for picking the path." msgstr "" "提示 [String] 屬性為目錄的絕對路徑,位於專案檔案夾之外。編輯時會彈出選取路徑的" "檔案對話方塊。" msgid "" "Hints that a property is an instance of a [Resource]-derived type, optionally " "specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it " "will show a popup menu of valid resource types to instantiate." msgstr "" "提示屬性是 [Resource] 衍生型別的實例,可通過提示字串指定(例如 [code]" "\"Texture2D\"[/code])。 編輯該屬性會顯示一個有效資源型別的彈出功能表用以產生" "實體。" msgid "" "Hints that a [String] property is text with line breaks. Editing it will show " "a text input field where line breaks can be typed." msgstr "" "提示 [String] 屬性為包含換行的文字。編輯是會顯示文字輸入欄位,可以進行換行。" msgid "Hints that a [String] property is an [Expression]." msgstr "提示 [String] 屬性為 [Expression]。" msgid "" "Hints that a [String] property should show a placeholder text on its input " "field, if empty. The hint string is the placeholder text to use." msgstr "" "提示 [String] 屬性在為空時應當顯示占位元文字。提示字串為所使用的占位元文字。" msgid "" "Hints that a [Color] property should be edited without affecting its " "transparency ([member Color.a] is not editable)." msgstr "" "提示一個 [Color] 屬性在編輯時不能影響其透明度([member Color.a] 不可編輯)。" 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 "" "提示該屬性值為以物件 ID 編碼的物件,型別於 hint_string 指定;供除錯器使用。" msgid "" "If a property is [String], hints that the property represents a particular " "type (class). This allows to select a type from the create dialog. The " "property will store the selected type as a string.\n" "If a property is [Array], hints the editor how to show elements. The " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code].\n" "If a property is [Dictionary], hints the editor how to show elements. The " "[code]hint_string[/code] is the same as [Array], with a [code]\";\"[/code] " "separating the key and value.\n" "[codeblocks]\n" "[gdscript]\n" "# Array of elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Two-dimensional array of elem_type (array of arrays of elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Three-dimensional array of elem_type (array of arrays of arrays of " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array of elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Two-dimensional array of elemType (array of arrays of elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Three-dimensional array of elemType (array of arrays of arrays of " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Examples:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array " "of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " "strings (file paths).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " "of floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " "1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " "Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // Array of integers (an " "enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array of strings (file paths).\n" "hintString = $\"{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Array of textures.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" "dimensional array of floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/" "{PropertyHint.MultilineText:D}:\"; // Two-dimensional array of multiline " "strings.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/" "{PropertyHint.Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in " "range from -1 to 1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Two-dimensional array of " "textures.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The trailing colon is required for properly detecting built-in " "types." msgstr "" "若屬性為 [String] ,表示該屬性用來指示特定型別(類別)。如此便能在「建立」對話" "框中選擇型別,屬性會以字串儲存所選型別。\n" "若屬性為 [Array] ,此提示告知編輯器如何呈現元素。 [code]hint_string[/code] 必" "須以 [code]\":\"[/code] 與 [code]\"/\"[/code] 編碼巢狀型別。\n" "若屬性為 [Dictionary] ,提示亦同,但 [code]hint_string[/code] 需要以 [code]\";" "\"[/code] 區隔鍵和值。\n" "[codeblocks]\n" "[gdscript]\n" "# elem_type 陣列。\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# elem_type 二維陣列(elem_type 的陣列陣列)。\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# elem_type 三維陣列(elem_type 的陣列 ×3)。\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// elemType 陣列。\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// elemType 二維陣列(elemType 的陣列陣列)。\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// elemType 三維陣列(elemType 的陣列陣列陣列)。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "[b]範例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # 整數陣列。\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # 整數陣列" "(1~10)。\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # 整數列" "舉陣列。\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # 整數列舉陣列。\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # 字串陣列" "(檔案路徑)。\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # 紋理陣列。\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # 浮點數二維陣列。\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # 多行字串二維陣列。\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # 浮點數二維陣列(-1~1)。\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # 紋理二維陣列。\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // 整數" "陣列(1~10)。\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " "整數列舉陣列。\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // 整數列舉陣列。\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // 字串" "陣列(檔案路徑)。\n" "hintString = $\"{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // 紋理陣列。\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // 浮點數二" "維陣列。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/" "{PropertyHint.MultilineText:D}:\"; // 多行字串二維陣列。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/" "{PropertyHint.Range:D}:-1,1,0.1\"; // 浮點數二維陣列(-1~1)。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // 紋理二維陣列。\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 結尾的冒號為必要,用於正確偵測內建型別。" msgid "This hint is not used by the engine." msgstr "本提示不被引擎使用。" msgid "Hints that an object is too big to be sent via the debugger." msgstr "提示該物件過大,無法透過除錯器傳送。" msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "提示 hint_string 指定了 [NodePath] 類型屬性可接受的節點型別。" 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] 屬性為檔案儲存路徑。編輯時會顯示檔案對話框並限制於專案目錄。" "hint_string 可包含萬用字元過濾器,如 [code]\"*.png,*.jpg\"[/code]。另見 " "[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] 屬性為檔案儲存路徑。編輯時會顯示檔案對話框,可存取整個檔案系統。" "hint_string 可包含萬用字元過濾器,如 [code]\"*.png,*.jpg\"[/code]。另見 " "[member FileDialog.filters]。" msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "提示 [int] 屬性為指標;供 GDExtension 使用。" msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string. The hint string contains the type of the array (e.g. [code]" "\"String\"[/code]).\n" "Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for more " "control over the stored type." msgstr "" "提示該屬性為 [Array],其元素型別由 hint_string 指定(如 [code]\"String\"[/" "code])。\n" "若需更進階控制,請使用 [constant PROPERTY_HINT_TYPE_STRING] 的格式。" msgid "" "Hints that a property is a [Dictionary] with the stored types specified in " "the hint string. The hint string contains the key and value types separated " "by a semicolon (e.g. [code]\"int;String\"[/code]).\n" "Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for more " "control over the stored types." msgstr "" "提示該屬性為 [Dictionary],其鍵與值型別由 hint_string 使用分號分隔指定,例如 " "[code]\"int;String\"[/code]。\n" "若需更進階控制,請使用 [constant PROPERTY_HINT_TYPE_STRING] 的格式。" msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" "提示一個字串屬性是一個區域設定程式碼。編輯它將顯示一個用於選擇語言和地區的區域" "設定對話方塊。" msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" "提示一個字典屬性是字串翻譯對應。字典的鍵是區域設定程式碼,值是翻譯後的字元串。" 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 "" "提示該屬性為 [Node] 派生型別的實例,可於 hint_string 中指定(如 [code]" "\"Node2D\"[/code])。編輯時將顯示選擇場景節點的對話框。" msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "提示四元數屬性應當禁用臨時歐拉值編輯器。" msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "提示字串屬性為密碼,每一個字元都會被替換為秘密字元。" msgid "" "Hints that a [Callable] property should be displayed as a clickable button. " "When the button is pressed, the callable is called. The hint string specifies " "the button text and optionally an icon from the [code]\"EditorIcons\"[/code] " "theme type.\n" "[codeblock lang=text]\n" "\"Click me!\" - A button with the text \"Click me!\" and the default " "\"Callable\" icon.\n" "\"Click me!,ColorRect\" - A button with the text \"Click me!\" and the " "\"ColorRect\" icon.\n" "[/codeblock]\n" "[b]Note:[/b] A [Callable] cannot be properly serialized and stored in a file, " "so it is recommended to use [constant PROPERTY_USAGE_EDITOR] instead of " "[constant PROPERTY_USAGE_DEFAULT]." msgstr "" "提示 [Callable] 屬性應顯示為可點擊按鈕。按下時會呼叫該 Callable。\n" "hint_string 指定按鈕文字,並可選填 [code]EditorIcons[/code] 主題中的圖示名" "稱。\n" "[codeblock]\n" "\"Click me!\" - 顯示預設圖示的「Click me!」按鈕\n" "\"Click me!,ColorRect\" - 顯示 ColorRect 圖示的「Click me!」按鈕\n" "[/codeblock]\n" "[b]注意:[/b] [Callable] 無法正確序列化儲存,建議使用 [constant " "PROPERTY_USAGE_EDITOR] 而非 [constant PROPERTY_USAGE_DEFAULT]。" msgid "" "Hints that a property will be changed on its own after setting, such as " "[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]." msgstr "" "提示該屬性在設定後會自行變動,例如 [member AudioStreamPlayer.playing] 或 " "[member GPUParticles3D.emitting]。" msgid "" "Hints that a [String] or [StringName] property is the name of an input " "action. This allows the selection of any action name from the Input Map in " "the Project Settings. The hint string may contain two options separated by " "commas:\n" "- If it contains [code]\"show_builtin\"[/code], built-in input actions are " "included in the selection.\n" "- If it contains [code]\"loose_mode\"[/code], loose mode is enabled. This " "allows inserting any action name even if it's not present in the input map." msgstr "" "提示 [String] 或 [StringName] 屬性為輸入動作名稱,可從「專案設定 → 輸入對應」" "中選擇。\n" "hint_string 可用逗號分隔以下選項:\n" "- [code]\"show_builtin\"[/code]:包含內建動作。\n" "- [code]\"loose_mode\"[/code]:允許輸入未於對應表中的任意動作名稱。" msgid "Represents the size of the [enum PropertyHint] enum." msgstr "代表 [enum PropertyHint] 列舉的大小。" msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." msgstr "該屬性不被儲存,也不會顯示在編輯器中。這是非匯出屬性的預設值。" msgid "" "The property is serialized and saved in the scene file (default for exported " "properties)." msgstr "此屬性將被序列化並存入場景檔(匯出屬性之預設行為)。" msgid "" "The property is shown in the [EditorInspector] (default for exported " "properties)." msgstr "此屬性將顯示於 [EditorInspector](匯出屬性之預設行為)。" msgid "The property is excluded from the class reference." msgstr "該屬性排除在類參考手冊之外。" msgid "The property can be checked in the [EditorInspector]." msgstr "該屬性可以在 [EditorInspector] 中被勾選。" msgid "The property is checked in the [EditorInspector]." msgstr "該屬性在 [EditorInspector] 中已被勾選。" msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "用於在編輯器中將屬性編組在一起。請參閱 [EditorInspector]。" msgid "Used to categorize properties together in the editor." msgstr "在編輯器中用於為屬性分類。" msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" "用於在子組(一個組下)中將編輯器中的屬性編組在一起。請參閱 [EditorInspector]。" msgid "" "The property is a bitfield, i.e. it contains multiple flags represented as " "bits." msgstr "此屬性為位元欄位,包含多個以位元表示的旗標。" msgid "The property does not save its state in [PackedScene]." msgstr "該屬性不在 [PackedScene] 中保存其狀態。" msgid "Editing the property prompts the user for restarting the editor." msgstr "編輯屬性會提示使用者重新開機編輯器。" msgid "" "The property is a script variable. [constant PROPERTY_USAGE_SCRIPT_VARIABLE] " "can be used to distinguish between exported script variables from built-in " "variables (which don't have this usage flag). By default, [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] is [b]not[/b] applied to variables that are " "created by overriding [method Object._get_property_list] in a script." msgstr "" "此屬性為腳本變數。[constant PROPERTY_USAGE_SCRIPT_VARIABLE] 可用來區分匯出的腳" "本變數與內建變數(後者沒有此旗標)。\n" "預設情況下,若透過覆寫 [method Object._get_property_list] 動態建立變數,並不會" "自動套用此旗標。" msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "即便值為 [code]null[/code],[Object] 型別屬性仍會被儲存。" msgid "If this property is modified, all inspector fields will be refreshed." msgstr "修改此屬性時,檢查器中的所有欄位皆會重新整理。" msgid "This flag is not used by the engine." msgstr "本旗標不被引擎使用。" msgid "" "The property is a variable of enum type, i.e. it only takes named integer " "constants from its associated enumeration." msgstr "此屬性為列舉型別,只能取其列舉所定義的命名整數常數。" msgid "" "If property has [code]nil[/code] as default value, its type will be [Variant]." msgstr "若屬性的預設值為 [code]nil[/code],其型別將為 [Variant]。" msgid "The property is an array." msgstr "該屬性為陣列。" msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "當建立一個帶有 [method Resource.duplicate] 的 Resource,並且它的旗標是在一個 " "Resource 的屬性上設定的副本時候,無論 [code]subresources[/code] 為多少,該屬性" "永遠都會被建立為副本。" msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should never be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "使用 [method Resource.duplicate] 複製資源時,如果該資源的某個屬性上設有這個標" "志,則不會對該屬性進行複製,無視 [code]subresources[/code] 布林型參數。" msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." msgstr "只有在支援現代算繪器(不包含 GLES3)的情況下該屬性才會在編輯器中顯示。" msgid "" "The [NodePath] property will always be relative to the scene's root. Mostly " "useful for local resources." msgstr "[NodePath] 屬性將永遠相對於場景根節點,對本地資源尤為實用。" 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 "" "當資源於存取時即時生成(getter 每次回傳不同實例)時使用,以便 [ResourceSaver] " "正確儲存。" msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "為此屬性插入動畫關鍵影格時會自動遞增其值,可方便地連續設定多個影格。" 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 "" "當此屬性為 [Resource] 且基礎物件為 [Node] 時,在編輯器中建立節點將自動建立資源" "實例。" msgid "" "The property is considered a basic setting and will appear even when advanced " "mode is disabled. Used for project settings." msgstr "此屬性視為基本設定,即使在進階模式關閉時仍會顯示(用於專案設定)。" msgid "The property is read-only in the [EditorInspector]." msgstr "該屬性在 [EditorInspector] 中唯讀。" msgid "" "An export preset property with this flag contains confidential information " "and is stored separately from the rest of the export preset configuration." msgstr "" "具有該旗標的匯出預設屬性包含機密資訊,並與匯出預設配置的其餘部分分開儲存。" msgid "Default usage (storage and editor)." msgstr "預設用法(儲存和編輯器)。" msgid "Default usage but without showing the property in the editor (storage)." msgstr "預設用法,但不在編輯器中顯示屬性(儲存)。" msgid "Flag for a normal method." msgstr "普通方法的旗標。" msgid "Flag for an editor method." msgstr "編輯器方法的旗標。" msgid "Flag for a constant method." msgstr "常數方法的旗標。" msgid "Flag for a virtual method." msgstr "虛方法的旗標。" msgid "Flag for a method with a variable number of arguments." msgstr "具有可變數量參數的方法的旗標。" msgid "Flag for a static method." msgstr "靜態方法的旗標。" msgid "" "Used internally. Allows to not dump core virtual methods (such as [method " "Object._notification]) to the JSON API." msgstr "" "內部使用。允許不將核心虛擬方法(例如 [method Object._notification])轉儲到 " "JSON API。" msgid "Default method flags (normal)." msgstr "預設方法旗標(正常)。" msgid "Variable is [code]null[/code]." msgstr "變數為 [code]null[/code]。" msgid "Variable is of type [bool]." msgstr "變數型別為 [bool]。" msgid "Variable is of type [int]." msgstr "變數型別為 [int]。" msgid "Variable is of type [float]." msgstr "變數的型別為 [float]。" msgid "Variable is of type [String]." msgstr "變數型別為 [String]。" msgid "Variable is of type [Vector2]." msgstr "變數型別為 [Vector2]。" msgid "Variable is of type [Vector2i]." msgstr "變數型別為 [Vector2i]。" msgid "Variable is of type [Rect2]." msgstr "變數型別為 [Rect2]。" msgid "Variable is of type [Rect2i]." msgstr "變數型別為 [Rect2i]。" msgid "Variable is of type [Vector3]." msgstr "變數型別為 [Vector3]。" msgid "Variable is of type [Vector3i]." msgstr "變數型別為 [Vector3i]。" msgid "Variable is of type [Transform2D]." msgstr "變數型別為 [Transform2D]。" msgid "Variable is of type [Vector4]." msgstr "變數型別為 [Vector4]。" msgid "Variable is of type [Vector4i]." msgstr "變數型別為 [Vector4i]。" msgid "Variable is of type [Plane]." msgstr "變數型別為 [Plane]。" msgid "Variable is of type [Quaternion]." msgstr "變數型別為 [Quaternion]。" msgid "Variable is of type [AABB]." msgstr "變數型別為 [AABB]。" msgid "Variable is of type [Basis]." msgstr "變數型別為 [Basis]。" msgid "Variable is of type [Transform3D]." msgstr "變數型別為 [Transform3D]。" msgid "Variable is of type [Projection]." msgstr "變數型別為 [Projection]。" msgid "Variable is of type [Color]." msgstr "變數型別為 [Color]。" msgid "Variable is of type [StringName]." msgstr "變數型別為 [StringName]。" msgid "Variable is of type [NodePath]." msgstr "變數型別為 [NodePath]。" msgid "Variable is of type [RID]." msgstr "變數型別為 [RID]。" msgid "Variable is of type [Object]." msgstr "變數型別為 [Object]。" msgid "Variable is of type [Callable]." msgstr "變數型別為 [Callable]。" msgid "Variable is of type [Signal]." msgstr "變數型別為 [Signal]。" msgid "Variable is of type [Dictionary]." msgstr "變數型別為 [Dictionary]。" msgid "Variable is of type [Array]." msgstr "變數型別為 [Array]。" msgid "Variable is of type [PackedByteArray]." msgstr "變數型別為 [PackedByteArray]。" msgid "Variable is of type [PackedInt32Array]." msgstr "變數型別為 [PackedInt32Array]。" msgid "Variable is of type [PackedInt64Array]." msgstr "變數型別為 [PackedInt64Array]。" msgid "Variable is of type [PackedFloat32Array]." msgstr "變數型別為 [PackedFloat32Array]。" msgid "Variable is of type [PackedFloat64Array]." msgstr "變數型別為 [PackedFloat64Array]。" msgid "Variable is of type [PackedStringArray]." msgstr "變數型別為 [PackedStringArray]。" msgid "Variable is of type [PackedVector2Array]." msgstr "變數型別為 [PackedVector2Array]。" msgid "Variable is of type [PackedVector3Array]." msgstr "變數型別為 [PackedVector3Array]。" msgid "Variable is of type [PackedColorArray]." msgstr "變數型別為 [PackedColorArray]。" msgid "Variable is of type [PackedVector4Array]." msgstr "變數型別為 [PackedVector4Array]。" msgid "Represents the size of the [enum Variant.Type] enum." msgstr "代表 [enum Variant.Type] 列舉的大小。" msgid "Equality operator ([code]==[/code])." msgstr "相等運算子([code]==[/code])。" msgid "Inequality operator ([code]!=[/code])." msgstr "不等運算子([code]!=[/code])。" msgid "Less than operator ([code]<[/code])." msgstr "小於運算子([code]<[/code])。" msgid "Less than or equal operator ([code]<=[/code])." msgstr "小於等於運算子([code]<=[/code])。" msgid "Greater than operator ([code]>[/code])." msgstr "大於運算子([code]>[/code])。" msgid "Greater than or equal operator ([code]>=[/code])." msgstr "大於等於運算子([code]>=[/code])。" msgid "Addition operator ([code]+[/code])." msgstr "加法運算子([code]+[/code])。" msgid "Subtraction operator ([code]-[/code])." msgstr "減法運算子([code]-[/code])。" msgid "Multiplication operator ([code]*[/code])." msgstr "乘法運算子([code]*[/code])。" msgid "Division operator ([code]/[/code])." msgstr "除法運算子([code]/[/code])。" msgid "Unary negation operator ([code]-[/code])." msgstr "一元減號運算子([code]-[/code])。" msgid "Unary plus operator ([code]+[/code])." msgstr "一元加號運算子([code]+[/code])。" msgid "Remainder/modulo operator ([code]%[/code])." msgstr "餘數/取模運算子([code]%[/code])。" msgid "Power operator ([code]**[/code])." msgstr "冪運算子([code]**[/code])。" msgid "Left shift operator ([code]<<[/code])." msgstr "左移運算子([code]<<[/code])。" msgid "Right shift operator ([code]>>[/code])." msgstr "右移運算子([code]>>[/code])。" msgid "Bitwise AND operator ([code]&[/code])." msgstr "按位與運算子([code]&[/code])。" msgid "Bitwise OR operator ([code]|[/code])." msgstr "按位或運算子([code]|[/code])。" msgid "Bitwise XOR operator ([code]^[/code])." msgstr "按位異或運算子([code]^[/code])。" msgid "Bitwise NOT operator ([code]~[/code])." msgstr "按位非運算子([code]~[/code])。" msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "邏輯與運算子([code]and[/code] 或 [code]&&[/code])。" msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "邏輯或運算子([code]or[/code] 或 [code]||[/code])。" msgid "Logical XOR operator (not implemented in GDScript)." msgstr "邏輯異或運算子(未在 GDScript 中實作)。" msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "邏輯非運算子([code]not[/code] 或 [code]![/code])。" msgid "Logical IN operator ([code]in[/code])." msgstr "邏輯 IN 運算子([code]in[/code])。" msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "代表 [enum Variant.Operator] 列舉的大小。" msgid "A 3D axis-aligned bounding box." msgstr "3D 軸對齊邊界框。" msgid "Math documentation index" msgstr "數學文件索引" msgid "Vector math" msgstr "向量數學" msgid "Advanced vector math" msgstr "高等向量數學" msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" "預設建構 [AABB],其 [member position] 與 [member size] 皆為 [constant " "Vector3.ZERO]。" msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "建構給定 [AABB] 的副本。" msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "以指定的 [param position] 與 [param size] 建立 [AABB]。" msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Prints (-15.0, -10.0, 0.0)\n" "print(absolute.size) # Prints (20.0, 10.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" "GD.Print(absolute.Size); // Prints (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " "negative, as most other methods in Godot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "傳回與此邊界框等效、且寬度、高度與深度皆為非負值的 [AABB]。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # 輸出 (-15.0, -10.0, 0.0)\n" "print(absolute.size) # 輸出 (20.0, 10.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // 輸出 (-15, -10, 0)\n" "GD.Print(absolute.Size); // 輸出 (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 當 [member size] 為負值時,建議先呼叫本方法,因為 Godot 其他方法" "通常假設 [member size] 的各分量皆大於 [code]0[/code]。" msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " "[param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "若此邊界框可[i]完全[/i]包覆 [param with],則回傳 [code]true[/code]。兩者邊緣亦" "被計入。\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a copy of this bounding box expanded to align the edges with the " "given [param to_point], if necessary.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0.0, 0.0, 0.0)\n" "print(box.size) # Prints (10.0, 2.0, 5.0)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5.0, 0.0, 0.0)\n" "print(box.size) # Prints (15.0, 2.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "傳回此邊界框的副本;如有需要,會擴張至其邊緣與給定的 [param to_point] 對齊。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0.0, 0.0, 0.0)\n" "print(box.size) # Prints (10.0, 2.0, 5.0)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5.0, 0.0, 0.0)\n" "print(box.size) # Prints (15.0, 2.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." msgstr "傳回此邊界框的中心點。等同於 [code]position + (size / 2.0)[/code]。" msgid "" "Returns the longest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints Z\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_longest_axis_index] and [method get_longest_axis_size]." msgstr "" "傳回此邊界框 [member size] 最長軸向的單位向量,為 [Vector3](可能為 [constant " "Vector3.RIGHT]、[constant Vector3.UP] 或 [constant Vector3.BACK])。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints Z\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "另請參閱 [method get_longest_axis_index] 與 [method get_longest_axis_size]。" msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" "傳回此邊界框 [member size] 最長軸的索引(參見 [constant Vector3.AXIS_X]、" "[constant Vector3.AXIS_Y]、[constant Vector3.AXIS_Z])。\n" "範例請見 [method get_longest_axis]。" msgid "" "Returns the longest dimension of this bounding box's [member size].\n" "For an example, see [method get_longest_axis]." msgstr "" "傳回此邊界框 [member size] 最長的尺寸。\n" "範例請見 [method get_longest_axis]。" msgid "" "Returns the shortest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints X\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." msgstr "" "傳回此邊界框 [member size] 最短軸向的單位向量,為 [Vector3](可能為 [constant " "Vector3.RIGHT]、[constant Vector3.UP] 或 [constant Vector3.BACK])。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints X\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "另請參閱 [method get_shortest_axis_index] 與 [method get_shortest_axis_size]。" msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" "傳回此邊界框 [member size] 最短軸的索引(參見 [constant Vector3.AXIS_X]、" "[constant Vector3.AXIS_Y]、[constant Vector3.AXIS_Z])。\n" "範例請見 [method get_shortest_axis]。" msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" "For an example, see [method get_shortest_axis]." msgstr "" "傳回此邊界框 [member size] 最短的尺寸。\n" "範例請見 [method get_shortest_axis]。" msgid "" "Returns the vertex's position of this bounding box that's the farthest in the " "given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "回傳在指定方向上距離最遠的頂點位置(支援點),常用於碰撞偵測演算法。" msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * " "size.y * size.z[/code]. See also [method has_volume]." msgstr "" "傳回此邊界框的體積。等同於 [code]size.x * size.y * size.z[/code]。另請參閱 " "[method has_volume]。" msgid "" "Returns a copy of this bounding box extended on all sides by the given amount " "[param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0.0, 0.0, 0.0)\n" "print(a.size) # Prints (16.0, 16.0, 16.0)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2.0, -2.0, -2.0)\n" "print(b.size) # Prints (12.0, 8.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "傳回在所有方向上以 [param by] 數值擴張後的此邊界框副本。若 [param by] 為負,則" "改為收縮。\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0.0, 0.0, 0.0)\n" "print(a.size) # Prints (16.0, 16.0, 16.0)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2.0, -2.0, -2.0)\n" "print(b.size) # Prints (12.0, 8.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " "[b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid bounding box." msgstr "" "若此邊界框包含給定的 [param point],則回傳 [code]true[/code]。依慣例,恰位於右" "側、上側與後側邊緣的點[b]不[/b]會被計入。\n" "[b]注意:[/b] 對於[i]大小為負值[/i]的 [AABB],此方法不可靠;請先使用 [method " "abs] 取得有效的邊界框。" msgid "" "Returns [code]true[/code] if this bounding box has a surface or a length, " "that is, at least one component of [member size] is greater than [code]0[/" "code]. Otherwise, returns [code]false[/code]." msgstr "" "若此邊界框具備面積或長度(至少有一個 [member size] 分量大於 [code]0[/code])," "則回傳 [code]true[/code];否則為 [code]false[/code]。" msgid "" "Returns [code]true[/code] if this bounding box's width, height, and depth are " "all positive. See also [method get_volume]." msgstr "" "若此邊界框的寬度、高度與深度皆為正值,則回傳 [code]true[/code]。另請參閱 " "[method get_volume]。" msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " "the edge, returns a flat [AABB] with no volume (see [method has_surface] and " "[method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2.0, 0.0, 2.0)\n" "print(intersection.size) # Prints (3.0, 2.0, 4.0)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If you only need to know whether two bounding boxes are " "intersecting, use [method intersects], instead." msgstr "" "傳回此邊界框與 [param with] 的交集。如果兩框不相交,則回傳空的 [AABB]。若僅於" "邊緣相交,則回傳沒有體積的扁平 [AABB](參見 [method has_surface] 與 [method " "has_volume])。\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2.0, 0.0, 2.0)\n" "print(intersection.size) # Prints (3.0, 2.0, 4.0)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 若僅需判斷兩邊界框是否相交,請改用 [method intersects]。" msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." msgstr "" "若此邊界框與 [param with] 發生重疊,則回傳 [code]true[/code]。兩者邊緣[i]皆被" "排除[/i]。" msgid "" "Returns [code]true[/code] if this bounding box is on both sides of the given " "[param plane]." msgstr "若此邊界框同時位於指定 [param plane] 的兩側,則回傳 [code]true[/code]。" msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" "The ray begin at [param from], faces [param dir] and extends towards infinity." msgstr "" "回傳此邊界框與指定射線的第一個交點,型別為 [Vector3];若無交點則回傳 " "[code]null[/code]。\n" "射線從 [param from] 出發,方向為 [param dir],並延伸至無限遠。" msgid "" "Returns the first point where this bounding box and the given segment " "intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" "code].\n" "The segment begins at [param from] and ends at [param to]." msgstr "" "回傳此邊界框與指定線段的第一個交點,型別為 [Vector3];若無交點則回傳 " "[code]null[/code]。\n" "線段起於 [param from],止於 [param to]。" msgid "" "Returns [code]true[/code] if this bounding box and [param aabb] are " "approximately equal, by calling [method Vector3.is_equal_approx] on the " "[member position] and the [member size]." msgstr "" "若此邊界框與 [param aabb] 近似相等(透過分別對 [member position] 與 [member " "size] 呼叫 [method Vector3.is_equal_approx]),則回傳 [code]true[/code]。" msgid "" "Returns [code]true[/code] if this bounding box's values are finite, by " "calling [method Vector3.is_finite] on the [member position] and the [member " "size]." msgstr "" "若此邊界框的值皆為有限數(透過對 [member position] 與 [member size] 呼叫 " "[method Vector3.is_finite]),則回傳 [code]true[/code]。" msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." msgstr "" "傳回同時包覆此邊界框與 [param with] 的 [AABB]。另請參閱 [method encloses]。" msgid "" "The ending point. This is usually the corner on the top-right and back of the " "bounding box, and is equivalent to [code]position + size[/code]. Setting this " "point affects the [member size]." msgstr "" "結束點。通常為邊界框右上後方的角點,等同於 [code]position + size[/code]。設定" "此值會改變 [member size]。" msgid "" "The origin point. This is usually the corner on the bottom-left and forward " "of the bounding box." msgstr "起始點。通常為邊界框左下前方的角點。" msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " "[member position] is the bottom-left-forward corner, and the [member end] is " "the top-right-back corner. To get an equivalent bounding box with non-" "negative size, use [method abs]." msgstr "" "邊界框自 [member position] 起的寬度、高度與深度。設定此值同時會影響 [member " "end]。\n" "[b]注意:[/b] 建議將寬、高、深設為非負值,因為 Godot 多數方法假設 [member " "position] 為左下前角, [member end] 為右上後角。若需取得大小為非負的等效邊界" "框,請使用 [method abs]。" msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "若兩邊界框的 [member position] 或 [member size] 不相等,則回傳 [code]true[/" "code]。\n" "[b]注意:[/b] 由於浮點誤差,建議改用 [method is_equal_approx] 以取得更可靠的結" "果。" msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" "[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * " "aabb[/code]. See [method Transform3D.inverse].\n" "For transforming by inverse of an affine transformation (e.g. with scaling) " "[code]transform.affine_inverse() * aabb[/code] can be used instead. See " "[method Transform3D.affine_inverse]." msgstr "" "將此 [AABB] 以給定的 [Transform3D] 逆向變換(乘法)並回傳結果,前提為該變換基" "底為正交單位矩陣(可含旋轉/鏡射,但不含縮放/斜切)。\n" "[code]aabb * transform[/code] 等價於 [code]transform.inverse() * aabb[/code]。" "詳見 [method Transform3D.inverse]。\n" "若需對仿射變換(包含縮放)的逆變換,可使用 [code]transform.affine_inverse() * " "aabb[/code]。詳見 [method Transform3D.affine_inverse]。" msgid "" "Returns [code]true[/code] if both [member position] and [member size] of the " "bounding boxes are exactly equal, respectively.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "若兩邊界框的 [member position] 與 [member size] 完全相等,則回傳 [code]true[/" "code]。\n" "[b]注意:[/b] 由於浮點誤差,建議改用 [method is_equal_approx] 以取得更可靠的結" "果。" msgid "A base dialog used for user notification." msgstr "基礎對話框,用於使用者通知。" msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " "canceled] signals allow to make the two actions different, and the [method " "add_button] method allows to add custom buttons and actions." msgstr "" "[AcceptDialog] 的預設用途是只允許被接受或關閉,兩者結果相同。不過,[signal " "confirmed] 與 [signal canceled] 訊號可讓這兩個行為產生不同效果,[method " "add_button] 方法則可新增自訂按鈕與行為。" msgid "" "Adds a button with label [param name] and a cancel action to the dialog and " "returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "新增帶有標籤 [param name] 及取消動作的按鈕到對話框,並回傳建立的按鈕。\n" "可使用 [method remove_button] 方法,將用此方法建立的按鈕從對話框中移除。" msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "回傳內建文字所用的標籤。\n" "[b]警告:[/b]這是必要的內部節點,移除或釋放它可能導致當機。若想隱藏它或其子節" "點,請使用它們的 [member CanvasItem.visible] 屬性。" msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "回傳 OK [Button] 按鈕實體。\n" "[b]警告:[/b]這是必要的內部節點,移除或釋放它可能導致當機。若想隱藏它或其子節" "點,請使用它們的 [member CanvasItem.visible] 屬性。" msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "在對話框中註冊 [LineEdit]。當按下 Enter 鍵時,對話框將被接受。" msgid "" "Removes the [param button] from the dialog. Does NOT free the [param button]. " "The [param button] must be a [Button] added with [method add_button] or " "[method add_cancel_button] method. After removal, pressing the [param button] " "will no longer emit this dialog's [signal custom_action] or [signal canceled] " "signals." msgstr "" "從對話框中移除 [param button],但不會釋放該 [param button]。[param button] 必" "須是使用 [method add_button] 或 [method add_cancel_button] 方法新增的 " "[Button]。移除後,點擊該 [param button] 將不再觸發本對話框的 [signal " "custom_action] 或 [signal canceled] 訊號。" msgid "Sets autowrapping for the text in the dialog." msgstr "設定對話框中文本自動換行。" msgid "" "If [code]true[/code], the dialog will be hidden when the [code]ui_cancel[/" "code] action is pressed (by default, this action is bound to [constant " "KEY_ESCAPE])." msgstr "" "若為 [code]true[/code],當觸發 [code]ui_cancel[/code] 動作(預設綁定為 " "[constant KEY_ESCAPE])時,對話框將被隱藏。" msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. You " "can set it to [code]false[/code] if you want to do e.g. input validation when " "receiving the [signal confirmed] signal, and handle hiding the dialog in your " "own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "若為 [code]true[/code],按下 OK 按鈕時對話框會隱藏。若你希望在收到 [signal " "confirmed] 訊號時執行輸入驗證等邏輯,可將此屬性設為 [code]false[/code],並由你" "自己的程式邏輯來隱藏對話框。\n" "[b]注意:[/b]某些繼承自此類別的節點可能預設為不同值,且有自己的內建邏輯會覆蓋" "此設定。例如 [FileDialog] 預設為 [code]false[/code],並在按下 OK 時會執行輸入" "驗證,若輸入有效則最終自動隱藏對話框。因此,此屬性無法用於 [FileDialog] 來禁止" "按 OK 時隱藏對話框。" msgid "The text displayed by the dialog." msgstr "對話框顯示的文字。" msgid "" "The text displayed by the OK button (see [method get_ok_button]). If empty, a " "default text will be used." msgstr "" "OK 按鈕顯示的文字(參見 [method get_ok_button])。如果為空,將使用預設文字。" msgid "" "Emitted when the dialog is closed or the button created with [method " "add_cancel_button] is pressed." msgstr "當對話框關閉或按下用 [method add_cancel_button] 建立的按鈕時觸發。" msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "當對話框被接受(即按下 OK 按鈕)時觸發。" msgid "" "The minimum height of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" "底部按鈕列(如 OK/取消)的每個按鈕最小高度(像素)。可增加此值,使短文字的按鈕" "更易於點擊或觸控。" msgid "" "The minimum width of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" "底部按鈕列(如 OK/取消)的每個按鈕最小寬度(像素)。可增加此值,使短文字的按鈕" "更易於點擊或觸控。" msgid "" "The size of the vertical space between the dialog's content and the button " "row." msgstr "對話框內容與按鈕列之間的垂直間距大小。" msgid "The panel that fills the background of the window." msgstr "填滿視窗背景的面板。" msgid "Provides access to AES encryption/decryption of raw data." msgstr "提供對原始資料的 AES 加密/解密的存取。" msgid "" "This class holds the context information required for encryption and " "decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " "and AES-CBC modes are supported.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" "\tvar key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" "\tvar data = \"My secret text!!\" # Data size must be multiple of 16 bytes, " "apply padding if needed.\n" "\t# Encrypt ECB\n" "\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" "\tvar encrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt ECB\n" "\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" "\tvar decrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check ECB\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "\n" "\tvar iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" "\t# Encrypt CBC\n" "\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tencrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt CBC\n" "\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tdecrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check CBC\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" "\tprivate AesContext _aes = new AesContext();\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tstring key = \"My secret key!!!\"; // Key must be either 16 or 32 bytes.\n" "\t\tstring data = \"My secret text!!\"; // Data size must be multiple of 16 " "bytes, apply padding if needed.\n" "\t\t// Encrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] decrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check ECB\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" "\t\tstring iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" "\t\t// Encrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tdecrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check CBC\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "這個類存放的是進行 AES(Advanced Encryption Standard,高級加密標準)加解密所需" "的本文信息。支援 AES-ECB 和 AES-CBC 兩種模式。\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" "\tvar key = \"My secret key!!!\" # 金鑰必須是 16 或 32 位元組。\n" "\tvar data = \"My secret text!!\" # 資料大小必須是 16 位元組的倍數,需要時添加" "補白。\n" "\t# ECB 加密\n" "\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" "\tvar encrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# ECB 解密\n" "\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" "\tvar decrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# ECB 校驗\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "\n" "\tvar iv = \"My secret iv!!!!\" # IV 必須是 16 位元組。\n" "\t# CBC 加密\n" "\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tencrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# CBC 解密\n" "\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tdecrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# CBC 校驗\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" "\tprivate AesContext _aes = new AesContext();\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tstring key = \"My secret key!!!\"; // 金鑰必須是 16 或 32 位元組。\n" "\t\tstring data = \"My secret text!!\"; // 資料大小必須是 16 位元組的倍數,需" "要時新增補白。\n" "\t\t// ECB 加密\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// ECB 解密\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] decrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// ECB 校驗\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" "\t\tstring iv = \"My secret iv!!!!\"; // IV 必須是 16 位元組。\n" "\t\t// CBC 加密\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// CBC 解密\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tdecrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// CBC 校驗\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "Close this AES context so it can be started again. See [method start]." msgstr "關閉此 AES 本文,以便可以再次啟動它。見 [method start]。" msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "獲取此本文的目前 IV 狀態(呼叫 [method update] 時會更新 IV)。通常不需要此函" "式。\n" "[b]注意:[/b]僅當本文以 [constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT] 開頭時,此函式才有意義。" msgid "" "Start the AES context in the given [param mode]. A [param key] of either 16 " "or 32 bytes must always be provided, while an [param iv] (initialization " "vector) of exactly 16 bytes, is only needed when [param mode] is either " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "在給定的 [param mode] 中啟動 AES 本文。必須始終提供 16 或 32 位元組的 [param " "key],而僅當 [param mode] 為 [constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT] 時,才需要正好為 16 位元組的 [param iv](初始化向量)。" msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " "given [param src]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some " "padding if needed." msgstr "" "運作此 AES 本文所需的操作。將返回包含加密(或解密)給定 [param src] 結果的 " "[PackedByteArray] 。有關操作模式,請參閱 [method start]。\n" "[b]注意:[/b][param src] 的大小必須是 16 倍的倍數。如果需要,套用一些填充。" msgid "AES electronic codebook encryption mode." msgstr "AES 電子密碼簿加密模式。" msgid "AES electronic codebook decryption mode." msgstr "AES 電子密碼簿解密模式。" msgid "AES cipher blocker chaining encryption mode." msgstr "AES 密碼封鎖器鏈式加密模式。" msgid "AES cipher blocker chaining decryption mode." msgstr "AES 密碼封鎖器鏈式解密模式。" msgid "Maximum value for the mode enum." msgstr "模式列舉的最大值。" msgid "The [AimModifier3D] rotates a bone to look at a reference bone." msgstr "[AimModifier3D] 會旋轉骨骼,使其朝向參考骨骼。" msgid "" "This is a simple version of [LookAtModifier3D] that only allows bone to the " "reference without advanced options such as angle limitation or time-based " "interpolation.\n" "The feature is simplified, but instead it is implemented with smooth tracking " "without euler, see [method set_use_euler]." msgstr "" "這是 [LookAtModifier3D] 的簡化版本,只支援將骨骼對準參考骨骼,不含角度限制或以" "時間為基礎的內插等進階選項。\n" "雖然功能精簡,但以平滑追蹤方式實作,且不使用歐拉角,請參閱 [method " "set_use_euler]。" msgid "Returns the forward axis of the bone." msgstr "傳回骨骼的前向軸。" msgid "" "Returns the axis of the first rotation. It is enabled only if [method " "is_using_euler] is [code]true[/code]." msgstr "" "傳回第一旋轉的軸向;僅當 [method is_using_euler] 為 [code]true[/code] 時有效。" msgid "Returns [code]true[/code] if it provides rotation with using euler." msgstr "若使用歐拉角進行旋轉,則傳回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if it provides rotation by two axes. It is enabled " "only if [method is_using_euler] is [code]true[/code]." msgstr "" "若使用雙軸進行旋轉,則傳回 [code]true[/code];僅當 [method is_using_euler] 為 " "[code]true[/code] 時有效。" msgid "Sets the forward axis of the bone." msgstr "設定骨骼的前向軸。" msgid "" "Sets the axis of the first rotation. It is enabled only if [method " "is_using_euler] is [code]true[/code]." msgstr "" "設定第一旋轉的軸向;僅當 [method is_using_euler] 為 [code]true[/code] 時有效。" msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation with using " "euler.\n" "If sets [param enabled] to [code]false[/code], it provides rotation with " "using rotation by arc generated from the forward axis vector and the vector " "toward the reference." msgstr "" "若將 [param enabled] 設為 [code]true[/code],即使用歐拉角來計算旋轉。\n" "若將 [param enabled] 設為 [code]false[/code],則改以由前向軸向量與指向參考的向" "量所形成的弧度來計算旋轉。" msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation by two " "axes. It is enabled only if [method is_using_euler] is [code]true[/code]." msgstr "" "若將 [param enabled] 設為 [code]true[/code],將使用雙軸旋轉;僅當 [method " "is_using_euler] 為 [code]true[/code] 時有效。" msgid "The number of settings in the modifier." msgstr "此修改器中的設定項數量。" msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "無法被外力移動的 2D 物理實體;手動移動時會影響途經的其他實體。" msgid "" "An animatable 2D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform2D].\n" "When [AnimatableBody2D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "可動畫的 2D 物理實體。雖無法因外力或碰撞而移動,但可透過程式碼、" "[AnimationMixer]([member AnimationMixer.callback_mode_process] 設為 " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、" "[RemoteTransform2D] 等方式手動移動。\n" "當 [AnimatableBody2D] 被移動時,系統會估算其線速度與角速度,並用來影響行徑上的" "其他物理實體,因此特別適合做為移動平台、門等可動物件。" msgid "Physics introduction" msgstr "物理介紹" msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " "example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" "若為 [code]true[/code],此實體的移動將與物理幀同步。當你使用 " "[AnimationPlayer] 為移動平台等物件製作移動動畫時很有用。[b]請勿[/b]與 [method " "PhysicsBody2D.move_and_collide] 同時使用。" msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "無法被外力移動的 3D 物理實體;手動移動時會影響途經的其他實體。" msgid "" "An animatable 3D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform3D].\n" "When [AnimatableBody3D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "可動畫的 3D 物理實體。雖無法因外力或碰撞而移動,但可透過程式碼、" "[AnimationMixer]([member AnimationMixer.callback_mode_process] 設為 " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、" "[RemoteTransform3D] 等方式手動移動。\n" "當 [AnimatableBody3D] 被移動時,系統會估算其線速度與角速度,並用來影響行徑上的" "其他物理實體,因此特別適合做為移動平台、門等可動物件。" msgid "3D Physics Tests Demo" msgstr "3D 物理測試示範" msgid "Third Person Shooter (TPS) Demo" msgstr "第三人稱射擊(TPS)示範" msgid "3D Voxel Demo" msgstr "3D 體素示範" msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " "example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" "若為 [code]true[/code],此實體的移動將與物理幀同步。當你使用 " "[AnimationPlayer] 為移動平台等物件製作移動動畫時很有用。[b]請勿[/b]與 [method " "PhysicsBody3D.move_and_collide] 函式同時使用。" msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "將多張紋理做為動畫影格播放的 Sprite 節點。" msgid "" "[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries " "multiple textures as animation frames. Animations are created using a " "[SpriteFrames] resource, which allows you to import image files (or a folder " "containing said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel." msgstr "" "[AnimatedSprite2D] 與 [Sprite2D] 節點相似,但可攜帶多張紋理做為動畫影格。動畫" "透過 [SpriteFrames] 資源建立,可匯入影像檔(或整個資料夾)提供影格,並可在編輯" "器下方的 SpriteFrames 面板中設定。" msgid "2D Sprite animation" msgstr "2D 精靈動畫" msgid "2D Dodge The Creeps Demo" msgstr "2D Dodge The Creeps 範例" msgid "" "Returns the actual playing speed of current animation or [code]0[/code] if " "not playing. This speed is the [member speed_scale] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method.\n" "Returns a negative value if the current animation is playing backwards." msgstr "" "回傳目前動畫的實際播放速度,若未播放則為 [code]0[/code]。此速度為 [member " "speed_scale] 與呼叫 [method play] 時指定的 [code]custom_speed[/code] 相乘所" "得。\n" "若動畫以倒放方式播放,則回傳負值。" msgid "" "Returns [code]true[/code] if an animation is currently playing (even if " "[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])." msgstr "" "若動畫正在播放(即使 [member speed_scale] 或 [code]custom_speed[/code] 為 " "[code]0[/code]),則回傳 [code]true[/code]。" msgid "" "Pauses the currently playing animation. The [member frame] and [member " "frame_progress] will be kept and calling [method play] or [method " "play_backwards] without arguments will resume the animation from the current " "playback position.\n" "See also [method stop]." msgstr "" "暫停目前正在播放的動畫。系統會保留 [member frame] 與 [member frame_progress]," "若在無參數下呼叫 [method play] 或 [method play_backwards],將自當前位置續" "播。\n" "另請參閱 [method stop]。" msgid "" "Plays the animation with key [param name]. If [param custom_speed] is " "negative and [param from_end] is [code]true[/code], the animation will play " "backwards (which is equivalent to calling [method play_backwards]).\n" "If this method is called with that same animation [param name], or with no " "[param name] parameter, the assigned animation will resume playing if it was " "paused." msgstr "" "播放鍵名為 [param name] 的動畫。若 [param custom_speed] 為負數且 [param " "from_end] 為 [code]true[/code],將倒放動畫(等同於呼叫 [method " "play_backwards])。\n" "若以相同 [param name] 或未指定 [param name] 呼叫此方法,則已暫停的動畫會續播。" msgid "" "Plays the animation with key [param name] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" "倒放鍵名為 [param name] 的動畫。\n" "此方法相當於使用 [code]custom_speed = -1.0[/code]、[code]from_end = true[/" "code] 呼叫 [method play],詳情請參考該方法說明。" msgid "" "Sets [member frame] and [member frame_progress] to the given values. Unlike " "setting [member frame], this method does not reset the [member " "frame_progress] to [code]0.0[/code] implicitly.\n" "[b]Example:[/b] Change the animation while keeping the same [member frame] " "and [member frame_progress]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "同時將 [member frame] 與 [member frame_progress] 設為指定值。與直接設定 " "[member frame] 不同,此方法不會自動將 [member frame_progress] 重設為 " "[code]0.0[/code]。\n" "[b]範例:[/b] 在保留現有 [member frame] 與 [member frame_progress] 的情況下切" "換動畫:\n" "[codeblocks]\n" "[gdscript]\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause]." msgstr "" "停止目前動畫。動畫位置將重設為 [code]0[/code],且 [code]custom_speed[/code] 亦" "重設為 [code]1.0[/code]。另請參閱 [method pause]。" msgid "" "The current animation from the [member sprite_frames] resource. If this value " "is changed, the [member frame] counter and the [member frame_progress] are " "reset." msgstr "" "當前動畫來自 [member sprite_frames] 資源。若此值變更,[member frame] 與 " "[member frame_progress] 均會被重設。" msgid "The key of the animation to play when the scene loads." msgstr "場景載入時要播放的動畫鍵名。" msgid "" "If [code]true[/code], texture will be centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " "pixels. To prevent this, set this property to [code]false[/code], or consider " "enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " "and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." msgstr "" "若設為 [code]true[/code],紋理將置中。\n" "[b]注意:[/b] 若遊戲採像素風格,置中時紋理可能因落在像素之間而變形。請將此屬性" "設為 [code]false[/code],或啟用 [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel] 及 [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel] 以避免。" msgid "If [code]true[/code], texture is flipped horizontally." msgstr "若為 [code]true[/code],紋理將水平翻轉。" msgid "If [code]true[/code], texture is flipped vertically." msgstr "若為 [code]true[/code],紋理將垂直翻轉。" msgid "" "The displayed animation frame's index. Setting this property also resets " "[member frame_progress]. If this is not desired, use [method " "set_frame_and_progress]." msgstr "" "顯示的動畫影格索引。設定此屬性會同時重設 [member frame_progress];若不希望如" "此,請改用 [method set_frame_and_progress]。" msgid "" "The progress value between [code]0.0[/code] and [code]1.0[/code] until the " "current frame transitions to the next frame. If the animation is playing " "backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]." msgstr "" "從當前影格過渡到下一影格的進度值,範圍為 [code]0.0[/code]–[code]1.0[/code]。若" "動畫倒放,則值會從 [code]1.0[/code] 遞減至 [code]0.0[/code]。" msgid "The texture's drawing offset." msgstr "紋理的繪製偏移量。" msgid "" "The speed scaling ratio. For example, if this value is [code]1[/code], then " "the animation plays at normal speed. If it's [code]0.5[/code], then it plays " "at half speed. If it's [code]2[/code], then it plays at double speed.\n" "If set to a negative value, the animation is played in reverse. If set to " "[code]0[/code], the animation will not advance." msgstr "" "速度倍率。值為 [code]1[/code] 時以正常速度播放;[code]0.5[/code] 為半速;" "[code]2[/code] 為兩倍速。\n" "若為負值則反向播放;若為 [code]0[/code] 則動畫停止推進。" msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" "包含動畫的 [SpriteFrames] 資源,並可進行載入、編輯、清除、唯一化與儲存等操作。" msgid "Emitted when [member animation] changes." msgstr "當 [member animation] 發生變更時觸發。" msgid "" "Emitted when the animation reaches the end, or the start if it is played in " "reverse. When the animation finishes, it pauses the playback.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "當動畫播放至結束(倒放則為起點)時觸發,並會暫停播放。\n" "[b]注意:[/b] 若動畫為循環播放則不會發出此訊號。" msgid "Emitted when the animation loops." msgstr "動畫進入下一次循環時觸發。" msgid "Emitted when [member frame] changes." msgstr "當 [member frame] 改變時觸發。" msgid "Emitted when [member sprite_frames] changes." msgstr "當 [member sprite_frames] 變更時觸發。" msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "3D 世界中的 2D 精靈節點,可使用多張 2D 紋理做動畫。" msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " "multiple textures as animation [member sprite_frames]. Animations are created " "using a [SpriteFrames] resource, which allows you to import image files (or a " "folder containing said files) to provide the animation frames for the sprite. " "The [SpriteFrames] resource can be configured in the editor via the " "SpriteFrames bottom panel." msgstr "" "[AnimatedSprite3D] 與 [Sprite3D] 節點類似,但會使用多張紋理作為動畫 [member " "sprite_frames]。動畫使用 [SpriteFrames] 資源建立,可匯入影像檔(或資料夾)提供" "影格,並可在編輯器下方的 SpriteFrames 面板中設定。" msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精靈動畫(亦適用於 3D)" msgid "" "This class does not work properly in current versions and may be removed in " "the future. There is currently no equivalent workaround." msgstr "" "此類別在目前版本中無法正常運作,未來可能被移除。目前尚無等效的替代方案。" msgid "Proxy texture for simple frame-based animations." msgstr "用於簡單影格動畫的代理紋理。" msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] resource " "can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " "property, as well as each frame's duration (see [method set_frame_duration]). " "The animation loops, i.e. it will restart at frame 0 automatically after " "playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers." msgstr "" "[AnimatedTexture] 是影格式動畫的資源格式,可讓多張紋理依每影格預設的延遲自動串" "接播放。與 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 [Node],因此可" "在任何接受 [Texture2D] 的地方使用,例如 [TileSet]。\n" "動畫播放受 [member speed_scale] 與各影格持續時間(見 [method " "set_frame_duration])控制。動畫會循環播放,播放完最後一影格後會自動回到影格 " "0。\n" "[AnimatedTexture] 要求所有影格的紋理尺寸相同,否則尺寸較大的影格將被裁切以符合" "最小尺寸。\n" "[b]注意:[/b][AnimatedTexture] 不支援 [AtlasTexture];每一影格必須是獨立的 " "[Texture2D]。\n" "[b]警告:[/b] 目前的實作對現代繪圖管線的效率不佳。" msgid "Returns the given [param frame]'s duration, in seconds." msgstr "回傳指定 [param frame] 的持續時間(秒)。" msgid "Returns the given frame's [Texture2D]." msgstr "回傳指定影格的 [Texture2D]。" msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " "during playback." msgstr "" "設定指定 [param frame] 的持續時間,最終時間會再乘以 [member speed_scale]。若設" "為 [code]0[/code],播放時會跳過該影格。" msgid "" "Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" "將 [Texture2D] 指定給目標影格。影格 ID 從 0 開始,第一格為 0,最後一格為 " "[member frames] - 1。\n" "最多可設定 [constant MAX_FRAMES] 張紋理,但只有 0 至 [member frames] - 1 的影" "格會參與播放。" msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" "設定目前可見的影格;在播放期間設定會重設該影格計時,因而讓新選擇的影格完整播放" "其設定的持續時間。" msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value for " "the animation to take new frames into account. The maximum number of frames " "is [constant MAX_FRAMES]." msgstr "" "動畫所使用的影格總數。雖可透過 [method set_frame_texture] 個別新增影格,但仍須" "設定此值才能讓動畫納入新影格。最大值為 [constant MAX_FRAMES]。" msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" "若為 [code]true[/code],動畫僅播放一次,結束後不會回到第一影格;到達末尾並不會" "自動將 [member pause] 設為 [code]true[/code]。" msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. at " "[member current_frame]). The animation will continue from where it was paused " "when changing this property to [code]false[/code]." msgstr "" "若為 [code]true[/code],動畫會在目前位置([member current_frame])暫停;改回 " "[code]false[/code] 時會從該處繼續播放。" msgid "" "The animation speed is multiplied by this value. If set to a negative value, " "the animation is played in reverse." msgstr "動畫速度會乘以此值;若為負值則反向播放。" msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need more " "frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" "「[AnimatedTexture]」可支援的最大影格數;若動畫需要更多影格,請改用 " "[AnimationPlayer] 或 [AnimatedSprite2D]。" msgid "Holds data that can be used to animate anything in the engine." msgstr "用來儲存可對引擎中任何物件進行動畫化的資料。" msgid "" "This resource holds data that can be used to animate anything in the engine. " "Animations are divided into tracks and each track must be linked to a node. " "The state of that node can be changed through time, by adding timed keys " "(events) to the track.\n" "[codeblocks]\n" "[gdscript]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 2.0 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "// 100 pixels in 2.0 seconds.\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] to be played back. Animation tracks have different types, " "each with its own set of dedicated methods. Check [enum TrackType] to see " "available types.\n" "[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" "此資源保存可用於對引擎中任何物件進行動畫化的資料。動畫由多條「軌道」組成,每條" "軌道必須連結至一個節點,並可透過在軌道上加入帶時間的鍵值(事件)來隨時間改變該" "節點狀態。\n" "[codeblocks]\n" "[gdscript]\n" "# 建立一段動畫,使名為 \"Enemy\" 的節點在 2 秒內向右移動 100 像素。\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// 建立一段動畫,使名為 \"Enemy\" 的節點在 2 秒內向右移動 100 像素。\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "動畫本身只是資料容器,必須掛到 [AnimationPlayer] 等節點上才能播放。不同軌道有" "不同類型,並有各自專用的方法;可參考 [enum TrackType] 以瞭解可用型別。\n" "[b]注意:[/b] 針對 3D 的位置/旋轉/縮放,為效能考量建議使用專用的 [constant " "TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 軌道" "類型,而非使用一般的 [constant TYPE_VALUE]。" msgid "Animation documentation index" msgstr "動畫文件索引" msgid "Adds a marker to this Animation." msgstr "將標記新增到此 Animation。" msgid "Adds a track to the Animation." msgstr "向動畫新增軌道。" msgid "" "Returns the animation name at the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" "回傳位於 [param key_idx] 的鍵所對應的動畫名稱。[param track_idx] 必須是動畫軌" "道的索引。" msgid "" "Inserts a key with value [param animation] at the given [param time] (in " "seconds). The [param track_idx] must be the index of an Animation Track." msgstr "" "在指定 [param time](秒)插入鍵,鍵值為 [param animation]。[param track_idx] " "必須是動畫軌道索引。" msgid "" "Sets the key identified by [param key_idx] to value [param animation]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" "將索引為 [param key_idx] 的鍵值設為 [param animation]。[param track_idx] 必須" "是動畫軌道索引。" msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio stream." msgstr "" "回傳索引為 [param key_idx] 的鍵的結束偏移量。[param track_idx] 必須是音訊軌道" "索引。\n" "結束偏移量表示在音訊流結尾被截去的秒數。" msgid "" "Returns the start offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" "回傳索引為 [param key_idx] 的鍵的起始偏移量。[param track_idx] 必須是音訊軌道" "索引。\n" "起始偏移量表示在音訊流開頭被截去的秒數。" msgid "" "Returns the audio stream of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track." msgstr "" "回傳索引為 [param key_idx] 的鍵所使用的音訊流。[param track_idx] 必須是音訊軌" "道索引。" msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" "[param stream] is the [AudioStream] resource to play. [param start_offset] is " "the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" "在指定的 [param time](秒)於音訊軌道插入鍵。[param track_idx] 必須是音訊軌道" "索引。\n" "[param stream] 為要播放的 [AudioStream],而 [param start_offset] 與 [param " "end_offset] 分別為音訊開頭與結尾欲截去的秒數。" msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." msgstr "若 [param track_idx] 的軌道會與其他動畫混合則回傳 [code]true[/code]。" msgid "" "Sets the end offset of the key identified by [param key_idx] to value [param " "offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" "將索引為 [param key_idx] 的鍵的結束偏移量設為 [param offset] 秒。[param " "track_idx] 必須是音訊軌道索引。" msgid "" "Sets the start offset of the key identified by [param key_idx] to value " "[param offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" "將索引為 [param key_idx] 的鍵的起始偏移量設為 [param offset] 秒。[param " "track_idx] 必須是音訊軌道索引。" msgid "" "Sets the stream of the key identified by [param key_idx] to value [param " "stream]. The [param track_idx] must be the index of an Audio Track." msgstr "" "將索引為 [param key_idx] 的鍵所用的音訊流設為 [param stream]。[param " "track_idx] 必須是音訊軌道索引。" msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." msgstr "" "設定此軌道是否與其他動畫混合。若為 [code]true[/code],播放音量會依混合值變動。" msgid "" "Returns the in handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "回傳索引為 [param key_idx] 的鍵的「入端控制點」位置。[param track_idx] 必須是" "貝茲曲線軌道索引。" msgid "" "Returns the out handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "回傳索引為 [param key_idx] 的鍵的「出端控制點」位置。[param track_idx] 必須是" "貝茲曲線軌道索引。" msgid "" "Returns the value of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "回傳索引為 [param key_idx] 的鍵值。[param track_idx] 必須是貝茲曲線軌道索引。" msgid "" "Inserts a Bezier Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of a Bezier Track.\n" "[param in_handle] is the left-side weight of the added Bezier curve point, " "[param out_handle] is the right-side one, while [param value] is the actual " "value at this point." msgstr "" "在指定 [param time](秒)於貝茲曲線軌道插入鍵。[param track_idx] 必須是貝茲曲" "線軌道索引。\n" "[param in_handle] 為該點左側控制點,[param out_handle] 為右側控制點,[param " "value] 為該點實際值。" msgid "" "Returns the interpolated value at the given [param time] (in seconds). The " "[param track_idx] must be the index of a Bezier Track." msgstr "" "回傳在指定 [param time](秒)處插值後的值。[param track_idx] 必須是貝茲曲線軌" "道索引。" msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " "in_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" "將索引為 [param key_idx] 的鍵之入端控制點設為 [param in_handle]。[param " "track_idx] 必須是貝茲曲線軌道索引。" msgid "" "Sets the out handle of the key identified by [param key_idx] to value [param " "out_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" "將索引為 [param key_idx] 的鍵之出端控制點設為 [param out_handle]。[param " "track_idx] 必須是貝茲曲線軌道索引。" msgid "" "Sets the value of the key identified by [param key_idx] to the given value. " "The [param track_idx] must be the index of a Bezier Track." msgstr "" "將索引為 [param key_idx] 的鍵值設為指定值。[param track_idx] 必須是貝茲曲線軌" "道索引。" msgid "Inserts a key in a given blend shape track. Returns the key index." msgstr "在指定的混合形狀軌道插入關鍵影格,並回傳其索引。" msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" "回傳在指定時間(秒)經插值後之混合形狀值。[param track_idx] 必須是混合形狀軌道" "索引。" msgid "Clear the animation (clear all tracks and reset all)." msgstr "清除動畫(移除所有軌道並重設所有設定)。" msgid "" "Compress the animation and all its tracks in-place. This will make [method " "track_is_compressed] return [code]true[/code] once called on this " "[Animation]. Compressed tracks require less memory to be played, and are " "designed to be used for complex 3D animations (such as cutscenes) imported " "from external 3D software. Compression is lossy, but the difference is " "usually not noticeable in real world conditions.\n" "[b]Note:[/b] Compressed tracks have various limitations (such as not being " "editable from the editor), so only use compressed animations if you actually " "need them." msgstr "" "就地壓縮動畫及其所有軌道;壓縮後再呼叫 [method track_is_compressed] 會回傳 " "[code]true[/code]。壓縮軌道可降低播放時的記憶體用量,主要用於外部 3D 軟體匯入" "的複雜 3D 動畫(如過場)。壓縮為有損處理,但在實際使用中通常難以察覺。\n" "[b]注意:[/b] 壓縮後的軌道無法於編輯器內編輯等,僅在確有需求時再使用。" msgid "" "Adds a new track to [param to_animation] that is a copy of the given track " "from this animation." msgstr "將本動畫中的指定軌道複製一份並新增到 [param to_animation]。" msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "回傳指定軌道的索引;若找不到則回傳 -1。" msgid "Returns the name of the marker located at the given time." msgstr "回傳位於指定時間點的標記名稱。" msgid "Returns the given marker's color." msgstr "回傳指定標記的顏色。" msgid "Returns every marker in this Animation, sorted ascending by time." msgstr "依時間排序後,回傳此 Animation 內所有標記。" msgid "Returns the given marker's time." msgstr "回傳指定標記所在的時間點。" msgid "" "Returns the closest marker that comes after the given time. If no such marker " "exists, an empty string is returned." msgstr "回傳位於指定時間之後最近的標記;若不存在則回傳空字串。" msgid "" "Returns the closest marker that comes before the given time. If no such " "marker exists, an empty string is returned." msgstr "回傳位於指定時間之前最近的標記;若不存在則回傳空字串。" msgid "Returns the amount of tracks in the animation." msgstr "回傳動畫內的軌道數量。" msgid "" "Returns [code]true[/code] if this Animation contains a marker with the given " "name." msgstr "若此 Animation 含有指定名稱的標記則回傳 [code]true[/code]。" msgid "Returns the method name of a method track." msgstr "回傳方法軌道所呼叫的方法名稱。" msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "返回給定方法軌道中給定鍵的方法要呼叫的參數值。" msgid "" "Optimize the animation and all its tracks in-place. This will preserve only " "as many keys as are necessary to keep the animation within the specified " "bounds." msgstr "" "就地最佳化此動畫及其所有軌道。僅保留足以讓動畫維持在指定誤差範圍內所需的關鍵影" "格數。" msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "在給定的 3D 位置軌道中插入關鍵影格。返回該關鍵影格的索引。" msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" "返回位於給定時間(以秒為單位)的插值後的位置值。[param track_idx] 必須是 3D 位" "置軌道的索引。" msgid "Removes the marker with the given name from this Animation." msgstr "從此 Animation 中移除具有指定名稱的標記。" msgid "Removes a track by specifying the track index." msgstr "透過指定軌道索引來移除軌道。" msgid "Inserts a key in a given 3D rotation track. Returns the key index." msgstr "在給定的 3D 旋轉軌道中插入關鍵影格。返回該關鍵影格的索引。" msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" "返回位於給定時間(以秒為單位)的插值後的旋轉值。[param track_idx] 必須是 3D 旋" "轉軌道的索引。" msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "在給定的 3D 縮放軌道中插入關鍵影格。返回該關鍵影格的索引。" msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" "返回位於給定時間(以秒為單位)的插值後的縮放值。[param track_idx] 必須是 3D 縮" "放軌道的索引。" msgid "Sets the given marker's color." msgstr "設定指定標記的顏色。" msgid "" "Finds the key index by time in a given track. Optionally, only find it if the " "approx/exact time is given.\n" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range.\n" "If [param backward] is [code]true[/code], the direction is reversed in " "methods that rely on one directional processing.\n" "For example, in case [param find_mode] is [constant FIND_MODE_NEAREST], if " "there is no key in the current position just after seeked, the first key " "found is retrieved by searching before the position, but if [param backward] " "is [code]true[/code], the first key found is retrieved after the position." msgstr "" "在指定軌道中依時間尋找鍵的索引。可選擇僅於提供近似/精確時間時才進行尋找。\n" "若 [param limit] 為 [code]true[/code],則不會回傳動畫範圍之外的鍵。\n" "若 [param backward] 為 [code]true[/code],則在依賴單向處理的方法中會反轉搜尋方" "向。\n" "例如,當 [param find_mode] 為 [constant FIND_MODE_NEAREST] 時,若在跳轉後於目" "前位置找不到鍵,預設會向位置之前搜尋並取回第一個找到的鍵,但若 [param " "backward] 為 [code]true[/code],則會向位置之後搜尋並取回第一個鍵。" msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" "若 [param track_idx] 處的軌道會環繞插值迴圈則返回 [code]true[/code]。新建軌道" "預設皆會環繞插值迴圈。" msgid "Returns the interpolation type of a given track." msgstr "返回指定軌道的插值類型。" msgid "Returns the number of keys in a given track." msgstr "返回給定軌道中的關鍵影格數量。" msgid "Returns the time at which the key is located." msgstr "返回關鍵影格所在的時間。" msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GlobalScope.ease])." msgstr "" "返回指定關鍵影格的過渡曲線(緩動)(參閱內建數學函式 [method " "@GlobalScope.ease])。" msgid "Returns the value of a given key in a given track." msgstr "返回給定軌道中指定關鍵影格的值。" msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "取得軌道的路徑。關於路徑格式的詳細資料,請參閱 [method track_set_path]。" msgid "Gets the type of a track." msgstr "取得軌道的型別。" msgid "Inserts a generic key in a given track. Returns the key index." msgstr "在給定軌道中插入通用關鍵影格。返回該關鍵影格的索引。" msgid "" "Returns [code]true[/code] if the track is compressed, [code]false[/code] " "otherwise. See also [method compress]." msgstr "" "若軌道已被壓縮則返回 [code]true[/code],否則返回 [code]false[/code]。另見 " "[method compress]。" msgid "" "Returns [code]true[/code] if the track at index [param track_idx] is enabled." msgstr "若索引 [param track_idx] 的軌道已啟用則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "若給定軌道為匯入則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "Moves a track down." msgstr "將軌道下移。" msgid "" "Changes the index position of track [param track_idx] to the one defined in " "[param to_idx]." msgstr "將軌道 [param track_idx] 的索引位置改為 [param to_idx]。" msgid "Moves a track up." msgstr "將軌道上移。" msgid "Removes a key by index in a given track." msgstr "依索引自指定軌道移除鍵。" msgid "Removes a key at [param time] in a given track." msgstr "於指定軌道的 [param time] 移除鍵。" msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "啟用/停用指定軌道。軌道預設為啟用。" msgid "Sets the given track as imported or not." msgstr "設定指定軌道是否為匯入狀態。" msgid "" "If [code]true[/code], the track at [param track_idx] wraps the interpolation " "loop." msgstr "若為 [code]true[/code],則索引 [param track_idx] 的軌道會環繞插值迴圈。" msgid "Sets the interpolation type of a given track." msgstr "設定指定軌道的插值類型。" msgid "Sets the time of an existing key." msgstr "設定既有關鍵影格的時間。" msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" "設定指定關鍵影格的過渡曲線(緩動)(參閱內建數學函式 [method " "@GlobalScope.ease])。" msgid "Sets the value of an existing key." msgstr "設定既有關鍵影格的值。" msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the [member AnimationMixer.root_node] that " "will reproduce the animation. Tracks that control properties or bones must " "append their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" "設定軌道的路徑。路徑必須是指向場景樹中節點的有效路徑,且必須從會播放動畫的 " "[member AnimationMixer.root_node] 開始指定。控制屬性或骨骼的軌道必須在路徑後" "以 [code]\":\"[/code] 加上其名稱。\n" "例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/" "mesh:transform/local\"[/code]。" msgid "" "Swaps the track [param track_idx]'s index position with the track [param " "with_idx]." msgstr "將軌道 [param track_idx] 的索引位置與軌道 [param with_idx] 互換。" msgid "Returns the update mode of a value track." msgstr "返回值軌道的更新模式。" msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track.\n" "A [param backward] mainly affects the direction of key retrieval of the track " "with [constant UPDATE_DISCRETE] converted by [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to match " "the result with [method track_find_key]." msgstr "" "返回於給定時間(以秒為單位)的插值後的值。[param track_idx] 必須是值軌道的索" "引。\n" "[param backward] 主要影響將 [constant UPDATE_DISCRETE] 經由 [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] 轉換後之軌道" "的鍵值檢索方向,以使結果與 [method track_find_key] 一致。" msgid "Sets the update mode of a value track." msgstr "設定值軌道的更新模式。" msgid "" "Returns [code]true[/code] if the capture track is included. This is a cached " "readonly value for performance." msgstr "若包含擷取軌道則返回 [code]true[/code]。此值為效能考量的快取唯讀值。" msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" "動畫的總長度(單位:秒)。\n" "[b]注意:[/b] 長度並不以最後一個關鍵影格為界,因為為了正確插值與迴圈,最後一個" "鍵可能位於結束前或之後。" msgid "The animation step value." msgstr "動畫步長值。" msgid "" "Value tracks set values in node properties, but only those which can be " "interpolated. For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" "值軌道可設定節點屬性中的值,但僅限可插值者。對於 3D 位置/旋轉/縮放,基於效能" "考量建議使用專用的 [constant TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D] " "與 [constant TYPE_SCALE_3D] 軌道型別,而非 [constant TYPE_VALUE]。" msgid "3D position track (values are stored in [Vector3]s)." msgstr "3D 位置軌道(值儲存在 [Vector3] 中)。" msgid "3D rotation track (values are stored in [Quaternion]s)." msgstr "3D 旋轉軌道(值儲存在 [Quaternion] 中)。" msgid "3D scale track (values are stored in [Vector3]s)." msgstr "3D 縮放軌道(值儲存在 [Vector3] 中)。" msgid "Blend shape track." msgstr "混合形狀軌道。" msgid "Method tracks call functions with given arguments per key." msgstr "方法軌道會於每個關鍵影格以指定參數呼叫函式。" msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" "貝塞爾軌道可透過自訂曲線對數值進行插值,也可用於為向量或顏色的子屬性製作動畫" "(例如 [Color] 的 Alpha 值)。" msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation." msgstr "" "音訊軌道可使用任一種類的 [AudioStreamPlayer] 播放音訊串流,並可於動畫中剪輯與" "預覽該串流。" msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "動畫軌道會在其他 [AnimationPlayer] 節點播放動畫。" msgid "No interpolation (nearest value)." msgstr "無插值(鄰近值)。" msgid "Linear interpolation." msgstr "線性插值。" msgid "" "Cubic interpolation. This looks smoother than linear interpolation, but is " "more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for " "complex 3D animations imported from external software, even if it requires " "using a higher animation framerate in return." msgstr "" "三次插值。較線性插值平滑但計算成本更高;對於自外部軟體匯入之複雜 3D 動畫,即便" "需提高影格率,也建議維持使用 [constant INTERPOLATION_LINEAR]。" msgid "" "Linear interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" "最短路徑旋轉的線性插值。\n" "[b]注意:[/b] 結果值會被正規化,因此可能與鍵值不相符。" msgid "" "Cubic interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" "最短路徑旋轉的三次插值。\n" "[b]注意:[/b] 結果值會被正規化,因此可能與鍵值不相符。" msgid "Update between keyframes and hold the value." msgstr "在關鍵影格之間持續更新並保持值。" msgid "Update at the keyframes." msgstr "僅於關鍵影格更新。" msgid "" "Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value " "of the current object and perform interpolation in some methods. See also " "[method AnimationMixer.capture], [member " "AnimationPlayer.playback_auto_capture], and [method " "AnimationPlayer.play_with_capture]." msgstr "" "與 [constant UPDATE_CONTINUOUS] 相同,但作為旗標以擷取目前物件的值,並在部分方" "法中進行插值。另請參閱 [method AnimationMixer.capture]、[member " "AnimationPlayer.playback_auto_capture] 與 [method " "AnimationPlayer.play_with_capture]。" msgid "At both ends of the animation, the animation will stop playing." msgstr "在動畫兩端,動畫將停止播放。" msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "在動畫兩端,動畫將不改變播放方向地重複播放。" msgid "Repeats playback and reverse playback at both ends of the animation." msgstr "在動畫兩端重複正播與反播。" msgid "This flag indicates that the animation proceeds without any looping." msgstr "此旗標指示動畫不進行任何迴圈。" msgid "" "This flag indicates that the animation has reached the end of the animation " "and just after loop processed." msgstr "此旗標表示動畫已到達尾端並剛完成迴圈處理。" msgid "" "This flag indicates that the animation has reached the start of the animation " "and just after loop processed." msgstr "此旗標表示動畫已回到起始並剛完成迴圈處理。" msgid "Finds the nearest time key." msgstr "尋找最近的時間鍵。" msgid "Finds only the key with approximating the time." msgstr "僅尋找與時間近似的鍵。" msgid "Finds only the key with matching the time." msgstr "僅尋找與時間完全相符的鍵。" msgid "Container for [Animation] resources." msgstr "[Animation] 資源容器。" msgid "" "An animation library stores a set of animations accessible through " "[StringName] keys, for use with [AnimationPlayer] nodes." msgstr "" "動畫庫會透過 [StringName] 作為鍵儲存一組動畫,供 [AnimationPlayer] 節點使用。" msgid "Animation tutorial index" msgstr "動畫教學索引" msgid "" "Adds the [param animation] to the library, accessible by the key [param name]." msgstr "將 [param animation] 新增至動畫庫並以鍵 [param name] 存取。" msgid "" "Returns the [Animation] with the key [param name]. If the animation does not " "exist, [code]null[/code] is returned and an error is logged." msgstr "" "返回鍵為 [param name] 的 [Animation]。若不存在則返回 [code]null[/code] 並記錄" "錯誤。" msgid "Returns the keys for the [Animation]s stored in the library." msgstr "返回動畫庫中所儲存之 [Animation] 的鍵。" msgid "Returns the key count for the [Animation]s stored in the library." msgstr "返回動畫庫中所儲存之 [Animation] 的鍵數量。" msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" "若動畫庫內存在鍵為 [param name] 的 [Animation] 則返回 [code]true[/code]。" msgid "Removes the [Animation] with the key [param name]." msgstr "移除鍵為 [param name] 的 [Animation]。" msgid "" "Changes the key of the [Animation] associated with the key [param name] to " "[param newname]." msgstr "將鍵為 [param name] 的 [Animation] 之鍵更改為 [param newname]。" msgid "Emitted when an [Animation] is added, under the key [param name]." msgstr "當新增鍵為 [param name] 的 [Animation] 時發出。" msgid "" "Emitted when there's a change in one of the animations, e.g. tracks are " "added, moved or have changed paths. [param name] is the key of the animation " "that was changed.\n" "See also [signal Resource.changed], which this acts as a relay for." msgstr "" "當某個動畫發生變化(如新增、移動軌道或變更路徑)時發出。[param name] 為變更之" "動畫的鍵。\n" "亦可參閱作為轉接之 [signal Resource.changed]。" msgid "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "當移除鍵為 [param name] 的 [Animation] 時發出。" msgid "" "Emitted when the key for an [Animation] is changed, from [param name] to " "[param to_name]." msgstr "當某 [Animation] 的鍵由 [param name] 改為 [param to_name] 時發出。" msgid "Base class for [AnimationPlayer] and [AnimationTree]." msgstr "[AnimationPlayer] 與 [AnimationTree] 的基底類別。" msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " "lists. It also has general properties and methods for playback and blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" "[AnimationPlayer] 與 [AnimationTree] 管理動畫列表的基底類別,並提供播放與混合" "的通用屬性及方法。\n" "在延伸類別中建立播放資訊後,混合將由 [AnimationMixer] 處理。" msgid "Migrating Animations from Godot 4.0 to 4.3" msgstr "將動畫自 Godot 4.0 移植到 4.3" msgid "A virtual function for processing after getting a key during playback." msgstr "於播放期間取得鍵後進行處理的虛擬函式。" msgid "" "Adds [param library] to the animation player, under the key [param name].\n" "AnimationMixer has a global library by default with an empty string as key. " "For adding an animation to the global library:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library(\"\")\n" "global_library.add_animation(\"animation_name\", animation_resource)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "將 [param library] 以鍵 [param name] 加入動畫播放器。\n" "AnimationMixer 預設具有鍵為空字串的全域動畫庫。若要將動畫加入全域動畫庫:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library(\"\")\n" "global_library.add_animation(\"animation_name\", animation_resource)\n" "[/gdscript]\n" "[/codeblocks]" msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手動將動畫推進指定時間(秒)。" msgid "" "If the animation track specified by [param name] has an option [constant " "Animation.UPDATE_CAPTURE], stores current values of the objects indicated by " "the track path as a cache. If there is already a captured cache, the old " "cache is discarded.\n" "After this it will interpolate with current animation blending result during " "the playback process for the time specified by [param duration], working like " "a crossfade.\n" "You can specify [param trans_type] as the curve for the interpolation. For " "better results, it may be appropriate to specify [constant " "Tween.TRANS_LINEAR] for cases where the first key of the track begins with a " "non-zero value or where the key value does not change, and [constant " "Tween.TRANS_QUAD] for cases where the key value changes linearly." msgstr "" "若 [param name] 指定的動畫軌道具有 [constant Animation.UPDATE_CAPTURE] 選項," "會將軌道路徑所指物件的當前值快取;若已存在快取則覆蓋舊快取。\n" "之後在 [param duration] 指定的時間內於播放過程中與目前的動畫混合結果插值,效果" "如同交叉淡入。\n" "可透過 [param trans_type] 指定插值曲線。若軌道第一鍵值非零或鍵值不變化,建議使" "用 [constant Tween.TRANS_LINEAR];若鍵值線性變化,則建議 [constant " "Tween.TRANS_QUAD]。" msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "[AnimationMixer] 會快取動畫節點;若節點消失可能偵測不到,可呼叫 [method " "clear_caches] 強制重新更新快取。" msgid "" "Returns the key of [param animation] or an empty [StringName] if not found." msgstr "返回 [param animation] 的鍵,若未找到則返回空的 [StringName]。" msgid "" "Returns the key for the [AnimationLibrary] that contains [param animation] or " "an empty [StringName] if not found." msgstr "" "返回包含 [param animation] 的 [AnimationLibrary] 的鍵,若未找到則返回空的 " "[StringName]。" msgid "" "Returns the first [AnimationLibrary] with key [param name] or [code]null[/" "code] if not found.\n" "To get the [AnimationMixer]'s global animation library, use " "[code]get_animation_library(\"\")[/code]." msgstr "" "返回鍵為 [param name] 的第一個 [AnimationLibrary],若未找到則返回 [code]null[/" "code]。\n" "要取得 [AnimationMixer] 的全域動畫庫請使用 [code]get_animation_library(\"\")[/" "code]。" msgid "Returns the list of stored library keys." msgstr "返回已儲存動畫庫的鍵列表。" msgid "Returns the list of stored animation keys." msgstr "返回已儲存動畫的鍵列表。" msgid "" "Retrieve the motion delta of position with the [member root_motion_track] as " "a [Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying position to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_rotation = get_quaternion()\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar velocity = current_rotation * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " "get_root_motion_rotation_accumulator], you can apply the root motion position " "more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = " "(animation_tree.get_root_motion_rotation_accumulator().inverse() * " "get_quaternion()) * animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "If [member root_motion_local] is [code]true[/code], returns the pre-" "multiplied translation value with the inverted rotation.\n" "In this case, the code can be written as follows:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = get_quaternion() * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "取得 [member root_motion_track] 位置的運動增量,返回可於其他位置使用之 " "[Vector3]。\n" "若 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 類型" "之軌道路徑,則返回 [code]Vector3(0, 0, 0)[/code]。\n" "另見 [member root_motion_track] 與 [RootMotionView]。\n" "最基本範例:將位置套用至 [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_rotation = get_quaternion()\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar velocity = current_rotation * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "搭配 [method get_root_motion_rotation_accumulator] 可更正確地套用根運動位置並" "考慮節點旋轉:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = " "(animation_tree.get_root_motion_rotation_accumulator().inverse() * " "get_quaternion()) * animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "若 [member root_motion_local] 為 [code]true[/code],則返回已乘上反向旋轉的本地" "平移值。\n" "此時可寫成:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = get_quaternion() * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the position tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "This is useful in cases where you want to respect the initial key values of " "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " "be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_position_accumulator = " "animation_tree.get_root_motion_position_accumulator()\n" "\tvar difference = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" "\tprev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" "\ttransform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" "取得 [member root_motion_track] 位置軌道的混合值,返回可於其他位置使用之 " "[Vector3]。\n" "當需要保留動畫初始鍵值時相當有用。\n" "例如,若前一幀播放僅含 [code]Vector3(0, 0, 0)[/code] 的動畫,而下一幀播放僅含 " "[code]Vector3(1, 0, 1)[/code] 的動畫,可如下計算兩者差異:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_position_accumulator = " "animation_tree.get_root_motion_position_accumulator()\n" "\tvar difference = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" "\tprev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" "\ttransform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "惟若動畫循環播放,可能出現非預期的不連續跳動,因此僅適用於部分簡易情境。" msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying rotation to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "取得 [member root_motion_track] 旋轉的運動增量,返回可於其他位置使用之 " "[Quaternion]。\n" "若 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 類型" "之軌道路徑,則返回 [code]Quaternion(0, 0, 0, 1)[/code]。\n" "另見 [member root_motion_track] 與 [RootMotionView]。\n" "最基本範例:將旋轉套用至 [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the rotation tracks with the [member " "root_motion_track] as a [Quaternion] that can be used elsewhere.\n" "This is necessary to apply the root motion position correctly, taking " "rotation into account. See also [method get_root_motion_position].\n" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" "code] is played in the previous frame and then an animation with only one key " "[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " "difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_rotation_accumulator = " "animation_tree.get_root_motion_rotation_accumulator()\n" "\tvar difference = prev_root_motion_rotation_accumulator.inverse() * " "current_root_motion_rotation_accumulator\n" "\tprev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" "\ttransform.basis *= Basis(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" "取得 [member root_motion_track] 旋轉軌道的混合值,返回可於其他位置使用之 " "[Quaternion]。\n" "正確套用根運動位置時需考慮旋轉;詳見 [method get_root_motion_position]。\n" "此方法亦可用於需要保留動畫初始鍵值的情況。\n" "例如,若前一幀播放僅含 [code]Quaternion(0, 0, 0, 1)[/code] 的動畫,而下一幀播" "放僅含 [code]Quaternion(0, 0.707, 0, 0.707)[/code] 的動畫,可如下計算差異:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_rotation_accumulator = " "animation_tree.get_root_motion_rotation_accumulator()\n" "\tvar difference = prev_root_motion_rotation_accumulator.inverse() * " "current_root_motion_rotation_accumulator\n" "\tprev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" "\ttransform.basis *= Basis(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "惟若動畫循環播放,可能出現非預期的不連續跳動,因此僅適用於部分簡易情境。" msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " "[Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying scale to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale = Vector3(1, 1, 1)\n" "var scale_accum = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_scale = get_scale()\n" "\t\tscale_accum = Vector3(1, 1, 1)\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tscale_accum += animation_tree.get_root_motion_scale()\n" "\tset_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "取得 [member root_motion_track] 縮放的運動增量,返回可於其他位置使用之 " "[Vector3]。\n" "若 [member root_motion_track] 不是 [constant Animation.TYPE_SCALE_3D] 類型之軌" "道路徑,則返回 [code]Vector3(0, 0, 0)[/code]。\n" "另見 [member root_motion_track] 與 [RootMotionView]。\n" "最基本範例:將縮放套用至 [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale = Vector3(1, 1, 1)\n" "var scale_accum = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_scale = get_scale()\n" "\t\tscale_accum = Vector3(1, 1, 1)\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tscale_accum += animation_tree.get_root_motion_scale()\n" "\tset_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the scale tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " "be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_scale_accumulator = " "animation_tree.get_root_motion_scale_accumulator()\n" "\tvar difference = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" "\tprev_root_motion_scale_accumulator = current_root_motion_scale_accumulator\n" "\ttransform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" "取得 [member root_motion_track] 縮放軌道的混合值,返回可於其他位置使用之 " "[Vector3]。\n" "例如,若前一幀播放僅含 [code]Vector3(1, 1, 1)[/code] 的動畫,而下一幀播放僅含 " "[code]Vector3(2, 2, 2)[/code] 的動畫,可如下計算差異:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_scale_accumulator = " "animation_tree.get_root_motion_scale_accumulator()\n" "\tvar difference = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" "\tprev_root_motion_scale_accumulator = current_root_motion_scale_accumulator\n" "\ttransform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "惟若動畫循環播放,可能出現非預期的不連續跳動,因此僅適用於部分簡易情境。" msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with " "key [param name]." msgstr "" "若 [AnimationMixer] 已儲存鍵為 [param name] 的 [Animation],則返回 " "[code]true[/code]。" msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an " "[AnimationLibrary] with key [param name]." msgstr "" "若 [AnimationMixer] 已儲存鍵為 [param name] 的 [AnimationLibrary],則返回 " "[code]true[/code]。" msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "移除與鍵 [param name] 關聯的 [AnimationLibrary]。" msgid "" "Moves the [AnimationLibrary] associated with the key [param name] to the key " "[param newname]." msgstr "將鍵為 [param name] 的 [AnimationLibrary] 移動至鍵 [param newname]。" msgid "If [code]true[/code], the [AnimationMixer] will be processing." msgstr "若為 [code]true[/code],則 [AnimationMixer] 會進行處理。" msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" "For example, if this value is [code]32[/code] and the animation has two audio " "tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to " "[code]32[/code] voices each." msgstr "" "每個指派的 AudioStreamPlayer 可同時播放的聲音數量。\n" "例如,若此值為 [code]32[/code] 且動畫有兩條音訊軌,則兩個 [AudioStreamPlayer] " "各自最多可同時播放 [code]32[/code] 個聲音。" msgid "" "Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " "update infrequently, usually when using nearest interpolation.\n" "However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " "results are considered. The [member callback_mode_discrete] specify it " "explicitly. See also [enum AnimationCallbackModeDiscrete].\n" "To make the blended results look good, it is recommended to set this to " "[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " "frame during blending. Other values exist for compatibility and they are fine " "if there is no blending, but not so, may produce artifacts." msgstr "" "一般來說,軌道可設為 [constant Animation.UPDATE_DISCRETE],以降低更新頻率,通" "常用於最近鄰插值。\n" "但若與 [constant Animation.UPDATE_CONTINUOUS] 混合,則會考慮多種結果。[member " "callback_mode_discrete] 可明確指定,詳見 [enum " "AnimationCallbackModeDiscrete]。\n" "為了讓混合結果更自然,建議設為 [constant " "ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS],於混合時每幀都更新。其他設" "定主要為相容性,若無混合則可用,但否則可能產生異常畫面。" msgid "The call mode used for \"Call Method\" tracks." msgstr "「呼叫方法」軌道所使用的呼叫模式。" msgid "The process notification in which to update animations." msgstr "更新動畫時所用的處理通知。" msgid "" "If [code]true[/code], the blending uses the deterministic algorithm. The " "total weight is not normalized and the result is accumulated with an initial " "value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" "This means that if the total amount of blending is [code]0.0[/code], the " "result is equal to the [code]\"RESET\"[/code] animation.\n" "If the number of tracks between the blended animations is different, the " "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " "tracks between the blended animations is different, nothing is done about the " "animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" "For example, if [AnimationNodeAdd2] blends two nodes with the amount " "[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " "normalized to make the total amount [code]1.0[/code] and the result will be " "equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." msgstr "" "若為 [code]true[/code],混合時會使用確定性演算法。總權重不會正規化,結果以初始" "值([code]0[/code] 或存在時的 [code]\"RESET\"[/code] 動畫)累加。\n" "這代表混合總量為 [code]0.0[/code],結果即為 [code]\"RESET\"[/code] 動畫。\n" "若混合動畫間軌道數不同,缺少軌道的動畫視為有初始值。\n" "若為 [code]false[/code],混合不採用確定性演算法。總權重會正規化為 [code]1.0[/" "code]。若動畫間軌道數不同,將不處理缺軌動畫。\n" "[b]注意:[/b]於 [AnimationTree] 內,若 [AnimationNodeAdd2]、" "[AnimationNodeAdd3]、[AnimationNodeSub2] 或權重大於 [code]1.0[/code],可能產生" "非預期結果。\n" "例如 [AnimationNodeAdd2] 混合兩個權重為 [code]1.0[/code] 的節點,總權重為 " "[code]2.0[/code],但會被正規化為 [code]1.0[/code],結果等同 " "[AnimationNodeBlend2] 權重為 [code]0.5[/code]。" msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation (the animation with the key " "[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " "editor keeping the values that the scene had before saving.\n" "This makes it more convenient to preview and edit animations in the editor, " "as changes to the scene will not be saved as long as they are set in the " "reset animation." msgstr "" "此功能由編輯器使用。若設為 [code]true[/code],場景將以重設動畫(鍵為 [code]" "\"RESET\"[/code] 的動畫)在時間 0 的狀態儲存,編輯器也會保留儲存前的場景值。\n" "這讓在編輯器中預覽與編輯動畫更方便,只要變更寫在重設動畫中,就不會被存入場景。" msgid "" "If [code]true[/code], [method get_root_motion_position] value is extracted as " "a local translation value before blending. In other words, it is treated like " "the translation is done after the rotation." msgstr "" "若為 [code]true[/code],則 [method get_root_motion_position] 的值於混合前會先" "作為本地平移值提取。換言之,平移視為於旋轉之後進行。" msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. The [member " "root_motion_track] uses the same format as [method Animation.track_set_path], " "but note that a bone must be specified.\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D], or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_position], [method " "get_root_motion_rotation], [method get_root_motion_scale], and " "[RootMotionView]." msgstr "" "用於根運動的動畫軌道路徑。路徑必須是有效的場景樹節點路徑,且需自即將播放動畫之" "節點的父節點開始指定。[member root_motion_track] 格式與 [method " "Animation.track_set_path] 相同,但必須指定骨骼。\n" "若軌道型別為 [constant Animation.TYPE_POSITION_3D]、[constant " "Animation.TYPE_ROTATION_3D] 或 [constant Animation.TYPE_SCALE_3D],則變換效果" "會被視覺上抵銷,動畫看似停留原地。詳見 [method get_root_motion_position]、" "[method get_root_motion_rotation]、[method get_root_motion_scale] 與 " "[RootMotionView]。" msgid "The node which node path references will travel from." msgstr "節點路徑的參照會由此節點作為起點。" msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "動畫播放結束時會發出通知。\n" "[b]注意:[/b] 若動畫設定為循環播放,則不會發出此訊號。" msgid "Notifies when the animation libraries have changed." msgstr "動畫庫變更時通知。" msgid "Notifies when an animation list is changed." msgstr "動畫列表變更時通知。" msgid "" "Notifies when the caches have been cleared, either automatically, or manually " "via [method clear_caches]." msgstr "快取被清除(無論自動或經由 [method clear_caches] 手動)時通知。" msgid "" "Notifies when the blending result related have been applied to the target " "objects." msgstr "混合結果已套用至目標物件時通知。" msgid "Notifies when the property related process have been updated." msgstr "屬性相關程序已更新時通知。" msgid "" "Process animation during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " "animating physics bodies." msgstr "" "於物理影格處理動畫(見 [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。特別適合為剛體等物理物件製作動" "畫。" msgid "" "Process animation during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "於一般處理影格時處理動畫(見 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "不自動處理動畫。請使用 [method advance] 手動進行。" msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" "動畫播放期間將方法呼叫批次化,待事件處理完成後一次執行,以避免播放時刪除節點或" "修改 AnimationPlayer 所造成的錯誤。" msgid "Make method calls immediately when reached in the animation." msgstr "動畫播放到該位置時立即呼叫方法。" msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track values and [constant " "Animation.UPDATE_DISCRETE] track values." msgstr "" "當混合 [constant Animation.UPDATE_CONTINUOUS] 或 [constant " "Animation.UPDATE_CAPTURE] 與 [constant Animation.UPDATE_DISCRETE] 軌道值時," "[constant Animation.UPDATE_DISCRETE] 軌道值具有優先權。" msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track value takes precedence when blending the " "[constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] " "track values and the [constant Animation.UPDATE_DISCRETE] track values. This " "is the default behavior for [AnimationPlayer]." msgstr "" "當混合 [constant Animation.UPDATE_CONTINUOUS] 或 [constant " "Animation.UPDATE_CAPTURE] 與 [constant Animation.UPDATE_DISCRETE] 時,前兩者具" "有優先權。這是 [AnimationPlayer] 的預設行為。" msgid "" "Always treat the [constant Animation.UPDATE_DISCRETE] track value as " "[constant Animation.UPDATE_CONTINUOUS] with [constant " "Animation.INTERPOLATION_NEAREST]. This is the default behavior for " "[AnimationTree].\n" "If a value track has un-interpolatable type key values, it is internally " "converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with " "[constant Animation.UPDATE_DISCRETE].\n" "Un-interpolatable type list:\n" "- [constant @GlobalScope.TYPE_NIL]\n" "- [constant @GlobalScope.TYPE_NODE_PATH]\n" "- [constant @GlobalScope.TYPE_RID]\n" "- [constant @GlobalScope.TYPE_OBJECT]\n" "- [constant @GlobalScope.TYPE_CALLABLE]\n" "- [constant @GlobalScope.TYPE_SIGNAL]\n" "- [constant @GlobalScope.TYPE_DICTIONARY]\n" "- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" "[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are " "treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded " "when the result is retrieved.\n" "It is same for arrays and vectors with them such as [constant " "@GlobalScope.TYPE_PACKED_INT32_ARRAY] or [constant " "@GlobalScope.TYPE_VECTOR2I], they are treated as [constant " "@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " "@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also " "interpolated.\n" "[constant @GlobalScope.TYPE_STRING] and [constant " "@GlobalScope.TYPE_STRING_NAME] are interpolated between character codes and " "lengths, but note that there is a difference in algorithm between " "interpolation between keys and interpolation by blending." msgstr "" "總是將 [constant Animation.UPDATE_DISCRETE] 軌道值視為 [constant " "Animation.UPDATE_CONTINUOUS],並使用 [constant " "Animation.INTERPOLATION_NEAREST]。這是 [AnimationTree] 的預設行為。\n" "若值軌道包含不可插值的鍵值型別,內部會改用 [constant " "ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] 與 [constant " "Animation.UPDATE_DISCRETE]。\n" "不可插值型別清單:\n" "- [constant @GlobalScope.TYPE_NIL]\n" "- [constant @GlobalScope.TYPE_NODE_PATH]\n" "- [constant @GlobalScope.TYPE_RID]\n" "- [constant @GlobalScope.TYPE_OBJECT]\n" "- [constant @GlobalScope.TYPE_CALLABLE]\n" "- [constant @GlobalScope.TYPE_SIGNAL]\n" "- [constant @GlobalScope.TYPE_DICTIONARY]\n" "- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" "[constant @GlobalScope.TYPE_BOOL] 與 [constant @GlobalScope.TYPE_INT] 在混合時" "會視為 [constant @GlobalScope.TYPE_FLOAT],取結果時再四捨五入。\n" "對於包含這些型別的陣列或向量,如 [constant " "@GlobalScope.TYPE_PACKED_INT32_ARRAY] 或 [constant " "@GlobalScope.TYPE_VECTOR2I],亦視為 [constant " "@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] 或 [constant " "@GlobalScope.TYPE_VECTOR2],且陣列長度也會插值。\n" "[constant @GlobalScope.TYPE_STRING] 與 [constant " "@GlobalScope.TYPE_STRING_NAME] 會依字元碼及長度做插值,惟鍵間插值與混合插值的" "演算法略有差異。" msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "[AnimationTree] 節點的基底類別,與場景節點無關。" msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating animation nodes mainly for use in " "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead.\n" "You can access the time information as read-only parameter which is processed " "and stored in the previous frame for all nodes except [AnimationNodeOutput].\n" "[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time " "information takes precedence depends on the type of [AnimationNode].\n" "[codeblock]\n" "var current_length = $AnimationTree[\"parameters/AnimationNodeName/" "current_length\"]\n" "var current_position = $AnimationTree[\"parameters/AnimationNodeName/" "current_position\"]\n" "var current_delta = $AnimationTree[\"parameters/AnimationNodeName/" "current_delta\"]\n" "[/codeblock]" msgstr "" "用於 [AnimationTree] 節點的基礎資源。通常不會直接使用,但你可以建立自訂節點並" "撰寫自己的混合公式。\n" "若要建立主要用於 [AnimationNodeBlendTree] 的動畫節點,請繼承本類;否則應使用 " "[AnimationRootNode]。\n" "你可以作為唯讀參數存取時間資訊,該資訊已於前一影格為所有節點(除 " "[AnimationNodeOutput] 外)處理並儲存。\n" "[b]注意:[/b] 當一個 [AnimationNode] 擁有多個輸入時,最終採用哪個輸入的時間資" "訊,取決於該動畫節點的類型。\n" "[codeblock]\n" "var current_length = $AnimationTree[\"parameters/AnimationNodeName/" "current_length\"]\n" "var current_position = $AnimationTree[\"parameters/AnimationNodeName/" "current_position\"]\n" "var current_delta = $AnimationTree[\"parameters/AnimationNodeName/" "current_delta\"]\n" "[/codeblock]" msgid "Using AnimationTree" msgstr "使用 AnimationTree" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this animation node." msgstr "繼承 [AnimationRootNode] 時,實作此虛方法可覆寫動畫節點的顯示標題。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child animation node by its [param name]." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法可依 [param name] 取得子動畫節點。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法以 [code]名稱: 節點[/code] 字典順序回" "傳所有子動畫節點。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " "memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法可回傳參數 [param parameter] 的預設" "值。參數是動畫節點的自訂本地記憶體,可於多棵樹重用。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this animation node. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused in " "multiple trees. Format is similar to [method Object.get_property_list]." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法可回傳本節點的屬性清單。參數為動畫節" "點的自訂本地記憶體,資源可於多棵樹重用。格式類似 [method " "Object.get_property_list]。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "animation node." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法以決定混合樹編輯器是否要在此節點顯示" "篩選器編輯。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法可判定參數 [param parameter] 是否唯" "讀。參數是動畫節點的自訂本地記憶體,可於多棵樹重用。" msgid "" "Currently this is mostly useless as there is a lack of many APIs to extend " "AnimationNode by GDScript. It is planned that a more flexible API using " "structures will be provided in the future." msgstr "" "目前此功能用途有限,因為尚缺乏能以 GDScript 擴充 AnimationNode 的相關 API。未" "來計畫提供以結構體為基礎的更彈性 API。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this animation node is processed. The [param time] " "parameter is a relative delta, unless [param seek] is [code]true[/code], in " "which case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the delta." msgstr "" "繼承 [AnimationRootNode] 時,實作此虛方法可在處理本動畫節點時執行自訂程式碼。" "[param time] 為相對增量,除非 [param seek] 為 [code]true[/code],則為絕對" "值。\n" "可在此呼叫 [method blend_input]、[method blend_node] 或 [method " "blend_animation]。亦可使用 [method get_parameter] 與 [method set_parameter] 來" "讀寫本地記憶體。\n" "此函式應回傳處理後的 delta。" msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" "為動畫節點新增一個輸入。僅對用於 [AnimationNodeBlendTree] 的節點有用。若新增失" "敗則回傳 [code]false[/code]。" msgid "" "Blends an animation by [param blend] amount (name must be valid in the linked " "[AnimationPlayer]). A [param time] and [param delta] may be passed, as well " "as whether [param seeked] happened.\n" "A [param looped_flag] is used by internal processing immediately after the " "loop." msgstr "" "依 [param blend] 值混合動畫(名稱必須存在於連結的 [AnimationPlayer] 中)。可傳" "入 [param time]、[param delta],以及是否發生 [param seeked]。\n" "[param looped_flag] 由內部流程於迴圈結束後立即使用。" msgid "" "Blends an input. This is only useful for animation nodes created for an " "[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, " "unless [param seek] is [code]true[/code], in which case it is absolute. A " "filter mode may be optionally passed." msgstr "" "混合一個輸入。僅對用於 [AnimationNodeBlendTree] 的節點有用。[param time] 為相" "對增量,除非 [param seek] 為 [code]true[/code],此時為絕對值。可選擇傳入篩選模" "式。" msgid "" "Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " "[AnimationRootNode] instead, otherwise editors will not display your " "animation node for addition." msgstr "" "混合另一個動畫節點(當此節點包含子動畫節點時)。僅在你繼承自 " "[AnimationRootNode] 時有意義,否則編輯器無法顯示它以供新增。" msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." msgstr "" "回傳與名稱 [param name] 對應的輸入索引;若不存在則回傳 [code]-1[/code]。" msgid "" "Amount of inputs in this animation node, only useful for animation nodes that " "go into [AnimationNodeBlendTree]." msgstr "此動畫節點的輸入數量,僅對用於 [AnimationNodeBlendTree] 的節點有用。" msgid "Gets the name of an input by index." msgstr "依索引取得輸入名稱。" msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "取得參數值。參數是動畫節點的自訂本地記憶體,可於多棵樹重用。" msgid "" "Returns the object id of the [AnimationTree] that owns this node.\n" "[b]Note:[/b] This method should only be called from within the [method " "AnimationNodeExtension._process_animation_node] method, and will return an " "invalid id otherwise." msgstr "" "回傳擁有此節點的 [AnimationTree] 之物件 ID。\n" "[b]注意:[/b] 僅應在 [method AnimationNodeExtension._process_animation_node] " "之內呼叫;否則將回傳無效 ID。" msgid "Returns [code]true[/code] if the given path is filtered." msgstr "若指定路徑已被過濾則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if this animation node is being processed in test-" "only mode." msgstr "若此動畫節點正於僅測試模式下被處理,則返回 [code]true[/code]。" msgid "Removes an input, call this only when inactive." msgstr "移除輸入;僅在節點非活動時呼叫。" msgid "Adds or removes a path for the filter." msgstr "新增或移除篩選器路徑。" msgid "" "Sets the name of the input at the given [param input] index. If the setting " "fails, returns [code]false[/code]." msgstr "" "設定索引 [param input] 處輸入的名稱;若設定失敗則回傳 [code]false[/code]。" msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "設定自訂參數。此參數作為本地記憶體,資源可在多棵樹或多個場景共用。" msgid "If [code]true[/code], filtering is enabled." msgstr "若為 [code]true[/code],啟用篩選功能。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes removes. The animation nodes that emit this " "signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "繼承此類且具有內部樹的節點在其中一個動畫節點被移除時會發出此訊號。發出者包含 " "[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine] 與 [AnimationNodeBlendTree]。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation node names changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "繼承此類且具有內部樹的節點在其動畫節點名稱變更時會發出此訊號。發出者包含 " "[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine] 與 [AnimationNodeBlendTree]。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes changes. The animation nodes that emit this " "signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" "繼承此類且具有內部樹的節點在其動畫節點內容變更時會發出此訊號。發出者包含 " "[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine]、[AnimationNodeBlendTree] 與 " "[AnimationNodeTransition]。" msgid "Do not use filtering." msgstr "不使用篩選。" msgid "Paths matching the filter will be allowed to pass." msgstr "符合篩選器的路徑將被允許通過。" msgid "Paths matching the filter will be discarded." msgstr "符合篩選器的路徑將被捨棄。" msgid "Paths matching the filter will be blended (by the blend value)." msgstr "符合篩選器的路徑將依混合值進行混合。" msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中以加法方式混合兩段動畫。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on the amount value.\n" "If the amount is greater than [code]1.0[/code], the animation connected to " "\"in\" port is blended with the amplified animation connected to \"add\" " "port.\n" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" "可加入 [AnimationNodeBlendTree] 的資源。依取值將兩段動畫以加法混合。\n" "若取值大於 [code]1.0[/code],會將「in」端動畫與經放大後連至「add」端的動畫混" "合。\n" "若取值小於 [code]0.0[/code],則與經反轉後連至「add」端的動畫混合。" msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中以加法方式混合三段動畫中的兩段。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three additively out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to add to\n" "- A \"-add\" animation to blend with when the blend amount is negative\n" "- A \"+add\" animation to blend with when the blend amount is positive\n" "If the absolute value of the amount is greater than [code]1.0[/code], the " "animation connected to \"in\" port is blended with the amplified animation " "connected to \"-add\"/\"+add\" port." msgstr "" "可加入 [AnimationNodeBlendTree] 的資源。依取值從三段動畫中挑選兩段進行加法混" "合。\n" "本節點有三個輸入:\n" "- 作為基底的動畫(in)\n" "- 當取值為負時混合的「-add」動畫\n" "- 當取值為正時混合的「+add」動畫\n" "若取值的絕對值大於 [code]1.0[/code],會將「in」端動畫與放大後的「-add」或" "「+add」端動畫混合。" msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 的輸入動畫節點。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only has one output port " "using the [member animation] property. Used as an input for [AnimationNode]s " "that blend animations together." msgstr "" "可加入 [AnimationNodeBlendTree] 的資源。僅透過 [member animation] 作為單一輸出" "埠,供其他 [AnimationNode] 進行動畫混合之輸入使用。" msgid "3D Platformer Demo" msgstr "3D 平台跳躍示範" msgid "" "If [code]true[/code], on receiving a request to play an animation from the " "start, the first frame is not drawn, but only processed, and playback starts " "from the next frame.\n" "See also the notes of [method AnimationPlayer.play]." msgstr "" "若為 [code]true[/code],當收到自開頭播放動畫的請求時,第一幀僅進行處理但不渲" "染,播放將自下一幀開始。\n" "另請參閱 [method AnimationPlayer.play] 的注意事項。" msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "要輸出的動畫,必須是 [member AnimationTree.anim_player] 所提供的動畫之一。" msgid "" "If [member use_custom_timeline] is [code]true[/code], override the loop " "settings of the original [Animation] resource with the value.\n" "[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the " "[method Animation.track_set_interpolation_loop_wrap] option will not be " "respected. If you cannot get the expected behavior, consider duplicating the " "[Animation] resource and changing the loop settings." msgstr "" "當 [member use_custom_timeline] 為 [code]true[/code] 時,會以此值覆寫原始 " "[Animation] 資源的迴圈設定。\n" "[b]注意:[/b] 若 [member Animation.loop_mode] 未設為循環,則 [method " "Animation.track_set_interpolation_loop_wrap] 不會生效。若行為不如預期,建議複" "製該 [Animation] 資源並調整其迴圈設定。" msgid "Determines the playback direction of the animation." msgstr "決定動畫的播放方向。" msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation.\n" "This is useful for adjusting which foot steps first in 3D walking animations." msgstr "" "當 [member use_custom_timeline] 為 [code]true[/code] 時,可偏移動畫的起始位" "置。\n" "這對於在 3D 行走動畫中調整先踏出的腳十分有用。" msgid "" "If [code]true[/code], scales the time so that the length specified in [member " "timeline_length] is one cycle.\n" "This is useful for matching the periods of walking and running animations.\n" "If [code]false[/code], the original animation length is respected. If you set " "the loop to [member loop_mode], the animation will loop in [member " "timeline_length]." msgstr "" "若為 [code]true[/code],會縮放時間,使 [member timeline_length] 所設定的長度成" "為一個循環。\n" "這有助於對齊走路與跑步動畫的週期。\n" "若為 [code]false[/code],則使用原始動畫長度。若你啟用 [member loop_mode] 迴" "圈,動畫將於 [member timeline_length] 內循環。" msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation." msgstr "" "當 [member use_custom_timeline] 為 [code]true[/code] 時,可偏移動畫的起始位" "置。" msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." msgstr "" "若為 [code]true[/code],此 [AnimationNode] 會輸出以調整部分參數後的 " "[Animation] 資源。" msgid "Plays animation in forward direction." msgstr "正向播放動畫。" msgid "Plays animation in backward direction." msgstr "反向播放動畫。" msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中以線性方式混合兩段動畫。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on the amount value.\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range. " "Values outside of this range can blend amplified or inverted animations, " "however, [AnimationNodeAdd2] works better for this purpose." msgstr "" "可加入 [AnimationNodeBlendTree] 的資源。依取值線性混合兩段動畫。\n" "通常混合值應位於 [code][0.0, 1.0][/code] 區間。若超出此範圍會得到放大或反轉的" "混合效果,但此時使用 [AnimationNodeAdd2] 效果更佳。" msgid "" "Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中以線性方式混合三段動畫中的兩段。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three linearly out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to blend with\n" "- A \"-blend\" animation to blend with when the blend amount is negative " "value\n" "- A \"+blend\" animation to blend with when the blend amount is positive " "value\n" "In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " "Values outside of this range can blend amplified animations, however, " "[AnimationNodeAdd3] works better for this purpose." msgstr "" "可加入 [AnimationNodeBlendTree] 的資源。依取值在線性方式下從三段動畫中挑選兩段" "進行混合。\n" "本節點有三個輸入:\n" "- 基底動畫\n" "- 當取值為負時混合的「-blend」動畫\n" "- 當取值為正時混合的「+blend」動畫\n" "一般混合值應位於 [code][-1.0, 1.0][/code] 區間;若超出此範圍會得到放大效果,但" "此時使用 [AnimationNodeAdd3] 更佳。" msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." msgstr "" "一組放置於虛擬軸上的 [AnimationRootNode],在相鄰的兩節點間進行交叉淡化。供 " "[AnimationTree] 使用。" msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " "[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the " "linear blend of the two [AnimationRootNode]s adjacent to the current value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" "[AnimationNodeBlendTree] 使用的資源。\n" "[AnimationNodeBlendSpace1D] 代表一條虛擬軸,可透過 [method add_blend_point] 新" "增任意 [AnimationRootNode]。其輸出為最接近目前值之兩節點的線性混合。\n" "可使用 [member min_space] 與 [member max_space] 設定軸向範圍。" msgid "" "Adds a new point that represents a [param node] on the virtual axis at a " "given position set by [param pos]. You can insert it at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" "在虛擬軸上 [param pos] 位置新增代表 [param node] 的點。可透過 [param " "at_index] 指定插入索引;預設則插入至陣列末端。" msgid "Returns the number of points on the blend axis." msgstr "回傳混合軸上的點數量。" msgid "" "Returns the [AnimationNode] referenced by the point at index [param point]." msgstr "回傳索引 [param point] 之點所參照的 [AnimationNode]。" msgid "Returns the position of the point at index [param point]." msgstr "回傳索引 [param point] 之點的位置。" msgid "Removes the point at index [param point] from the blend axis." msgstr "自混合軸移除索引 [param point] 之點。" msgid "" "Changes the [AnimationNode] referenced by the point at index [param point]." msgstr "更換索引 [param point] 之點所參照的 [AnimationNode]。" msgid "" "Updates the position of the point at index [param point] on the blend axis." msgstr "更新混合軸上索引 [param point] 之點的位置。" msgid "Controls the interpolation between animations." msgstr "控制動畫之間的插值方式。" msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "混合空間軸向的點位置上限。參見 [method add_blend_point]。" msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "混合空間軸向的點位置下限。參見 [method add_blend_point]。" msgid "Position increment to snap to when moving a point on the axis." msgstr "在軸上移動點時的捕捉間距。" msgid "" "If [code]false[/code], the blended animations' frame are stopped when the " "blend value is [code]0[/code].\n" "If [code]true[/code], forcing the blended animations to advance frame." msgstr "" "若為 [code]false[/code],當混合值為 [code]0[/code] 時會停止混合動畫的影格。\n" "若為 [code]true[/code],仍會強制推進混合動畫影格。" msgid "Label of the virtual axis of the blend space." msgstr "混合空間虛擬軸的標籤。" msgid "The interpolation between animations is linear." msgstr "動畫間插值為線性模式。" msgid "" "The blend space plays the animation of the animation node which blending " "position is closest to. Useful for frame-by-frame 2D animations." msgstr "混合空間播放與目前位置最近的動畫節點,可用於逐幀 2D 動畫。" msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "類似 [constant BLEND_MODE_DISCRETE],但新動畫會自上一段動畫的播放位置開始。" msgid "" "A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " "the three adjacent ones. Used by [AnimationTree]." msgstr "" "一組置於 2D 座標的 [AnimationRootNode],在三個相鄰節點間交叉淡化。供 " "[AnimationTree] 使用。" msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace2D] represents a virtual 2D space on which " "[AnimationRootNode]s are placed. Outputs the linear blend of the three " "adjacent animations using a [Vector2] weight. Adjacent in this context means " "the three [AnimationRootNode]s making up the triangle that contains the " "current value.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to triangulate the blend space by hand." msgstr "" "[AnimationNodeBlendTree] 使用的資源。\n" "[AnimationNodeBlendSpace2D] 代表一個虛擬 2D 空間,可在其上放置 " "[AnimationRootNode]。輸出為包含目前值之三角形頂點(相鄰三節點)依 [Vector2] 權" "重計算的線性混合。\n" "可透過 [method add_blend_point] 新增頂點,並將 [member auto_triangles] 設為 " "[code]true[/code] 以自動三角化;否則可手動使用 [method add_triangle] 與 " "[method remove_triangle] 進行三角化。" msgid "" "Adds a new point that represents a [param node] at the position set by [param " "pos]. You can insert it at a specific index using the [param at_index] " "argument. If you use the default value for [param at_index], the point is " "inserted at the end of the blend points array." msgstr "" "在 [param pos] 位置新增代表 [param node] 的點。可透過 [param at_index] 指定插" "入索引;預設將插入至陣列末端。" msgid "" "Creates a new triangle using three points [param x], [param y], and [param " "z]. Triangles can overlap. You can insert the triangle at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" "以點 [param x]、[param y]、[param z] 建立新三角形。三角形可重疊。可透過 " "[param at_index] 指定插入索引;預設插入於陣列末端。" msgid "Returns the number of points in the blend space." msgstr "回傳混合空間中的點數量。" msgid "" "Returns the [AnimationRootNode] referenced by the point at index [param " "point]." msgstr "回傳索引 [param point] 之點所參照的 [AnimationRootNode]。" msgid "Returns the number of triangles in the blend space." msgstr "回傳混合空間中的三角形數量。" msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." msgstr "回傳索引 [param triangle] 三角形中,索引 [param point] 頂點的位置。" msgid "Removes the point at index [param point] from the blend space." msgstr "自混合空間移除索引 [param point] 之點。" msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "自混合空間移除索引 [param triangle] 之三角形。" msgid "" "Updates the position of the point at index [param point] in the blend space." msgstr "更新混合空間中索引 [param point] 點的位置。" msgid "" "If [code]true[/code], the blend space is triangulated automatically. The mesh " "updates every time you add or remove points with [method add_blend_point] and " "[method remove_blend_point]." msgstr "" "若為 [code]true[/code],混合空間會自動三角化;每次透過 [method " "add_blend_point] 或 [method remove_blend_point] 變更點時都會更新網格。" msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "混合空間 X、Y 軸向點位置的上限。參見 [method add_blend_point]。" msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "混合空間 X、Y 軸向點位置的下限。參見 [method add_blend_point]。" msgid "Position increment to snap to when moving a point." msgstr "移動點時的捕捉間距。" msgid "Name of the blend space's X axis." msgstr "混合空間 X 軸名稱。" msgid "Name of the blend space's Y axis." msgstr "混合空間 Y 軸名稱。" msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "當混合空間的三角形被建立、移除,或其頂點位置變動時發出。" msgid "" "A sub-tree of many type [AnimationNode]s used for complex animations. Used by " "[AnimationTree]." msgstr "" "由多種 [AnimationNode] 形成的子樹,可用於複雜動畫。由 [AnimationTree] 使用。" msgid "" "This animation node may contain a sub-tree of any other type animation nodes, " "such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by default." msgstr "" "這個動畫節點可以包含任何其他類型的動畫節點子樹,例如 " "[AnimationNodeTransition]、[AnimationNodeBlend2]、[AnimationNodeBlend3]、" "[AnimationNodeOneShot] 等。這是最常用的動畫節點根之一。\n" "預設會建立一個名為 [code]output[/code] 的 [AnimationNodeOutput] 節點。" msgid "" "Adds an [AnimationNode] at the given [param position]. The [param name] is " "used to identify the created sub animation node later." msgstr "" "在給定的 [param position] 新增一個 [AnimationNode]。[param name] 用於後續識別" "該子動畫節點。" msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" "將一個 [AnimationNode] 的輸出連接到另一個 [AnimationNode],並接到 [param " "input_index] 指定的輸入埠。" msgid "Disconnects the animation node connected to the specified input." msgstr "斷開連到指定輸入端的動畫節點。" msgid "Returns the sub animation node with the specified [param name]." msgstr "返回名稱為 [param name] 的子動畫節點。" msgid "" "Returns a list containing the names of all sub animation nodes in this blend " "tree." msgstr "返回一個列表,內含此混合樹中所有子動畫節點的名稱。" msgid "" "Returns the position of the sub animation node with the specified [param " "name]." msgstr "返回名稱為 [param name] 的子動畫節點的位置。" msgid "" "Returns [code]true[/code] if a sub animation node with specified [param name] " "exists." msgstr "如果存在名稱為 [param name] 的子動畫節點,則返回 [code]true[/code]。" msgid "Removes a sub animation node." msgstr "移除子動畫節點。" msgid "Changes the name of a sub animation node." msgstr "更改子動畫節點的名稱。" msgid "Modifies the position of a sub animation node." msgstr "修改子動畫節點的位置。" msgid "The global offset of all sub animation nodes." msgstr "所有子動畫節點的全域偏移量。" msgid "Emitted when the input port information is changed." msgstr "當輸入埠資訊變更時觸發。" msgid "The connection was successful." msgstr "連線成功。" msgid "The input node is [code]null[/code]." msgstr "輸入節點為 [code]null[/code]。" msgid "The specified input port is out of range." msgstr "指定的輸入埠超出範圍。" msgid "The output node is [code]null[/code]." msgstr "輸出節點為 [code]null[/code]。" msgid "Input and output nodes are the same." msgstr "輸入與輸出節點相同。" msgid "The specified connection already exists." msgstr "指定的連線已存在。" msgid "Base class for extending [AnimationRootNode]s from GDScript, C#, or C++." msgstr "用於從 GDScript、C# 或 C++ 擴充 [AnimationRootNode] 的基底類別。" msgid "" "[AnimationNodeExtension] exposes the APIs of [AnimationRootNode] to allow " "users to extend it from GDScript, C#, or C++. This class is not meant to be " "used directly, but to be extended by other classes. It is used to create " "custom nodes for the [AnimationTree] system." msgstr "" "[AnimationNodeExtension] 讓 [AnimationRootNode] 的 API 可供 GDScript、C# 或 C+" "+ 擴充使用。此類別並非直接使用,而是提供給其他類別繼承,以便為 " "[AnimationTree] 系統建立自訂節點。" msgid "" "A version of the [method AnimationNode._process] method that is meant to be " "overridden by custom nodes. It returns a [PackedFloat32Array] with the " "processed animation data.\n" "The [PackedFloat64Array] parameter contains the playback information, " "containing the following values encoded as floating point numbers (in order): " "playback time and delta, start and end times, whether a seek was requested " "(encoded as a float greater than [code]0[/code]), whether the seek request " "was externally requested (encoded as a float greater than [code]0[/code]), " "the current [enum Animation.LoopedFlag] (encoded as a float), and the current " "blend weight.\n" "The function must return a [PackedFloat32Array] of the node's time info, " "containing the following values (in order): animation length, time position, " "delta, [enum Animation.LoopMode] (encoded as a float), whether the animation " "is about to end (encoded as a float greater than [code]0[/code]) and whether " "the animation is infinite (encoded as a float greater than [code]0[/code]). " "All values must be included in the returned array." msgstr "" "這是供自訂節點覆寫的 [method AnimationNode._process] 版本,會回傳已處理動畫資" "料的 [PackedFloat32Array]。\n" "[PackedFloat64Array] 參數包含播放資訊,依序以浮點數表示以下數值:播放時間與增" "量、開始與結束時間、是否請求跳轉(大於 [code]0[/code] 的浮點數表示已請求)、跳" "轉是否來自外部(同樣以大於 [code]0[/code] 表示)、目前的 [enum " "Animation.LoopedFlag] 以及目前的混合權重。\n" "函式必須回傳節點時間資訊的 [PackedFloat32Array],順序為:動畫長度、當前時間位" "置、增量、[enum Animation.LoopMode]、動畫是否即將結束(大於 [code]0[/code] 表" "示是)以及動畫是否為無限(大於 [code]0[/code] 表示是)。回傳陣列必須包含所有這" "些數值。" msgid "" "Returns the animation's remaining time for the given node info. For looping " "animations, it will only return the remaining time if [param break_loop] is " "[code]true[/code], a large integer value will be returned otherwise." msgstr "" "回傳指定節點資訊的動畫剩餘時間。若動畫循環播放,只有當 [param break_loop] 為 " "[code]true[/code] 時才會回傳剩餘時間,否則會回傳一個很大的整數值。" msgid "" "Returns [code]true[/code] if the animation for the given [param node_info] is " "looping." msgstr "如果給定的 [param node_info] 動畫正在循環,則返回 [code]true[/code]。" msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中播放一次動畫。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. This animation node will " "execute a sub-animation and return once it finishes. Blend times for fading " "in and out can be customized, as well as filters.\n" "After setting the request and changing the animation playback, the one-shot " "node automatically clears the request on the next process frame by setting " "its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE\n" "\n" "# Abort child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT\n" "\n" "# Abort child animation with fading out connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Get current state (read-only).\n" "animation_tree.get(\"parameters/OneShot/active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# Get current internal state (read-only).\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Fire);\n" "\n" "// Abort child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Abort);\n" "\n" "// Abort child animation with fading out connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.FadeOut);\n" "\n" "// Get current state (read-only).\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// Get current internal state (read-only).\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "新增到 [AnimationNodeBlendTree] 的資源。這個動畫節點將執行子動畫並在完成後返" "回。可以自訂淡入和淡出的混合時間以及篩檢程式。\n" "在設定請求並更改動畫播放後,一次性節點會在下一個處理影格中通過將其 " "[code]request[/code] 值設定為 [constant ONE_SHOT_REQUEST_NONE] 來自動清除請" "求。\n" "[codeblocks]\n" "[gdscript]\n" "# 播放連接到 “shot” 埠的子動畫。\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)\n" "# 替代語法(與上述結果相同)。\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE\n" "\n" "# 中止連接到 “shot” 埠的子動畫。\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)\n" "# 替代語法(與上述結果相同)。\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# 使用淡出的方法中止連接到 “shot”埠的子動畫。\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)\n" "# 替代語法(與上述結果相同)。\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# 獲取目前狀態(唯讀)。\n" "animation_tree.get(\"parameters/OneShot/active\"))\n" "# 替代語法(與上述結果相同)。\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# 獲取目前內部狀態(唯讀)。\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# 替代語法(與上述結果相同)。\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// 播放連接到 “shot” 埠的子動畫。\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Fire);\n" "\n" "// 中止連接到 “shot” 埠的子動畫。\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Abort);\n" "\n" "// 使用淡出的方法中止連接到 “shot”埠的子動畫。\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.FadeOut);\n" "\n" "// 獲取目前狀態(唯讀)。\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// 獲取目前內部狀態(唯讀)。\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" "In other words, to start auto restarting, the animation must be played once " "with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " "ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " "disable the [member autorestart] itself. So, the [constant " "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" "如果為 [code]true[/code],子動畫結束後會自動重新開始。\n" "換句話說,要開始自動重啟,必須使用 [constant ONE_SHOT_REQUEST_FIRE] 請求播放一" "次動畫。[constant ONE_SHOT_REQUEST_ABORT] 請求停止自動重啟,但它不會禁用 " "[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 請求將再次開" "始自動重啟。" msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "觸發自動重啟的延遲時間,以秒為單位。" msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member autorestart_delay]." msgstr "" "如果 [member autorestart] 為 [code]true[/code],則介於0和此值之間的隨機附加延" "遲(以秒為單位)將新增到 [member autorestart_delay]。" msgid "" "If [code]true[/code], breaks the loop at the end of the loop cycle for " "transition, even if the animation is looping." msgstr "" "如果為 [code]true[/code],即使動畫設定為循環,也會在本迴圈結束時中斷迴圈以進行" "轉場。" msgid "" "Determines how cross-fading between animations is eased. If empty, the " "transition will be linear. Should be a unit [Curve]." msgstr "決定動畫交叉淡入淡出的緩動方式。若留空則為線性過渡。應為單位 [Curve]。" msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second and " "ends at 1 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "fading has finished." msgstr "" "淡入持續時間。例如,對長度 5 秒的動畫將此值設為 [code]1.0[/code],會產生從 0 " "秒開始至 1 秒結束的交叉淡入。\n" "[b]注意:[/b] [AnimationNodeOneShot] 會在淡入結束後才切換目前狀態。" msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 4 second and " "ends at 5 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "fading has finished." msgstr "" "淡出持續時間。例如,對長度 5 秒的動畫將此值設為 [code]1.0[/code],會產生從 4 " "秒開始至 5 秒結束的交叉淡出。\n" "[b]注意:[/b] [AnimationNodeOneShot] 會在淡出結束後才切換目前狀態。" msgid "The blend type." msgstr "混合型別。" msgid "The default state of the request. Nothing is done." msgstr "請求的預設狀態,不執行任何操作。" msgid "The request to play the animation connected to \"shot\" port." msgstr "播放連接到「shot」埠之動畫的請求。" msgid "The request to stop the animation connected to \"shot\" port." msgstr "停止連接到「shot」埠之動畫的請求。" msgid "The request to fade out the animation connected to \"shot\" port." msgstr "淡出連接到「shot」埠之動畫的請求。" msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "混合兩個動畫。另請參見 [AnimationNodeBlend2]。" msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "以加成方式混合兩個動畫。另請參見 [AnimationNodeAdd2]。" msgid "The animation output node of an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 的動畫輸出節點。" msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "在 [AnimationNodeBlendTree] 中自動建立,用以輸出最終動畫的節點。" msgid "" "A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." msgstr "含多個 [AnimationRootNode] 的狀態機,供 [AnimationTree] 使用。" msgid "" "Contains multiple [AnimationRootNode]s representing animation states, " "connected in a graph. State transitions can be configured to happen " "automatically or via code, using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "包含多個代表動畫狀態的 [AnimationRootNode],並以圖形方式互相連接。可使用最短路" "徑演算法,將狀態轉換設定為自動或透過程式碼觸發。若要以程式方式控制,請從 " "[AnimationTree] 取得 [AnimationNodeStateMachinePlayback] 物件。\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." msgstr "向圖形中新增新的動畫節點。[param position] 僅用於編輯器中的顯示位置。" msgid "Adds a transition between the given animation nodes." msgstr "在指定的動畫節點之間新增轉場。" msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "返回圖形的繪製偏移量,僅供編輯器顯示使用。" msgid "Returns the animation node with the given name." msgstr "返回指定名稱的動畫節點。" msgid "" "Returns a list containing the names of all animation nodes in this state " "machine." msgstr "返回一個列表,內含此狀態機中的所有動畫節點名稱。" msgid "Returns the given animation node's name." msgstr "返回指定動畫節點的名稱。" msgid "" "Returns the given animation node's coordinates. Used for display in the " "editor." msgstr "返回指定動畫節點的座標,僅供編輯器顯示使用。" msgid "Returns the given transition." msgstr "返回指定的轉場。" msgid "Returns the number of connections in the graph." msgstr "返回圖形中的連線數量。" msgid "Returns the given transition's start node." msgstr "返回指定轉場的起始節點。" msgid "Returns the given transition's end node." msgstr "返回指定轉場的結束節點。" msgid "" "Returns [code]true[/code] if the graph contains the given animation node." msgstr "若圖形中包含指定的動畫節點,則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if there is a transition between the given " "animation nodes." msgstr "若指定的兩個動畫節點之間存在轉場,則返回 [code]true[/code]。" msgid "Deletes the given animation node from the graph." msgstr "從圖形中刪除指定的動畫節點。" msgid "Deletes the transition between the two specified animation nodes." msgstr "刪除兩個指定動畫節點之間的轉場。" msgid "Deletes the given transition by index." msgstr "依索引刪除指定的轉場。" msgid "Renames the given animation node." msgstr "重新命名指定的動畫節點。" msgid "Replaces the given animation node with a new animation node." msgstr "以新的動畫節點取代指定的動畫節點。" msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "設定圖形的繪製偏移量,僅供編輯器顯示使用。" msgid "Sets the animation node's coordinates. Used for display in the editor." msgstr "設定動畫節點的座標,僅供編輯器顯示使用。" msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " "restarted. If [code]false[/code], nothing happens on the teleportation to the " "self state." msgstr "" "若為 [code]true[/code],則可使用 [method " "AnimationNodeStateMachinePlayback.travel] 傳送回目前狀態;若在該方法中啟用重設" "選項,動畫將重新播放。若為 [code]false[/code],傳送到自身狀態時不會發生任何" "事。" msgid "" "If [code]true[/code], treat the cross-fade to the start and end nodes as a " "blend with the RESET animation.\n" "In most cases, when additional cross-fades are performed in the parent " "[AnimationNode] of the state machine, setting this property to [code]false[/" "code] and matching the cross-fade time of the parent [AnimationNode] and the " "state machine's start node and end node gives good results." msgstr "" "若為 [code]true[/code],則將與起始與結束節點的交叉淡入淡出視為與 RESET 動畫的" "混合。\n" "多數情況下,若在狀態機的父 [AnimationNode] 進行額外淡入淡出,建議將此屬性設為 " "[code]false[/code],並使父節點與狀態機的起始/結束節點之淡入淡出時間一致,以取" "得較佳效果。" msgid "" "This property can define the process of transitions for different use cases. " "See also [enum AnimationNodeStateMachine.StateMachineType]." msgstr "" "此屬性可根據不同情境定義轉場流程。另見 [enum " "AnimationNodeStateMachine.StateMachineType]。" msgid "" "Seeking to the beginning is treated as playing from the start state. " "Transition to the end state is treated as exiting the state machine." msgstr "將尋道至開頭視為從起始狀態播放;轉場至結束狀態則視為離開狀態機。" msgid "" "Seeking to the beginning is treated as seeking to the beginning of the " "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" "將尋道至開頭視為在目前狀態中尋道至動畫開頭;若轉場至結束狀態或各狀態皆無轉場," "則視為離開狀態機。" msgid "" "This is a grouped state machine that can be controlled from a parent state " "machine. It does not work independently. There must be a state machine with " "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" "這是可由父狀態機控制的分組狀態機,本身不會獨立運作。父層或更高層必須存在 " "[member state_machine_type] 為 [constant STATE_MACHINE_TYPE_ROOT] 或 " "[constant STATE_MACHINE_TYPE_NESTED] 的狀態機。" msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "提供對 [AnimationNodeStateMachine] 的播放控制。" msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]" "$AnimationTree.get(\"parameters/playback\")[/code].\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "可用於控制以 [AnimationNodeStateMachine] 建立的 [AnimationTree] 狀態機。使用 " "[code]$AnimationTree.get(\"parameters/playback\")[/code] 取得。\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well " "as animations. This means that there can be multiple animations within a " "single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" "返回目前狀態的長度。\n" "[b]注意:[/b] 任何 [AnimationRootNode] 既可能是節點也可能是動畫,亦即單一狀態" "內可能含有多段動畫。何者長度優先取決於其內部連線的節點;若轉場未重設,則會返回" "當下剩餘長度。" msgid "" "Returns the currently playing animation state.\n" "[b]Note:[/b] When using a cross-fade, the current state changes to the next " "state immediately after the cross-fade begins." msgstr "" "返回目前播放的動畫狀態。\n" "[b]注意:[/b] 采用交叉淡入淡出時,淡入開始後目前狀態即會切換為下一狀態。" msgid "Returns the playback position within the current animation state." msgstr "返回目前動畫狀態中的播放位置。" msgid "Returns the starting state of currently fading animation." msgstr "返回目前正淡入淡出的動畫之起始狀態。" msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "返回內部 A* 演算法計算出的目前行進路徑。" msgid "Returns [code]true[/code] if an animation is playing." msgstr "若有動畫正在播放則返回 [code]true[/code]。" msgid "" "If there is a next path by travel or auto advance, immediately transitions " "from the current state to the next state." msgstr "若因 travel 或自動前進存在下一條路徑,立即自目前狀態轉場至下一狀態。" msgid "" "Starts playing the given animation.\n" "If [param reset] is [code]true[/code], the animation is played from the " "beginning." msgstr "" "開始播放指定動畫。\n" "若 [param reset] 為 [code]true[/code],則從動畫開頭開始播放。" msgid "Stops the currently playing animation." msgstr "停止目前播放的動畫。" msgid "" "Transitions from the current state to another one, following the shortest " "path.\n" "If the path does not connect from the current state, the animation will play " "after the state teleports.\n" "If [param reset_on_teleport] is [code]true[/code], the animation is played " "from the beginning when the travel cause a teleportation." msgstr "" "依最短路徑從目前狀態轉場至另一狀態。\n" "若目前狀態與該路徑不連通,將在傳送後播放動畫。\n" "若 [param reset_on_teleport] 為 [code]true[/code],行進導致傳送時會從動畫開頭" "開始播放。" msgid "" "A transition within an [AnimationNodeStateMachine] connecting two " "[AnimationRootNode]s." msgstr "[AnimationNodeStateMachine] 內連接兩個 [AnimationRootNode] 的轉場。" msgid "" "The path generated when using [method " "AnimationNodeStateMachinePlayback.travel] is limited to the nodes connected " "by [AnimationNodeStateMachineTransition].\n" "You can set the timing and conditions of the transition in detail." msgstr "" "使用 [method AnimationNodeStateMachinePlayback.travel] 時所產生的路徑僅限於由 " "[AnimationNodeStateMachineTransition] 連接的節點。\n" "可對轉場的時機與條件進行細部設定。" msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled from " "code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-" "from-code]Using AnimationTree[/url]). For example, if [member " "AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member " "advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "設定此條件後即可開啟自動前進。指定名稱將成為 [AnimationTree] 上的布林參數,可" "透過程式碼控制(參見 [url=$DOCS_URL/tutorials/animation/" "animation_tree.html#controlling-from-code]使用 AnimationTree[/url])。例如," "若 [member AnimationTree.tree_root] 為 [AnimationNodeStateMachine],且 " "[member advance_condition] 設為 [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Use an expression as a condition for state machine transitions. It is " "possible to create complex animation advance conditions for switching between " "states and gives much greater flexibility for creating complex state machines " "by directly interfacing with the script code." msgstr "" "可使用運算式作為狀態機轉場條件,讓狀態切換的條件更為複雜,也能透過腳本程式碼介" "面創建更具彈性的複雜狀態機。" msgid "" "Determines whether the transition should be disabled, enabled when using " "[method AnimationNodeStateMachinePlayback.travel], or traversed automatically " "if the [member advance_condition] and [member advance_expression] checks are " "[code]true[/code] (if assigned)." msgstr "" "決定本轉場的啟用方式:可停用、在呼叫 [method " "AnimationNodeStateMachinePlayback.travel] 時啟用,或當 [member " "advance_condition] 與 [member advance_expression](若已設定)皆為 [code]true[/" "code] 時自動觸發。" msgid "" "Lower priority transitions are preferred when travelling through the tree via " "[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is " "set to [constant ADVANCE_MODE_AUTO]." msgstr "" "使用 [method AnimationNodeStateMachinePlayback.travel] 或將 [member " "advance_mode] 設為 [constant ADVANCE_MODE_AUTO] 行進時,優先選擇較低優先順序的" "轉場。" msgid "" "If [code]true[/code], the destination animation is played back from the " "beginning when switched." msgstr "若為 [code]true[/code],切換時目標動畫會從開頭開始播放。" msgid "The transition type." msgstr "轉場類型。" msgid "" "Ease curve for better control over cross-fade between this state and the " "next. Should be a unit [Curve]." msgstr "" "緩動曲線,可更細緻控制本狀態與下一狀態之間的交叉淡入淡出。應為單位 [Curve]。" msgid "" "The time to cross-fade between this state and the next.\n" "[b]Note:[/b] [AnimationNodeStateMachine] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member " "AnimationNodeOneShot.fadeout_time]." msgstr "" "此狀態與下一狀態之間的交叉淡入淡出時間。\n" "[b]注意:[/b] [AnimationNodeStateMachine] 會在淡入開始後立即將目前狀態切換至下" "一個狀態。剩餘的精確時間只能從主要動畫推算。當 [AnimationNodeOutput] 被視為最" "上游時,[member xfade_time] 不會因下游 delta 而縮放。另請參閱 [member " "AnimationNodeOneShot.fadeout_time]。" msgid "Emitted when [member advance_condition] is changed." msgstr "當 [member advance_condition] 變更時觸發。" msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "立即切換到下一狀態,並將目前狀態與新狀態開頭進行混合。" msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "立即切換到下一狀態,但會將新狀態定位到舊狀態的播放位置。" msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "等待目前狀態播放結束後,切換到下一狀態動畫的開頭。" msgid "Don't use this transition." msgstr "停用此轉場。" msgid "" "Only use this transition during [method " "AnimationNodeStateMachinePlayback.travel]." msgstr "" "僅於 [method AnimationNodeStateMachinePlayback.travel] 執行時使用此轉場。" msgid "" "Automatically use this transition if the [member advance_condition] and " "[member advance_expression] checks are [code]true[/code] (if assigned)." msgstr "" "若 [member advance_condition] 與 [member advance_expression](如已設定)皆為 " "[code]true[/code],則自動使用此轉場。" msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中以減法方式混合兩段動畫。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "subtractively based on the amount value.\n" "This animation node is usually used for pre-calculation to cancel out any " "extra poses from the animation for the \"add\" animation source in " "[AnimationNodeAdd2] or [AnimationNodeAdd3].\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range, " "but values outside of this range can be used for amplified or inverted " "animations.\n" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " "the inverted animation from the left side, while negative [AnimationNodeAdd2] " "multiplies it from the right side." msgstr "" "新增至 [AnimationNodeBlendTree] 的資源。依據指定數值,以減法方式混合兩段動" "畫。\n" "此節點通常用於預先計算,抵銷 [AnimationNodeAdd2] 或 [AnimationNodeAdd3] 中「新" "增」動畫來源所帶來的額外姿勢。\n" "一般情況下,混合值應位於 [code][0.0, 1.0][/code] 區間;若超出此範圍,則可用於" "放大或反轉動畫。\n" "[b]注意:[/b] 由於變換矩陣不符合交換律,這與在 [AnimationNodeAdd2] 使用負值的" "效果不同。[AnimationNodeSub2] 會從左側乘上反向動畫的變換矩陣,而負值的 " "[AnimationNodeAdd2] 則從右側相乘。" msgid "AnimationTree" msgstr "動畫樹" msgid "" "Base class for [AnimationNode]s with multiple input ports that must be " "synchronized." msgstr "具多個輸入埠且需同步的 [AnimationNode] 基底類別。" msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "在 [AnimationTree] 中用以組合、混合兩段以上動畫並保持同步的動畫節點。" msgid "A time-scaling animation node used in [AnimationTree]." msgstr "在 [AnimationTree] 中使用的時間縮放動畫節點。" msgid "" "Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "可調整任何子 [AnimationNode] 的動畫播放速度(亦可反向)。設為 [code]0.0[/" "code] 會暫停動畫。" msgid "A time-seeking animation node used in [AnimationTree]." msgstr "在 [AnimationTree] 中使用的時間尋找動畫節點。" msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start or " "a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation from the start.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// Play child animation from 12 second timestamp.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "此動畫節點可向動畫圖任何子節點下達尋找指令,用以從頭或指定播放位置播放 " "[Animation](位於 [AnimationNodeBlendTree] 內)。\n" "設定時間並改變播放後,尋找節點會在下一個處理影格自動將 [code]seek_request[/" "code] 設為 [code]-1.0[/code],進入休眠模式。\n" "[codeblocks]\n" "[gdscript]\n" "# 從開頭播放子動畫。\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0 # 同上\n" "\n" "# 從 12 秒處播放子動畫。\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0 # 同上\n" "[/gdscript]\n" "[csharp]\n" "// 從開頭播放子動畫。\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// 從 12 秒處播放子動畫。\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], some processes are executed to handle keys between " "seeks, such as calculating root motion and finding the nearest discrete key." msgstr "" "若為 [code]true[/code],在兩次尋找之間將執行額外處理,如計算 Root Motion 與尋" "找最近的離散鍵。" msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "[AnimationTree] 中連接兩個 [AnimationNode] 的過渡。" msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" "After setting the request and changing the animation playback, the transition " "node automatically clears the request on the next process frame by setting " "its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"state_2\" port.\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Get current state name (read-only).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Get current state index (read-only).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"state_2\" port.\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Get current state name (read-only).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Get current state index (read-only).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "適用於不需要較進階的 [AnimationNodeStateMachine] 的情況的簡易狀態機。可將動畫" "接到輸入,並指定過渡時間。\n" "設定請求並變更動畫播放後,過渡節點會在下一個處理影格將其 " "[code]transition_request[/code] 值設為空字串,藉此自動清除請求。\n" "[b]注意:[/b] 使用交叉淡入時,[code]current_state[/code] 與 " "[code]current_index[/code] 會在淡入一開始就即刻切換到下一個狀態。\n" "[codeblocks]\n" "[gdscript]\n" "# 播放連接至 \"state_2\" 埠的子動畫。\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# 另一種寫法(結果相同)。\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# 取得目前狀態名稱(唯讀)。\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# 另一種寫法(結果相同)。\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# 取得目前狀態索引(唯讀)。\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# 另一種寫法(結果相同)。\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// 播放連接至 \"state_2\" 埠的子動畫。\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// 取得目前狀態名稱(唯讀)。\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// 取得目前狀態索引(唯讀)。\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns whether the animation breaks the loop at the end of the loop cycle " "for transition." msgstr "返回動畫是否會在迴圈週期結束時中斷迴圈以進行過渡。" msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "返回當動畫自另一段動畫過渡而來時,該動畫是否會重新開始播放。" msgid "" "Returns [code]true[/code] if auto-advance is enabled for the given [param " "input] index." msgstr "若指定的 [param input] 索引已啟用自動前進,則回傳 [code]true[/code]。" msgid "" "Enables or disables auto-advance for the given [param input] index. If " "enabled, state changes to the next input after playing the animation once. If " "enabled for the last input state, it loops to the first." msgstr "" "啟用或停用指定 [param input] 索引的自動前進。啟用後,節點在動畫播放一次後會切" "換到下一個輸入;若為最後一個輸入,則會循環回第一個。" msgid "" "If [code]true[/code], the destination animation is restarted when the " "animation transitions." msgstr "若為 [code]true[/code],過渡至目標動畫時會重新開始播放。" msgid "" "If [code]true[/code], allows transition to the self state. When the reset " "option is enabled in input, the animation is restarted. If [code]false[/" "code], nothing happens on the transition to the self state." msgstr "" "若為 [code]true[/code],允許過渡到自身狀態;若在輸入啟用了重設選項,動畫將重新" "開始。若為 [code]false[/code],則過渡到自身狀態時不會有任何效果。" msgid "The number of enabled input ports for this animation node." msgstr "此動畫節點已啟用的輸入埠數量。" msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs.\n" "[b]Note:[/b] [AnimationNodeTransition] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member " "AnimationNodeOneShot.fadeout_time]." msgstr "" "各輸入所連接動畫之間的交叉淡入時間(秒)。\n" "[b]注意:[/b][AnimationNodeTransition] 會在淡入開始後立即將目前狀態切換為下一" "個狀態。剩餘的精確時間只能由主要動畫推算。當 [AnimationNodeOutput] 被視為最上" "游時,[member xfade_time] 不會因下游的 delta 而縮放。另見 [member " "AnimationNodeOneShot.fadeout_time]。" msgid "A node used for animation playback." msgstr "用於動畫播放的節點。" msgid "" "An animation player is used for general-purpose playback of animations. It " "contains a dictionary of [AnimationLibrary] resources and custom blend times " "between animation transitions.\n" "Some methods and properties use a single key to reference an animation " "directly. These keys are formatted as the key for the library, followed by a " "forward slash, then the key for the animation within the library, for example " "[code]\"movement/run\"[/code]. If the library's key is an empty string (known " "as the default library), the forward slash is omitted, being the same key " "used by the library.\n" "[AnimationPlayer] is better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" "Updating the target properties of animations occurs at the process frame." msgstr "" "動畫播放器用於一般目的的動畫播放。它包含一個 [AnimationLibrary] 資源字典以及動" "畫轉場的自訂混合時間。\n" "某些方法與屬性會用單一鍵值直接參照動畫,此鍵值格式為「動畫庫鍵值/動畫鍵值」," "例如 [code]\"movement/run\"[/code]。若動畫庫鍵值為空字串(預設庫),則省略斜線" "只寫動畫鍵值。\n" "與 [Tween] 相比,[AnimationPlayer] 更適合處理時序複雜的動畫;若你偏好使用動畫" "軌編輯器而非程式碼,也可以選擇 [AnimationPlayer]。\n" "動畫目標屬性的更新發生於處理影格階段。" msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." msgstr "回傳排定在 [param animation_from] 動畫之後播放的動畫鍵值。" msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." msgstr "" "當 [param animation_from] 動畫播放完畢時觸發 [param animation_to] 動畫。" msgid "Clears all queued, unplayed animations." msgstr "清除所有已排隊但尚未播放的動畫。" msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." msgstr "回傳以鍵值指定的兩段動畫之間的混合時間(秒)。" msgid "Use [member AnimationMixer.callback_mode_method] instead." msgstr "請改用 [member AnimationMixer.callback_mode_method]。" msgid "Returns the call mode used for \"Call Method\" tracks." msgstr "回傳「方法呼叫」軌道所使用的呼叫模式。" msgid "Use [member AnimationMixer.callback_mode_process] instead." msgstr "請改用 [member AnimationMixer.callback_mode_process]。" msgid "Returns the process notification in which to update animations." msgstr "回傳用來更新動畫的處理通知類型。" msgid "Returns a list of the animation keys that are currently queued to play." msgstr "回傳目前排程中等待播放的動畫鍵值清單。" msgid "Use [member AnimationMixer.root_node] instead." msgstr "請改用 [member AnimationMixer.root_node]。" msgid "Returns the node which node path references will travel from." msgstr "回傳節點路徑引用的起始節點。" msgid "Returns the end time of the section currently being played." msgstr "回傳目前播放區段的結束時間。" msgid "Returns the start time of the section currently being played." msgstr "回傳目前播放區段的開始時間。" msgid "" "Returns [code]true[/code] if an animation is currently playing with a section." msgstr "若目前有區段動畫在播放則回傳 [code]true[/code]。" msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " "play_backwards] without arguments or with the same animation name as [member " "assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" "暫停當前播放的動畫。[member current_animation_position] 會被保留;呼叫 " "[method play] 或 [method play_backwards] 而不帶參數,或帶與 [member " "assigned_animation] 相同的動畫名稱,即可繼續播放。\n" "另見 [method stop]。" msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " "track, or if the same track but at the start or end. It does not affect " "resuming playback that was paused in the middle of an animation. If [param " "custom_speed] is negative and [param from_end] is [code]true[/code], the " "animation will play backwards (which is equivalent to calling [method " "play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [param name], or with no [param name] parameter, the assigned " "animation will resume playing if it was paused.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" "播放鍵值為 [param name] 的動畫,可自訂混合時間與播放速度。\n" "[param from_end] 僅影響切換到新動畫軌或同一軌起點/終點時;不影響在動畫中段暫" "停後再繼續播放。若 [param custom_speed] 為負且 [param from_end] 為 " "[code]true[/code],則動畫將倒放(等同於呼叫 [method play_backwards])。\n" "[AnimationPlayer] 會以 [member assigned_animation] 記錄目前或最後播放的動畫。" "如果此方法使用相同動畫 [param name],或未帶 [param name] 參數呼叫,將會在暫停" "後繼續播放。\n" "[b]注意:[/b] 動畫會在下一次 [AnimationPlayer] 處理時更新。若同時修改其他變" "數,可能會過早執行。若需立即更新,請呼叫 [code]advance(0)[/code]。" msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_time] and ending on [param end_time]. See also [method play].\n" "Setting [param start_time] to a value outside the range of the animation " "means the start of the animation will be used instead, and setting [param " "end_time] to a value outside the range of the animation means the end of the " "animation will be used instead. [param start_time] cannot be equal to [param " "end_time]." msgstr "" "播放鍵值為 [param name] 的動畫,僅播放從 [param start_time] 到 [param " "end_time] 的區段。詳見 [method play]。\n" "若 [param start_time] 超出動畫範圍,將改用動畫起點;若 [param end_time] 超出範" "圍,將改用動畫終點。[param start_time] 不可等於 [param end_time]。" msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_time] and ending on [param end_time] in reverse.\n" "This method is a shorthand for [method play_section] with [code]custom_speed " "= -1.0[/code] and [code]from_end = true[/code], see its description for more " "information." msgstr "" "倒播鍵值為 [param name] 的動畫,僅播放從 [param start_time] 到 [param " "end_time] 的區段。\n" "此方法等同於以 [code]custom_speed = -1.0[/code] 且 [code]from_end = true[/" "code] 呼叫 [method play_section],詳情請參閱其說明。" msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_marker] and ending on [param end_marker].\n" "If the start marker is empty, the section starts from the beginning of the " "animation. If the end marker is empty, the section ends on the end of the " "animation. See also [method play]." msgstr "" "播放鍵值為 [param name] 的動畫,區段從 [param start_marker] 開始至 [param " "end_marker] 結束。\n" "若開始標記為空,則從動畫開頭播放;若結束標記為空,則播放至動畫結尾。詳見 " "[method play]。" msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_marker] and ending on [param end_marker] in reverse.\n" "This method is a shorthand for [method play_section_with_markers] with " "[code]custom_speed = -1.0[/code] and [code]from_end = true[/code], see its " "description for more information." msgstr "" "倒播鍵值為 [param name] 的動畫,區段從 [param start_marker] 開始至 [param " "end_marker] 結束。\n" "此方法等同於以 [code]custom_speed = -1.0[/code] 與 [code]from_end = true[/" "code] 呼叫 [method play_section_with_markers],詳情請參閱其說明。" msgid "" "See also [method AnimationMixer.capture].\n" "You can use this method to use more detailed options for capture than those " "performed by [member playback_auto_capture]. When [member " "playback_auto_capture] is [code]false[/code], this method is almost the same " "as the following:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "If [param name] is blank, it specifies [member assigned_animation].\n" "If [param duration] is a negative value, the duration is set to the interval " "between the current position and the first key, when [param from_end] is " "[code]true[/code], uses the interval between the current position and the " "last key instead.\n" "[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " "but [param custom_speed] does not, because the capture cache is interpolated " "with the blend result and the result may contain multiple animations." msgstr "" "另見 [method AnimationMixer.capture]。\n" "此方法可提供比 [member playback_auto_capture] 更細緻的捕捉選項。當 [member " "playback_auto_capture] 為 [code]false[/code] 時,其行為大致相當於:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "若 [param name] 為空,代表使用 [member assigned_animation]。\n" "若 [param duration] 為負,則時長設為目前位置到第一個關鍵影格的區間;若 [param " "from_end] 為 [code]true[/code],則改為目前位置到最後一個關鍵影格的區間。\n" "[b]注意:[/b][param duration] 會考慮 [member speed_scale],但 [param " "custom_speed] 不會,因捕捉快取會與混合結果插值,而結果可能包含多段動畫。" msgid "" "Queues an animation for playback once the current animation and all " "previously queued animations are done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued animation " "will never play unless the looped animation is stopped somehow." msgstr "" "將動畫加入佇列,待目前動畫及先前所有佇列動畫播放完畢後才播放。\n" "[b]注意:[/b] 若目前正在播放循環動畫,除非該動畫被中止,否則佇列動畫永遠不會被" "播放。" msgid "Resets the current section. Does nothing if a section has not been set." msgstr "若已設定區段則會重設目前區段;若未設定則無任何作用。" msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " "updates at process time. Events between the current frame and [param seconds] " "are skipped.\n" "If [param update_only] is [code]true[/code], the method / audio / animation " "playback tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "AnimationMixer.animation_finished]. If you want to skip animation and emit " "the signal, use [method AnimationMixer.advance]." msgstr "" "將動畫跳至 [param seconds] 秒位置。若 [param update] 為 [code]true[/code],動" "畫會立即更新;否則將於處理時更新。當前影格到 [param seconds] 之間的事件會被略" "過。\n" "若 [param update_only] 為 [code]true[/code],方法/音訊/動畫播放軌將不會被處" "理。\n" "[b]注意:[/b] 跳到動畫結尾不會觸發 [signal " "AnimationMixer.animation_finished]。若要跳過動畫並觸發訊號,請使用 [method " "AnimationMixer.advance]。" msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "指定以鍵值參照的兩段動畫之間的混合時間(秒)。" msgid "Sets the call mode used for \"Call Method\" tracks." msgstr "設定「方法呼叫」軌道所使用的呼叫模式。" msgid "Sets the process notification in which to update animations." msgstr "設定用於更新動畫的處理通知類型。" msgid "Sets the node which node path references will travel from." msgstr "設定節點路徑引用的起始節點。" msgid "" "Changes the start and end times of the section being played. The current " "playback position will be clamped within the new section. See also [method " "play_section]." msgstr "" "變更正在播放區段的起始與結束時間,當前播放位置會被限制在新區段內。詳見 " "[method play_section]。" msgid "" "Changes the start and end markers of the section being played. The current " "playback position will be clamped within the new section. See also [method " "play_section_with_markers].\n" "If the argument is empty, the section uses the beginning or end of the " "animation. If both are empty, it means that the section is not set." msgstr "" "變更正在播放區段的起始與結束標記,當前播放位置會被限制在新區段內。詳見 " "[method play_section_with_markers]。\n" "若參數為空,區段將使用動畫的開頭或結尾;若兩者皆空,代表未設定區段。" msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause].\n" "If [param keep_state] is [code]true[/code], the animation state is not " "updated visually.\n" "[b]Note:[/b] The method / audio / animation playback tracks will not be " "processed by this method." msgstr "" "停止當前播放的動畫,並將動畫位置重設為 [code]0[/code]、[code]custom_speed[/" "code] 重設為 [code]1.0[/code]。另見 [method pause]。\n" "若 [param keep_state] 為 [code]true[/code],動畫狀態不會在畫面上更新。\n" "[b]注意:[/b] 方法/音訊/動畫播放軌不會由此方法處理。" msgid "" "If playing, the current animation's key, otherwise, the animation last " "played. When set, this changes the animation, but will not play it unless " "already playing. See also [member current_animation]." msgstr "" "若正在播放則為目前動畫鍵值,否則為上一次播放的動畫鍵值。設定此屬性會更換動畫," "但除非已在播放,否則不會自動開始。另見 [member current_animation]。" msgid "" "The key of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart the " "animation. See [method play] for more information on playing animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" "目前正在播放的動畫鍵值。若未播放任何動畫,則為空字串。變更此值不會重新啟動動" "畫。更多播放方式請參閱 [method play]。\n" "[b]注意:[/b] 雖然此屬性會出現在屬性檢視器中,但並非用於編輯,且不會存入場景" "檔。主要用途是取得當前播放的動畫,以及供動畫播放軌內部使用。詳見 [Animation]。" msgid "The length (in seconds) of the currently playing animation." msgstr "目前播放動畫的長度(秒)。" msgid "The position (in seconds) of the currently playing animation." msgstr "目前播放動畫的位置(秒)。" msgid "" "If [code]true[/code] and the engine is running in Movie Maker mode (see " "[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an " "animation is done playing in this [AnimationPlayer]. A message is printed " "when the engine quits for this reason.\n" "[b]Note:[/b] This obeys the same logic as the [signal " "AnimationMixer.animation_finished] signal, so it will not quit the engine if " "the animation is set to be looping." msgstr "" "若為 [code]true[/code] 且引擎以 Movie Maker 模式運行(見 [MovieWriter]),當" "此 [AnimationPlayer] 播放完動畫後會立刻呼叫 [method SceneTree.quit] 結束引擎," "並輸出訊息。\n" "[b]注意:[/b] 該行為遵循 [signal AnimationMixer.animation_finished] 的邏輯,若" "動畫設為循環則不會退出引擎。" msgid "" "If [code]true[/code], performs [method AnimationMixer.capture] before " "playback automatically. This means just [method play_with_capture] is " "executed with default arguments instead of [method play].\n" "[b]Note:[/b] Capture interpolation is only performed if the animation " "contains a capture track. See also [constant Animation.UPDATE_CAPTURE]." msgstr "" "若為 [code]true[/code],播放前會自動執行 [method AnimationMixer.capture]。等同" "於以預設參數呼叫 [method play_with_capture],而非 [method play]。\n" "[b]注意:[/b] 僅當動畫包含捕捉軌道時才會進行捕捉插值。另見 [constant " "Animation.UPDATE_CAPTURE]。" msgid "" "See also [method play_with_capture] and [method AnimationMixer.capture].\n" "If [member playback_auto_capture_duration] is negative value, the duration is " "set to the interval between the current position and the first key." msgstr "" "另見 [method play_with_capture] 與 [method AnimationMixer.capture]。\n" "若 [member playback_auto_capture_duration] 為負值,時長將設為目前位置到第一個" "關鍵影格的區間。" msgid "" "The ease type of the capture interpolation. See also [enum Tween.EaseType]." msgstr "捕捉插值所使用的緩和型式。另見 [enum Tween.EaseType]。" msgid "" "The transition type of the capture interpolation. See also [enum " "Tween.TransitionType]." msgstr "捕捉插值的轉換型式。另見 [enum Tween.TransitionType]。" msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "動畫混合的預設時間,範圍 0–4096,精度 0.01。" msgid "" "Emitted when a queued animation plays after the previous animation finished. " "See also [method AnimationPlayer.queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method AnimationPlayer.play] or by an [AnimationTree]." msgstr "" "當佇列中的動畫於上一段動畫播放完畢後開始播放時發出。另見 [method " "AnimationPlayer.queue]。\n" "[b]注意:[/b] 若透過 [method AnimationPlayer.play] 或 [AnimationTree] 切換動畫" "時不會發出此訊號。" msgid "Emitted when [member current_animation] changes." msgstr "當 [member current_animation] 變更時發出。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgstr "" "詳見 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgstr "詳見 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgstr "詳見 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgstr "" "詳見 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "" "詳見 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" "作為包含一段或多段複合動畫之 [AnimationNode] 的基底類別。通常用於 [member " "AnimationTree.tree_root]。" msgid "" "[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete " "animation. A complete animation refers to the output of an " "[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another " "[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other " "[AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " "between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " "(allows linear blending between [b]three[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " "[AnimationNode]s)." msgstr "" "[AnimationRootNode] 是保存完整動畫之 [AnimationNode] 的基底類別。完整動畫指 " "[AnimationNodeBlendTree] 中 [AnimationNodeOutput] 的輸出,或其他 " "[AnimationRootNode] 的輸出。可用於 [member AnimationTree.tree_root] 或其他 " "[AnimationRootNode]。\n" "內建根節點範例包括:\n" "• [AnimationNodeBlendTree]:可透過多種模式混合節點。\n" "• [AnimationNodeStateMachine]:以狀態機樣式設定節點間的混合與過渡。\n" "• [AnimationNodeBlendSpace2D]:在 [b]三個[/b] [AnimationNode] 之間進行線性混" "合。\n" "• [AnimationNodeBlendSpace1D]:在 [b]兩個[/b] [AnimationNode] 之間進行線性混" "合。" msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "用於在 [AnimationPlayer] 內實現進階動畫過渡的節點。" msgid "" "A node used for advanced animation transitions in an [AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as expected. " "Playback and transitions should be handled using only the [AnimationTree] and " "its constituent [AnimationNode](s). The [AnimationPlayer] node should be used " "solely for adding, deleting, and editing animations." msgstr "" "用於在 [AnimationPlayer] 中處理進階動畫過渡的節點。\n" "[b]注意:[/b] 當與 [AnimationPlayer] 連結後,該 [AnimationPlayer] 的部分屬性與" "方法將無法如預期運作。播放與過渡應僅透過 [AnimationTree] 及其內部 " "[AnimationNode] 來控制;[AnimationPlayer] 節點僅用於新增、刪除及編輯動畫。" msgid "" "The path to the [Node] used to evaluate the [AnimationNode] [Expression] if " "one is not explicitly specified internally." msgstr "" "若內部未明確指定,則此為用來評估 [AnimationNode] [Expression] 的 [Node] 路徑。" msgid "The path to the [AnimationPlayer] used for animating." msgstr "用於播放動畫之 [AnimationPlayer] 的路徑。" msgid "" "The root animation node of this [AnimationTree]. See [AnimationRootNode]." msgstr "此 [AnimationTree] 的根動畫節點。詳見 [AnimationRootNode]。" msgid "Emitted when the [member anim_player] is changed." msgstr "當 [member anim_player] 變更時發出。" msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." msgstr "2D 空間中的一個區域,能夠偵測到其他 [CollisionObject2D] 的進入或退出。" msgid "" "[Area2D] is a region of 2D space defined by one or multiple " "[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " "[CollisionObject2D]s enter or exit it, and it also keeps track of which " "collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " "interact as expected with [Area2D]s, and might not emit signals or track " "objects correctly." msgstr "" "[Area2D] 是 2D 空間中的一個區域,由一個或多個 [CollisionShape2D] 或 " "[CollisionPolygon2D] 子節點定義,能夠偵測其他 [CollisionObject2D] 進入或離開," "並持續追蹤尚未離開的碰撞物件(亦即仍與其重疊的物件)。\n" "此節點亦可在區域內局部調整或覆寫物理參數(重力、阻尼),並將音訊導向自訂音訊匯" "流排。\n" "[b]注意:[/b] 以 [PhysicsServer2D] 建立的 Area 或剛體可能無法與 [Area2D] 如預" "期互動,亦可能無法正確發出訊號或追蹤物件。" msgid "Using Area2D" msgstr "使用 Area2D" msgid "2D Pong Demo" msgstr "2D Pong 範例" msgid "2D Platformer Demo" msgstr "2D 平台範例" msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "傳回與本區域相交的 [Area2D] 清單。重疊區域的 [member " "CollisionObject2D.collision_layer] 必須包含於本區域的 [member " "CollisionObject2D.collision_mask] 之中才能被偵測。\n" "基於效能考量(碰撞會在同一時間批次處理),此清單僅會於每次物理步驟更新一次,而" "非物件移動後立即更新。建議改用訊號。" msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " "overlapping body's [member CollisionObject2D.collision_layer] must be part of " "this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "傳回與本區域相交的 [PhysicsBody2D] 與 [TileMap] 清單。重疊物件的 [member " "CollisionObject2D.collision_layer] 必須包含於本區域的 [member " "CollisionObject2D.collision_mask] 之中才能被偵測。\n" "基於效能考量(碰撞會在同一時間批次處理),此清單僅會於每次物理步驟更新一次,而" "非物件移動後立即更新。建議改用訊號。" msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "若與任一 [Area2D] 相交則回傳 [code]true[/code],否則回傳 [code]false[/code]。" "重疊區域的 [member CollisionObject2D.collision_layer] 必須包含於本區域的 " "[member CollisionObject2D.collision_mask] 之中才能被偵測。\n" "基於效能考量(碰撞會在同一時間批次處理),重疊區域清單僅會於每次物理步驟更新一" "次,而非物件移動後立即更新。建議改用訊號。" msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, " "otherwise returns [code]false[/code]. The overlapping body's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "若與任一 [PhysicsBody2D] 或 [TileMap] 相交則回傳 [code]true[/code],否則回傳 " "[code]false[/code]。重疊物件的 [member CollisionObject2D.collision_layer] 必須" "包含於本區域的 [member CollisionObject2D.collision_mask] 之中才能被偵測。\n" "基於效能考量(碰撞會在同一時間批次處理),重疊物件清單僅會於每次物理步驟更新一" "次,而非物件移動後立即更新。建議改用訊號。" msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " "[Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "若指定的 [Area2D] 與本區域相交或重疊則回傳 [code]true[/code],否則回傳 " "[code]false[/code]。\n" "[b]注意:[/b] 測試結果並非物件移動後立即更新。基於效能,本區域的重疊清單於每影" "格且物理步驟之前僅更新一次。建議改用訊號。" msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] " "instance. While TileMaps are not physics bodies themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" "若指定的物理物件與本區域相交或重疊則回傳 [code]true[/code],否則回傳 " "[code]false[/code]。\n" "[b]注意:[/b] 測試結果並非物件移動後立即更新。基於效能,重疊清單於每影格且物理" "步驟之前僅更新一次。建議改用訊號。\n" "[param body] 可為 [PhysicsBody2D] 或 [TileMap] 實例。雖然 TileMap 本身不是物理" "物件,但其含碰撞形狀的圖塊會註冊為虛擬物理物件。" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more details " "about damping." msgstr "" "物體在此區域停止旋轉的速率,代表每秒損失的角速度。\n" "詳細說明請參考 [member ProjectSettings.physics/2d/default_angular_damp]。" msgid "Override mode for angular damping calculations within this area." msgstr "此區域內角阻尼計算的覆寫模式。可用值請參閱 [enum SpaceOverride]。" msgid "The name of the area's audio bus." msgstr "此區域使用的音訊匯流排名稱。" msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "若為 [code]true[/code],此區域的音訊匯流排將覆寫預設匯流排。" msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" "此區域的重力強度(單位:像素/秒²)。該值會乘於重力方向向量,可在不改變方向的" "情況下調整重力大小。" msgid "The area's gravity vector (not normalized)." msgstr "此區域的重力向量(未正規化)。" msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_point_center]). See also [member gravity_space_override]." msgstr "" "若為 [code]true[/code],重力將以 [member gravity_point_center] 指定的點為中心" "進行計算。另見 [member gravity_space_override]。" msgid "" "If gravity is a point (see [member gravity_point]), this will be the point of " "attraction." msgstr "若重力為點狀(參見 [member gravity_point]),則此為吸引點。" msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When this " "is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "當距離等於此值時,重力大小即為 [member gravity]。例如:若行星半徑為 100 像素且" "表面重力為 4.0 px/s²,請將 [member gravity] 設為 4.0,單位距離設為 100.0。重力" "將依平方反比定律遞減,故於 200 像素處重力為 1.0 px/s²(距離加倍,重力變 " "1/4),於 50 像素處重力為 16.0 px/s²(距離減半,重力變 4 倍),依此類推。\n" "僅當此值為正數時上述規則才適用;若設為 0.0,重力將與距離無關而保持常數。" msgid "Override mode for gravity calculations within this area." msgstr "此區域內重力計算的覆寫模式。可用值請參閱 [enum SpaceOverride]。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "物體在此區域停止移動的速率,代表每秒損失的線速度。\n" "詳細說明請參考 [member ProjectSettings.physics/2d/default_linear_damp]。" msgid "Override mode for linear damping calculations within this area." msgstr "此區域內線性阻尼計算的覆寫模式。可用值請參閱 [enum SpaceOverride]。" msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "若為 [code]true[/code],其他處於監測狀態的區域可偵測到此區域。" msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "若為 [code]true[/code],此區域會偵測物體或其他區域的進入與離開。" msgid "" "The area's priority. Higher priority areas are processed first. The " "[World2D]'s physics is always processed last, after all areas." msgstr "" "區域優先權。優先權數值越高越先處理。[World2D] 的全域物理總在所有區域之後處理。" msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "當接收到的 [param area] 進入此區域時發出。需將 [member monitoring] 設為 " "[code]true[/code] 才能觸發。" msgid "" "Emitted when the received [param area] exits this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "當接收到的 [param area] 離開此區域時發出。需將 [member monitoring] 設為 " "[code]true[/code] 才能觸發。" msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of the " "interacting shapes from this area and the other area, respectively. [param " "area_rid] contains the [RID] of the other area. These values can be used with " "the [PhysicsServer2D].\n" "[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "當接收到的 [param area] 之 [Shape2D] 進入本區域的某個形狀時發出。需將 [member " "monitoring] 設為 [code]true[/code] 才能觸發。\n" "[param local_shape_index] 與 [param area_shape_index] 分別為本區域與對方區域互" "動形狀的索引。[param area_rid] 為對方區域的 [RID]。這些值可搭配 " "[PhysicsServer2D] 使用。\n" "[b]範例:[/b] 依索引取得對應的 [CollisionShape2D] 節點:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape2D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" "當接收到的 [param area] 之 [Shape2D] 離開本區域的形狀時發出。需將 [member " "monitoring] 設為 [code]true[/code] 才能觸發。\n" "另見 [signal area_shape_entered]。" msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "當接收到的 [param body] 進入此區域時發出。[param body] 可為 [PhysicsBody2D] " "或 [TileMap]。若 [TileMap] 的 [TileSet] 設定了碰撞形狀亦可被偵測。需將 " "[member monitoring] 設為 [code]true[/code] 才能觸發。" msgid "" "Emitted when the received [param body] exits this area. [param body] can be a " "[PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "當接收到的 [param body] 離開此區域時發出。[param body] 可為 [PhysicsBody2D] " "或 [TileMap]。若 [TileMap] 的 [TileSet] 設定了碰撞形狀亦可被偵測。需將 " "[member monitoring] 設為 [code]true[/code] 才能觸發。" msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires [member " "monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of the " "interacting shapes from this area and the interacting body, respectively. " "[param body_rid] contains the [RID] of the body. These values can be used " "with the [PhysicsServer2D].\n" "[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "當接收到的 [param body] 之 [Shape2D] 進入本區域的某個形狀時發出。[param body] " "可為 [PhysicsBody2D] 或 [TileMap]。若 [TileMap] 的 [TileSet] 設定了碰撞形狀亦" "可被偵測。需將 [member monitoring] 設為 [code]true[/code] 才能觸發。\n" "[param local_shape_index] 與 [param body_shape_index] 分別為本區域與對應物件互" "動形狀的索引。[param body_rid] 為該物件的 [RID]。這些值可搭配 " "[PhysicsServer2D] 使用。\n" "[b]範例:[/b] 依索引取得對應的 [CollisionShape2D] 節點:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires [member " "monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" "當接收到的 [param body] 之 [Shape2D] 離開本區域的形狀時發出。[param body] 可" "為 [PhysicsBody2D] 或 [TileMap]。若 [TileMap] 的 [TileSet] 設定了碰撞形狀亦可" "被偵測。需將 [member monitoring] 設為 [code]true[/code] 才能觸發。\n" "另見 [signal body_shape_entered]。" msgid "This area does not affect gravity/damping." msgstr "此區域不影響重力/阻尼。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "此區域會將自己的重力/阻尼值累加至目前已計算的值(依 [member priority] 順" "序)。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" "此區域會將自己的重力/阻尼值累加至目前已計算的值(依 [member priority] 順" "序),並忽略較低優先權的區域。" msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any lower " "priority areas." msgstr "" "此區域會取代目前的重力/阻尼(包含預設值),並忽略所有較低優先權的區域。" msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "此區域會取代至今為止所計算的重力/阻尼(依 [member priority] 順序),但仍會繼" "續計算其他區域。" msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." msgstr "3D 空間中的一個區域,能夠偵測到其他 [CollisionObject3D] 的進入或退出。" msgid "" "[Area3D] is a region of 3D space defined by one or multiple " "[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " "[CollisionObject3D]s enter or exit it, and it also keeps track of which " "collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " "interact as expected with [Area3D]s, and might not emit signals or track " "objects correctly.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " "child of this node (created e.g. by using the [b]Create Trimesh Collision " "Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " "[MeshInstance3D] node) may give unexpected results, since this collision " "shape is hollow. If this is not desired, it has to be split into multiple " "[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" "[Area3D] 是 3D 空間中的一個區域,可由一個或多個 [CollisionShape3D] 或 " "[CollisionPolygon3D] 子節點定義。它能偵測其他 [CollisionObject3D] 進入或離開此" "區域,並追蹤仍在區域內(即與其重疊)的碰撞物件。\n" "此節點也可以局部調整或覆寫物理參數(重力、阻尼),並將音訊導向自訂音訊匯流" "排。\n" "[b]注意:[/b] 以 [PhysicsServer3D] 建立的 Area 與剛體可能與 [Area3D] 的互動不" "如預期,亦可能無法正確發送訊號或追蹤物件。\n" "[b]警告:[/b] 若在本節點的 [CollisionShape3D] 子節點中使用 " "[ConcavePolygonShape3D](例如在選取 [MeshInstance3D] 後於 [b]Mesh[/b] 功能表選" "擇 [b]Create Trimesh Collision Sibling[/b] 建立),因為該碰撞形狀為中空,可能" "產生非預期結果。如不希望如此,請將其拆分為多個 [ConvexPolygonShape3D] 或 " "[BoxShape3D] 等基礎形狀;某些情況下亦可改用 [CollisionPolygon3D]。" msgid "GUI in 3D Viewport Demo" msgstr "3D 檢視埠 GUI 範例" msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "返回相交的 [Area3D] 的列表。重疊區域的 [member " "CollisionObject3D.collision_layer] 必須是該區域的 [member " "CollisionObject3D.collision_mask] 的一部分才能被偵測到。\n" "出於性能原因(同時處理所有碰撞),此列表在物理步驟期間修改一次,而不是在實體被" "移動後立即修改。可考慮改用訊號。" msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " "overlapping body's [member CollisionObject3D.collision_layer] must be part of " "this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "返回相交的 [PhysicsBody3D] 和 [GridMap]。重疊物體的 [member " "CollisionObject3D.collision_layer] 必須是該區域 [member " "CollisionObject3D.collision_mask] 的一部分,才能被偵測到。\n" "出於性能原因(所有碰撞都是一起處理的),這個列表只會在每次物理反覆運算時發生一" "次更改,不會在物件移動後立即更改。請考慮使用訊號。" msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "如果與其他 [Area3D] 相交,則返回 [code]true[/code],否則返回 [code]false[/" "code]。重疊區域的 [member CollisionObject3D.collision_layer] 必須是該區域 " "[member CollisionObject3D.collision_mask] 的一部分,才能被偵測到。\n" "出於性能原因(所有碰撞都是一起處理的),重疊區域的列表只會在每次物理反覆運算時" "發生一次更改,不會在對象移動後立即更改。請考慮使用訊號。" msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, " "otherwise returns [code]false[/code]. The overlapping body's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "如果與其他 [PhysicsBody3D] 或 [GridMap] 相交,則返回 [code]true[/code],否則返" "回 [code]false[/code]。重疊物體的 [member CollisionObject3D.collision_layer] " "必須是該區域 [member CollisionObject3D.collision_mask] 的一部分,才能被偵測" "到。\n" "出於性能原因(所有碰撞都是一起處理的),重疊物體的列表只會在每次物理反覆運算時" "發生一次更改,不會在對象移動後立即更改。請考慮使用訊號。" msgid "" "Returns [code]true[/code] if the given [Area3D] intersects or overlaps this " "[Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "如果給定的 [Area3D] 與此 [Area3D] 相交或重疊,則返回 [code]true[/code],否則返" "回 [code]false[/code]。\n" "[b]注意:[/b]測試結果不反映物件移動後的即時狀態。出於性能原因,重疊列表每影格" "只會在物理反覆運算前更新一次。請考慮使用訊號。" msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " "instance. While GridMaps are not physics body themselves, they register their " "tiles with collision shapes as a virtual physics body." msgstr "" "如果給定的物理物體與此 [Area3D] 相交或重疊,則返回 [code]true[/code],否則返" "回 [code]false[/code]。\n" "[b]注意:[/b]測試結果不反映物件移動後的即時狀態。出於性能原因,重疊列表每影格" "只會在物理反覆運算前更新一次。請考慮使用訊號。\n" "參數 [param body] 可以是 [PhysicsBody3D] 實例,也可以是 [GridMap] 實例。" "GridMap 雖然不是物理物體,但會把圖塊的碰撞形狀註冊為虛擬物理物體。" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more details " "about damping." msgstr "" "物體在此區域停止旋轉的速度。代表每秒損失的角速度.\n" "關於阻尼的更多細節,見 [member ProjectSettings.physics/3d/" "default_angular_damp]。" msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" "該區域的重力強度(以米每平方秒為單位)。這個值是重力向量的倍數。這對於改變重力" "大小而不改變其方向很有用。" msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², " "set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity " "will have falloff according to the inverse square law, so in the example, at " "200 meters from the center the gravity will be 1.0 m/s² (twice the distance, " "1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x " "the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When this " "is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "重力強度等於 [member gravity] 的距離。例如,在一個半徑為 100 米、表面重力為 " "4.0 m/s² 的行星上,將 [member gravity] 設定為 4.0,將單位距離設定為 100.0。重" "力會根據平方反比定律衰減,因此在該範例中,距中心 200 米處的重力將為 1.0 m/s²" "(距離的兩倍,重力的 1/4),在 50 米處為 16.0 m/s²(距離的一半,重力的 4 " "倍),依此類推。\n" "僅當單位距離為正數時,上述情況才成立。當該屬性被設定為 0.0 時,無論距離如何," "重力都將保持不變。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "實體在此區域減速的速率。代表每秒損失的線速度。\n" "關於阻尼的更多細節,見[member ProjectSettings.physics/3d/" "default_linear_damp]。" msgid "" "The area's priority. Higher priority areas are processed first. The " "[World3D]'s physics is always processed last, after all areas." msgstr "" "該區域的優先順序。將優先處理優先順序較高的區域。[World3D] 的物理始終在所有區域" "之後處理。" msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "該區域對其相關音訊套用混響的程度。範圍從 [code]0[/code] 到 [code]1[/code],精" "度為 [code]0.1[/code]。" msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "如果為 [code]true[/code],該區域會將混響套用於其關聯音訊。" msgid "The name of the reverb bus to use for this area's associated audio." msgstr "用於該區域關聯音訊的混響匯流排的名稱。" msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "該區域的混響效果均勻的程度。範圍從 [code]0[/code] 到 [code]1[/code],精度為 " "[code]0.1[/code]。" msgid "" "The exponential rate at which wind force decreases with distance from its " "origin.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "風力隨與源點距離增加而呈指數遞減的速率。\n" "[b]注意:[/b] 風力僅作用於 [SoftBody3D] 節點,其他物理物體目前不受影響。" msgid "" "The magnitude of area-specific wind force.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "此區域專屬風力的強度大小。\n" "[b]注意:[/b] 風力僅作用於 [SoftBody3D] 節點,其他物理物體目前不受影響。" msgid "" "The [Node3D] which is used to specify the direction and origin of an area-" "specific wind force. The direction is opposite to the z-axis of the " "[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " "local transform.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "用以指定此區域風力方向與來源的 [Node3D]。風向與該節點局部轉換的 z 軸相反,風源" "則位於其局部原點。\n" "[b]注意:[/b] 風力僅作用於 [SoftBody3D] 節點,其他物理物體目前不受影響。" msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of the " "interacting shapes from this area and the other area, respectively. [param " "area_rid] contains the [RID] of the other area. These values can be used with " "the [PhysicsServer3D].\n" "[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "當接收到的 [param area] 中的某個 [Shape3D] 進入此區域的某個形狀時觸發。必須將 " "[member monitoring] 設為 [code]true[/code]。\n" "[param local_shape_index] 與 [param area_shape_index] 分別為此區域與對方區域中" "互動形狀的索引;[param area_rid] 為對方區域的 [RID]。這些值可與 " "[PhysicsServer3D] 配合使用。\n" "[b]範例:[/b] 依形狀索引取得 [CollisionShape3D] 節點:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape3D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" "當接收的 [param area] 的 [Shape3D] 退出此區域的形狀時發出。需要 [member " "monitoring] 被設定為 [code]true[/code]。\n" "另見 [signal area_shape_entered]。" msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "當接收到的 [param body] 進入這個區域時發出。[param body] 可以是一個 " "[PhysicsBody3D] 或一個 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" "狀就會被偵測到。需要將 [member monitoring] 設定為 [code]true[/code] 。" msgid "" "Emitted when the received [param body] exits this area. [param body] can be a " "[PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "當接收到的 [param body] 離開這個區域時發出的。[param body] 可以是一個 " "[PhysicsBody3D] 或一個 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" "狀,就會被偵測到。要求 [member monitoring] 被設定為 [code]true[/code] 。" msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of the " "interacting shapes from this area and the interacting body, respectively. " "[param body_rid] contains the [RID] of the body. These values can be used " "with the [PhysicsServer3D].\n" "[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "當接收到的 [param body](可為 [PhysicsBody3D] 或 [GridMap],其中 [GridMap] 必" "須在其 [MeshLibrary] 中設定碰撞形狀)之 [Shape3D] 進入此區域的某個形狀時觸發。" "必須將 [member monitoring] 設為 [code]true[/code]。\n" "[param local_shape_index] 與 [param body_shape_index] 分別為此區域與該物體中互" "動形狀的索引;[param body_rid] 為該物體的 [RID]。這些值可與 [PhysicsServer3D] " "配合使用。\n" "[b]範例:[/b] 依形狀索引取得 [CollisionShape3D] 節點:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape3D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" "當接收到的物體 [param body] 中的某個 [Shape3D] 離開此區域中的某個形狀時發出。" "[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] " "配置有碰撞形狀時才能夠被偵測到。要求將 [member monitoring] 設定為 [code]true[/" "code]。\n" "另見 [signal body_shape_entered]。" msgid "A built-in data structure that holds a sequence of elements." msgstr "內建的資料結構,可儲存一連串元素。" msgid "" "An array data structure that can contain a sequence of elements of any " "[Variant] type. Elements are accessed by a numerical index starting at " "[code]0[/code]. Negative indices are used to count from the back ([code]-1[/" "code] is the last element, [code]-2[/code] is the second to last, etc.).\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"First\", 2, 3, \"Last\"]\n" "print(array[0]) # Prints \"First\"\n" "print(array[2]) # Prints 3\n" "print(array[-1]) # Prints \"Last\"\n" "\n" "array[1] = \"Second\"\n" "print(array[1]) # Prints \"Second\"\n" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[^1]); // Prints \"Last\"\n" "\n" "array[1] = \"Second\";\n" "GD.Print(array[1]); // Prints \"Second\"\n" "GD.Print(array[^3]); // Prints \"Second\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of " "an array that can be modified independently of the original array, use " "[method duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior.\n" "[b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] " "Packed arrays are generally faster to iterate on and modify compared to a " "typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]" "[/code]). Also, packed arrays consume less memory. As a downside, packed " "arrays are less flexible as they don't offer as many convenience methods such " "as [method Array.map]. Typed arrays are in turn faster to iterate on and " "modify than untyped arrays." msgstr "" "通用陣列,可容納任意 [Variant] 型別的元素。元素以從 [code]0[/code] 開始的數值" "索引存取。負索引用於從尾端反向計數([code]-1[/code] 為最後一個元素、[code]-2[/" "code] 為倒數第二個,如此類推)。\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"First\", 2, 3, \"Last\"]\n" "print(array[0]) # 輸出 \"First\"\n" "print(array[2]) # 輸出 3\n" "print(array[-1]) # 輸出 \"Last\"\n" "\n" "array[1] = \"Second\"\n" "print(array[1]) # 輸出 \"Second\"\n" "print(array[-3]) # 輸出 \"Second\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n" "GD.Print(array[0]); // 輸出 \"First\"\n" "GD.Print(array[2]); // 輸出 3\n" "GD.Print(array[^1]); // 輸出 \"Last\"\n" "\n" "array[1] = \"Second\";\n" "GD.Print(array[1]); // 輸出 \"Second\"\n" "GD.Print(array[^3]); // 輸出 \"Second\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 陣列一律以 [b]參照[/b] 傳遞。若需可獨立於原始陣列修改的副本,請" "使用 [method duplicate]。\n" "[b]注意:[/b] 於迭代陣列時刪除元素[b]不被支援[/b],將導致不可預期的行為。\n" "[b]Packed 陣列、型別化陣列與未型別化陣列差異:[/b] 相較同型別的型別化陣列(如 " "[code]Array[int][/code]),Packed 陣列(如 [PackedInt64Array])在迭代與修改時" "通常更快且佔用更少記憶體,缺點是缺乏如 [method Array.map] 等便利方法。型別化陣" "列則比未型別化陣列更快。" msgid "Constructs an empty [Array]." msgstr "建構空的 [Array]。" msgid "" "Creates a typed array from the [param base] array. A typed array can only " "contain elements of the given type, or that inherit from the given class, as " "described by this constructor's parameters:\n" "- [param type] is the built-in [Variant] type, as one the [enum Variant.Type] " "constants.\n" "- [param class_name] is the built-in class name (see [method " "Object.get_class]).\n" "- [param script] is the associated script. It must be a [Script] instance or " "[code]null[/code].\n" "If [param type] is not [constant TYPE_OBJECT], [param class_name] must be an " "empty [StringName] and [param script] must be [code]null[/code].\n" "[codeblock]\n" "class_name Sword\n" "extends Node\n" "\n" "class Stats:\n" "\tpass\n" "\n" "func _ready():\n" "\tvar a = Array([], TYPE_INT, \"\", null) # Array[int]\n" "\tvar b = Array([], TYPE_OBJECT, \"Node\", null) # Array[Node]\n" "\tvar c = Array([], TYPE_OBJECT, \"Node\", Sword) # Array[Sword]\n" "\tvar d = Array([], TYPE_OBJECT, \"RefCounted\", Stats) # Array[Stats]\n" "[/codeblock]\n" "The [param base] array's elements are converted when necessary. If this is " "not possible or [param base] is already typed, this constructor fails and " "returns an empty [Array].\n" "In GDScript, this constructor is usually not necessary, as it is possible to " "create a typed array through static typing:\n" "[codeblock]\n" "var numbers: Array[float] = []\n" "var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" "\n" "var integers: Array[int] = [0.2, 4.5, -2.0]\n" "print(integers) # Prints [0, 4, -2]\n" "[/codeblock]" msgstr "" "從 [param base] 陣列建立一個「型別化陣列」。型別化陣列只能包含指定型別的元素," "或繼承自指定類別的元素,具體由建構子的參數決定:\n" "- [param type]:內建 [Variant] 型別,使用 [enum Variant.Type] 常數之一。\n" "- [param class_name]:內建類別名稱(參見 [method Object.get_class])。\n" "- [param script]:關聯的腳本,必須是 [Script] 實例或 [code]null[/code]。\n" "若 [param type] 不是 [constant TYPE_OBJECT],則 [param class_name] 必須為空的 " "[StringName],且 [param script] 必須為 [code]null[/code]。\n" "[codeblock]\n" "class_name Sword\n" "extends Node\n" "\n" "class Stats:\n" "\tpass\n" "\n" "func _ready():\n" "\tvar a = Array([], TYPE_INT, \"\", null) # Array[int]\n" "\tvar b = Array([], TYPE_OBJECT, \"Node\", null) # Array[Node]\n" "\tvar c = Array([], TYPE_OBJECT, \"Node\", Sword) # Array[Sword]\n" "\tvar d = Array([], TYPE_OBJECT, \"RefCounted\", Stats) # Array[Stats]\n" "[/codeblock]\n" "必要時會轉換 [param base] 陣列中的元素;若無法轉換,或 [param base] 已是型別化" "陣列,則建構子會失敗並回傳空的 [Array]。\n" "在 GDScript 中通常不需要呼叫此建構子,因為可透過靜態型別直接建立型別化陣列:\n" "[codeblock]\n" "var numbers: Array[float] = []\n" "var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" "\n" "var integers: Array[int] = [0.2, 4.5, -2.0]\n" "print(integers) # 輸出 [0, 4, -2]\n" "[/codeblock]" msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "回傳與 [param from] 相同的陣列。若需副本,請使用 [method duplicate]。" msgid "Constructs an array from a [PackedByteArray]." msgstr "從 [PackedByteArray] 建構陣列。" msgid "Constructs an array from a [PackedColorArray]." msgstr "從 [PackedColorArray] 建構陣列。" msgid "Constructs an array from a [PackedFloat32Array]." msgstr "從 [PackedFloat32Array] 建構陣列。" msgid "Constructs an array from a [PackedFloat64Array]." msgstr "從 [PackedFloat64Array] 建構陣列。" msgid "Constructs an array from a [PackedInt32Array]." msgstr "從 [PackedInt32Array] 建構陣列。" msgid "Constructs an array from a [PackedInt64Array]." msgstr "從 [PackedInt64Array] 建構陣列。" msgid "Constructs an array from a [PackedStringArray]." msgstr "從 [PackedStringArray] 建構陣列。" msgid "Constructs an array from a [PackedVector2Array]." msgstr "從 [PackedVector2Array] 建構陣列。" msgid "Constructs an array from a [PackedVector3Array]." msgstr "從 [PackedVector3Array] 建構陣列。" msgid "Constructs an array from a [PackedVector4Array]." msgstr "從 [PackedVector4Array] 建構陣列。" msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] " "elements in the array. If the [Callable] returns [code]false[/code] for one " "array element or more, this method returns [code]false[/code].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblocks]\n" "[gdscript]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].all(greater_than_5)) # Prints true (3/3 elements evaluate " "to true).\n" "\tprint([4, 10, 4].all(greater_than_5)) # Prints false (1/3 elements evaluate " "to true).\n" "\tprint([4, 4, 4].all(greater_than_5)) # Prints false (0/3 elements evaluate " "to true).\n" "\tprint([].all(greater_than_5)) # Prints true (0/0 elements evaluate " "to true).\n" "\n" "\t# Same as the first line above, but using a lambda function.\n" "\tprint([6, 10, 6].all(func(element): return element > 5)) # Prints true\n" "[/gdscript]\n" "[csharp]\n" "private static bool GreaterThan5(int number)\n" "{\n" "\treturn number > 5;\n" "}\n" "\n" "public override void _Ready()\n" "{\n" "\t// Prints True (3/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(GreaterThan5));\n" "\t// Prints False (1/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }.All(GreaterThan5));\n" "\t// Prints False (0/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }.All(GreaterThan5));\n" "\t// Prints True (0/0 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" "\t// Same as the first line above, but using a lambda function.\n" "\tGD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints True\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method any], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/" "wiki/Vacuous_truth]always[/url] returns [code]true[/code]." msgstr "" "對陣列中的每個元素呼叫指定的 [Callable]。若該 [Callable] 對陣列中 [i]所有[/i] " "元素皆回傳 [code]true[/code],本方法便回傳 [code]true[/code];只要有任一元素回" "傳 [code]false[/code],就會回傳 [code]false[/code]。\n" "[param method] 必須接受一個 [Variant] 參數(目前的陣列元素)並回傳 [bool]。\n" "[codeblocks]\n" "[gdscript]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].all(greater_than_5)) # 印出 true(3/3 個元素為 true)\n" "\tprint([4, 10, 4].all(greater_than_5)) # 印出 false(1/3 個元素為 true)\n" "\tprint([4, 4, 4].all(greater_than_5)) # 印出 false(0/3 個元素為 true)\n" "\tprint([].all(greater_than_5)) # 印出 true(0/0 個元素為 true)\n" "\n" "\t# 與上方第一行相同,但以 Lambda 撰寫。\n" "\tprint([6, 10, 6].all(func(element): return element > 5)) # 印出 true\n" "[/gdscript]\n" "[csharp]\n" "private static bool GreaterThan5(int number)\n" "{\n" "\treturn number > 5;\n" "}\n" "\n" "public override void _Ready()\n" "{\n" "\t// 印出 True(3/3 個元素為 true)。\n" "\tGD.Print(new Godot.Collections.Array { 6, 10, 6 }.All(GreaterThan5));\n" "\t// 印出 False(1/3 個元素為 true)。\n" "\tGD.Print(new Godot.Collections.Array { 4, 10, 4 }.All(GreaterThan5));\n" "\t// 印出 False(0/3 個元素為 true)。\n" "\tGD.Print(new Godot.Collections.Array { 4, 4, 4 }.All(GreaterThan5));\n" "\t// 印出 True(0/0 個元素為 true)。\n" "\tGD.Print(new Godot.Collections.Array { }.All(GreaterThan5));\n" "\n" "\t// 與上方第一行相同,但以 Lambda 撰寫。\n" "\tGD.Print(new Godot.Collections.Array { 6, 10, 6 }.All(element => " "element > 5)); // 印出 True\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "另請參閱 [method any]、[method filter]、[method map] 與 [method reduce]。\n" "[b]注意:[/b]與依賴 [method filter] 回傳陣列大小的作法不同,此方法會在第一時間" "就結束,以提升效能(大量陣列尤然)。\n" "[b]注意:[/b]對空陣列來說,此方法[url=https://en.wikipedia.org/wiki/" "Vacuous_truth]永遠[/url]回傳 [code]true[/code]。" msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or " "more[/i] elements in the array. If the [Callable] returns [code]false[/code] " "for all elements in the array, this method returns [code]false[/code].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblock]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].any(greater_than_5)) # Prints true (3 elements evaluate to " "true).\n" "\tprint([4, 10, 4].any(greater_than_5)) # Prints true (1 elements evaluate to " "true).\n" "\tprint([4, 4, 4].any(greater_than_5)) # Prints false (0 elements evaluate " "to true).\n" "\tprint([].any(greater_than_5)) # Prints false (0 elements evaluate " "to true).\n" "\n" "\t# Same as the first line above, but using a lambda function.\n" "\tprint([6, 10, 6].any(func(number): return number > 5)) # Prints true\n" "[/codeblock]\n" "See also [method all], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method always returns [code]false[/" "code]." msgstr "" "對陣列中的每個元素呼叫指定的 [Callable]。若該 [Callable] 對陣列中 [i]至少一個" "[/i] 元素回傳 [code]true[/code],本方法便回傳 [code]true[/code];若所有元素皆" "回傳 [code]false[/code],則回傳 [code]false[/code]。\n" "[param method] 必須接受一個 [Variant] 參數(目前的陣列元素)並回傳 [bool]。\n" "[codeblock]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].any(greater_than_5)) # 印出 true(3 個元素為 true)\n" "\tprint([4, 10, 4].any(greater_than_5)) # 印出 true(1 個元素為 true)\n" "\tprint([4, 4, 4].any(greater_than_5)) # 印出 false(0 個元素為 true)\n" "\tprint([].any(greater_than_5)) # 印出 false(0 個元素為 true)\n" "\n" "\t# 與上方第一行相同,但以 Lambda 撰寫。\n" "\tprint([6, 10, 6].any(func(number): return number > 5)) # 印出 true\n" "[/codeblock]\n" "另請參閱 [method all]、[method filter]、[method map] 與 [method reduce]。\n" "[b]注意:[/b]與依賴 [method filter] 回傳陣列大小的作法不同,此方法會在第一時間" "就結束,以提升效能(大量陣列尤然)。\n" "[b]注意:[/b]對空陣列來說,本方法一律回傳 [code]false[/code]。" msgid "" "Appends [param value] at the end of the array (alias of [method push_back])." msgstr "於陣列尾端附加 [param value]([method push_back] 的別名)。" msgid "" "Appends another [param array] at the end of this array.\n" "[codeblock]\n" "var numbers = [1, 2, 3]\n" "var extra = [4, 5, 6]\n" "numbers.append_array(extra)\n" "print(numbers) # Prints [1, 2, 3, 4, 5, 6]\n" "[/codeblock]" msgstr "" "將另一個 [param array] 追加到本陣列尾端。\n" "[codeblock]\n" "var numbers = [1, 2, 3]\n" "var extra = [4, 5, 6]\n" "numbers.append_array(extra)\n" "print(numbers) # 印出 [1, 2, 3, 4, 5, 6]\n" "[/codeblock]" msgid "" "Assigns elements of another [param array] into the array. Resizes the array " "to match [param array]. Performs type conversions if the array is typed." msgstr "" "將另一個 [param array] 的元素指派至此陣列,並自動調整大小以符合 [param " "array]。若此陣列已有型別限制,則會自動執行型別轉換。" msgid "" "Returns the last element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method front].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[-1][/" "code]), an error is generated without stopping project execution." msgstr "" "回傳陣列最後一個元素。若陣列為空,則失敗並回傳 [code]null[/code]。另見 " "[method front]。\n" "[b]注意:[/b]與直接使用 [code]array[-1][/code] 取值不同,若陣列為空,這個方法" "只會產生錯誤訊息,不會中斷專案執行。" msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted. The algorithm used is [url=https://en.wikipedia.org/wiki/" "Binary_search_algorithm]binary search[/url].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "var numbers = [2, 4, 8, 10]\n" "var idx = numbers.bsearch(7)\n" "\n" "numbers.insert(idx, 7)\n" "print(numbers) # Prints [2, 4, 7, 8, 10]\n" "\n" "var fruits = [\"Apple\", \"Lemon\", \"Lemon\", \"Orange\"]\n" "print(fruits.bsearch(\"Lemon\", true)) # Prints 1, points at the first " "\"Lemon\".\n" "print(fruits.bsearch(\"Lemon\", false)) # Prints 3, points at \"Orange\".\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch] on an [i]unsorted[/i] array will result " "in unexpected behavior. Use [method sort] before calling this method." msgstr "" "回傳已排序陣列中 [param value] 的索引;若找不到,則回傳 [param value] 應插入的" "位置以維持排序。內部演算法使用[url=https://en.wikipedia.org/wiki/" "Binary_search_algorithm]二分搜尋[/url]。\n" "若 [param before] 為 [code]true[/code](預設),則傳回的索引會位於陣列中所有" "與 [param value] 相等元素之前。\n" "[codeblock]\n" "var numbers = [2, 4, 8, 10]\n" "var idx = numbers.bsearch(7)\n" "numbers.insert(idx, 7)\n" "print(numbers) # 印出 [2, 4, 7, 8, 10]\n" "\n" "var fruits = [\"Apple\", \"Lemon\", \"Lemon\", \"Orange\"]\n" "print(fruits.bsearch(\"Lemon\", true)) # 印出 1,指向第一個 \"Lemon\"\n" "print(fruits.bsearch(\"Lemon\", false)) # 印出 3,指向 \"Orange\"\n" "[/codeblock]\n" "[b]注意:[/b]在[i]未排序[/i]的陣列上呼叫 [method bsearch] 會得到不可預期的結" "果,請先使用 [method sort]。" msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted (using [param func] for the comparisons). The algorithm used is " "[url=https://en.wikipedia.org/wiki/Binary_search_algorithm]binary search[/" "url].\n" "Similar to [method sort_custom], [param func] is called as many times as " "necessary, receiving one array element and [param value] as arguments. The " "function should return [code]true[/code] if the array element should be " "[i]behind[/i] [param value], otherwise it should return [code]false[/code].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "func sort_by_amount(a, b):\n" "\tif a[1] < b[1]:\n" "\t\treturn true\n" "\treturn false\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 2], [\"Kiwi\", 5], [\"Rice\", 9]]\n" "\n" "\tvar apple = [\"Apple\", 5]\n" "\t# \"Apple\" is inserted before \"Kiwi\".\n" "\tmy_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), " "apple)\n" "\n" "\tvar banana = [\"Banana\", 5]\n" "\t# \"Banana\" is inserted after \"Kiwi\".\n" "\tmy_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), " "banana)\n" "\n" "\t# Prints [[\"Tomato\", 2], [\"Apple\", 5], [\"Kiwi\", 5], [\"Banana\", 5], " "[\"Rice\", 9]]\n" "\tprint(my_items)\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an [i]unsorted[/i] array will " "result in unexpected behavior. Use [method sort_custom] with [param func] " "before calling this method." msgstr "" "回傳已排序陣列中 [param value] 的索引;若找不到,則使用自訂比較函式 [param " "func] 計算 [param value] 應插入的位置以維持排序。內部演算法同樣為[url=https://" "en.wikipedia.org/wiki/Binary_search_algorithm]二分搜尋[/url]。\n" "[param func] 的呼叫方式與 [method sort_custom] 相同,每次會傳入一個陣列元素與 " "[param value] 供比較;若該陣列元素應位於 [param value][i]之後[/i]則回傳 " "[code]true[/code],否則回傳 [code]false[/code]。\n" "若 [param before] 為 [code]true[/code](預設),傳回索引會位於所有與 [param " "value] 相等之元素之前。\n" "[codeblock]\n" "func sort_by_amount(a, b):\n" "\treturn a[1] < b[1]\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 2], [\"Kiwi\", 5], [\"Rice\", 9]]\n" "\tvar apple = [\"Apple\", 5]\n" "\tvar banana = [\"Banana\", 5]\n" "\tmy_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), " "apple) # 插入 Apple 於 Kiwi 之前\n" "\tmy_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), " "banana) # 插入 Banana 於 Kiwi 之後\n" "\tprint(my_items) # 印出 [[\"Tomato\", 2], [\"Apple\", 5], [\"Kiwi\", 5], " "[\"Banana\", 5], [\"Rice\", 9]]\n" "[/codeblock]\n" "[b]注意:[/b]在[i]未排序[/i]的陣列上呼叫 [method bsearch_custom] 會得到不可預" "期的結果,請先搭配 [method sort_custom] 使用。" msgid "" "Removes all elements from the array. This is equivalent to using [method " "resize] with a size of [code]0[/code]." msgstr "" "清除陣列的所有元素;等同於呼叫 [method resize] 並將大小設為 [code]0[/code]。" msgid "" "Returns the number of times an element is in the array.\n" "To count how many elements in an array satisfy a condition, see [method " "reduce]." msgstr "" "回傳指定元素在陣列中出現的次數。\n" "若需要統計符合條件的元素數量,可使用 [method reduce] 來實作。" msgid "" "Returns a new copy of the array.\n" "By default, a [b]shallow[/b] copy is returned: all nested [Array], " "[Dictionary], and [Resource] elements are shared with the original array. " "Modifying any of those in one array will also affect them in the other.\n" "If [param deep] is [code]true[/code], a [b]deep[/b] copy is returned: all " "nested arrays and dictionaries are also duplicated (recursively). Any " "[Resource] is still shared with the original array, though." msgstr "" "回傳此陣列的複製品。\n" "預設為[b]淺層[/b]複製:巢狀的 [Array]、[Dictionary] 與 [Resource] 皆與原陣列共" "用;因此在其中一份內修改這些巢狀物件會同時影響另一份。\n" "若將 [param deep] 設為 [code]true[/code],則會進行[b]深層[/b]複製:巢狀陣列與" "字典都會被遞迴複製。但 [Resource] 依然是共用的。" msgid "" "Finds and removes the first occurrence of [param value] from the array. If " "[param value] does not exist in the array, nothing happens. To remove an " "element by index, use [method remove_at] instead.\n" "[b]Note:[/b] This method shifts every element's index after the removed " "[param value] back, which may have a noticeable performance cost, especially " "on larger arrays.\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" "尋找並移除陣列中第一個與 [param value] 相符的元素;若不存在則不做任何事。若要" "依索引移除元素,請改用 [method remove_at]。\n" "[b]注意:[/b]此方法會將被移除位置之後的所有元素索引往前平移,在大型陣列上可能" "造成明顯開銷。\n" "[b]注意:[/b]在迴圈遍歷陣列時同時移除元素並不被支援,可能導致不可預期的行為。" msgid "" "Assigns the given [param value] to all elements in the array.\n" "This method can often be combined with [method resize] to create an array " "with a given size and initialized elements:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(5)\n" "array.fill(2)\n" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [];\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If [param value] is a [Variant] passed by reference ([Object]-" "derived, [Array], [Dictionary], etc.), the array will be filled with " "references to the same [param value], which are not duplicates." msgstr "" "將陣列中的所有元素皆設成指定的 [param value]。\n" "常與 [method resize] 搭配,用於建立指定大小並已初始化的陣列:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(5)\n" "array.fill(2)\n" "print(array) # 印出 [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [];\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // 印出 [2, 2, 2, 2, 2]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]若 [param value] 為參照型別(衍生自 [Object]、[Array]、" "[Dictionary]…),整個陣列將會持有同一個物件的參照,而非複本。" msgid "" "Calls the given [Callable] on each element in the array and returns a new, " "filtered [Array].\n" "The [param method] receives one of the array elements as an argument, and " "should return [code]true[/code] to add the element to the filtered array, or " "[code]false[/code] to exclude it.\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 4, 5, 8].filter(is_even)) # Prints [4, 8]\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 4, 5, 8].filter(func(number): return number % 2 == 0))\n" "[/codeblock]\n" "See also [method any], [method all], [method map] and [method reduce]." msgstr "" "對陣列中的每個元素呼叫指定的 [Callable],並依其回傳值產生新的過濾後陣列。\n" "[param method] 會收到一個陣列元素,當其回傳 [code]true[/code] 時該元素會被保" "留;回傳 [code]false[/code] 時則被排除。\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 4, 5, 8].filter(is_even)) # 印出 [4, 8]\n" "\n" "\t# 與上例相同,但以 Lambda 撰寫。\n" "\tprint([1, 4, 5, 8].filter(func(number): return number % 2 == 0))\n" "[/codeblock]\n" "另請參閱 [method any]、[method all]、[method map] 與 [method reduce]。" msgid "" "Returns the index of the [b]first[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the end of the array.\n" "[b]Note:[/b] If you just want to know whether the array contains [param " "what], use [method has] ([code]Contains[/code] in C#). In GDScript, you may " "also use the [code]in[/code] operator.\n" "[b]Note:[/b] For performance reasons, the search is affected by [param " "what]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" "回傳 [param what] 在陣列中[b]第一次[/b]出現的索引;若不存在則回傳 [code]-1[/" "code]。可以用 [param from] 指定起始索引,搜尋將持續到陣列結尾。\n" "[b]注意:[/b]若只想知道陣列是否包含 [param what],可使用 [method has](C# 中" "為 `Contains`),或在 GDScript 使用 [code]in[/code] 運算子。\n" "[b]注意:[/b]基於效能考量,搜尋行為會受 [param what] 的 [enum Variant.Type] 影" "響,例如 [code]7[/code](int)與 [code]7.0[/code](float)在此方法裡並不相等。" msgid "" "Returns the index of the [b]first[/b] element in the array that causes [param " "method] to return [code]true[/code], or [code]-1[/code] if there are none. " "The search's start can be specified with [param from], continuing to the end " "of the array.\n" "[param method] is a callable that takes an element of the array, and returns " "a [bool].\n" "[b]Note:[/b] If you just want to know whether the array contains [i]anything[/" "i] that satisfies [param method], use [method any].\n" "[codeblocks]\n" "[gdscript]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 3, 4, 7].find_custom(is_even.bind())) # Prints 2\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "回傳陣列中第一個令 [param method] 回傳 [code]true[/code] 的元素索引;若無則回" "傳 [code]-1[/code]。可以用 [param from] 指定起始索引,搜尋將持續到陣列結尾。\n" "[param method] 為可呼叫物件,接收一個陣列元素並回傳 [bool]。\n" "[b]注意:[/b]若只想知道陣列中是否存在任何符合條件的元素,可改用 [method " "any]。\n" "[codeblocks]\n" "[gdscript]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 3, 4, 7].find_custom(is_even.bind())) # 印出 2\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Returns the first element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method back].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[0][/" "code]), an error is generated without stopping project execution." msgstr "" "回傳陣列第一個元素。若陣列為空則失敗並回傳 [code]null[/code]。另見 [method " "back]。\n" "[b]注意:[/b]與直接使用 [code]array[0][/code] 取值不同,若陣列為空,此方法僅會" "產生錯誤訊息而不會中斷專案執行。" msgid "" "Returns the element at the given [param index] in the array. If [param index] " "out-of-bounds or negative, this method fails and returns [code]null[/code].\n" "This method is similar (but not identical) to the [code][][/code] operator. " "Most notably, when this method fails, it doesn't pause project execution if " "run from the editor." msgstr "" "回傳位於 [param index] 的元素。若索引超出範圍或為負值,將失敗並回傳 " "[code]null[/code]。\n" "此方法與 [code][][/code] 運算子功能相似,但當失敗時(例如越界),在編輯器執行" "專案時不會暫停執行。" msgid "" "Returns the built-in [Variant] type of the typed array as a [enum " "Variant.Type] constant. If the array is not typed, returns [constant " "TYPE_NIL]. See also [method is_typed]." msgstr "" "回傳此型別化陣列的內建 [Variant] 型別,為 [enum Variant.Type] 常數。若陣列未設" "定型別,則回傳 [constant TYPE_NIL]。另見 [method is_typed]。" msgid "" "Returns the [b]built-in[/b] class name of the typed array, if the built-in " "[Variant] type [constant TYPE_OBJECT]. Otherwise, returns an empty " "[StringName]. See also [method is_typed] and [method Object.get_class]." msgstr "" "若此型別化陣列的內建 [Variant] 型別為 [constant TYPE_OBJECT],則回傳其[b]內建" "[/b]類別名稱,否則回傳空的 [StringName]。另見 [method is_typed] 與 [method " "Object.get_class]。" msgid "" "Returns the [Script] instance associated with this typed array, or " "[code]null[/code] if it does not exist. See also [method is_typed]." msgstr "" "回傳與此型別化陣列關聯的 [Script] 實例;若不存在則為 [code]null[/code]。另見 " "[method is_typed]。" msgid "" "Returns [code]true[/code] if the array contains the given [param value].\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # Prints true\n" "print([\"inside\", 7].has(\"outside\")) # Prints false\n" "print([\"inside\", 7].has(7)) # Prints true\n" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array arr = [\"inside\", 7];\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints True\n" "GD.Print(arr.Contains(\"outside\")); // Prints False\n" "GD.Print(arr.Contains(7)); // Prints True\n" "GD.Print(arr.Contains(\"7\")); // Prints False\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" "if 4 in [2, 4, 6, 8]:\n" "\tprint(\"4 is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] For performance reasons, the search is affected by the [param " "value]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" "若陣列中包含指定的 [param value] 則回傳 [code]true[/code]。\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # 印出 true\n" "print([\"inside\", 7].has(\"outside\")) # 印出 false\n" "print([\"inside\", 7].has(7)) # 印出 true\n" "print([\"inside\", 7].has(\"7\")) # 印出 false\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array arr = [\"inside\", 7];\n" "GD.Print(arr.Contains(\"inside\")); // 印出 True\n" "GD.Print(arr.Contains(\"outside\")); // 印出 False\n" "GD.Print(arr.Contains(7)); // 印出 True\n" "GD.Print(arr.Contains(\"7\")); // 印出 False\n" "[/csharp]\n" "[/codeblocks]\n" "在 GDScript 中,也可使用 [code]in[/code] 運算子:\n" "[codeblock]\n" "if 4 in [2, 4, 6, 8]:\n" "\tprint(\"4 is here!\")\n" "[/codeblock]\n" "[b]注意:[/b]基於效能考量,搜尋行為會受 [param value] 的 [enum Variant.Type] " "影響,例如 [code]7[/code](int)與 [code]7.0[/code](float)在此方法裡並不相" "等。" msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] Arrays with equal hash values are [i]not[/i] guaranteed to be " "the same, as a result of hash collisions. On the countrary, arrays with " "different hash values are guaranteed to be different." msgstr "" "回傳一個代表此陣列及其內容的 32 位雜湊值。\n" "[b]注意:[/b]雜湊碰撞的緣故,雜湊值相同的陣列[i]不一定[/i]相同;但雜湊值不同的" "陣列一定不同。" msgid "" "Inserts a new element ([param value]) at a given index ([param position]) in " "the array. [param position] should be between [code]0[/code] and the array's " "[method size]. If negative, [param position] is considered relative to the " "end of the array.\n" "Returns [constant OK] on success, or one of the other [enum Error] constants " "if this method fails.\n" "[b]Note:[/b] Every element's index after [param position] needs to be shifted " "forward, which may have a noticeable performance cost, especially on larger " "arrays." msgstr "" "在索引 [param position] 處插入新元素 ([param value])。合法範圍為 0 到陣列 " "[method size] 之間;若為負值則代表自陣列尾端反向計數。\n" "成功時回傳 [constant OK];失敗時則回傳其他 [enum Error] 常數。\n" "[b]注意:[/b]插入後,[param position] 之後的所有元素索引都需往後平移,對大型陣" "列可能造成明顯效能成本。" msgid "" "Returns [code]true[/code] if the array is empty ([code][][/code]). See also " "[method size]." msgstr "" "若陣列為空([code][][/code])則回傳 [code]true[/code]。另見 [method size]。" msgid "" "Returns [code]true[/code] if the array is read-only. See [method " "make_read_only].\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" "若陣列為唯讀狀態則回傳 [code]true[/code]。請參考 [method make_read_only]。\n" "在 GDScript 中,使用 [code]const[/code] 宣告的陣列會自動成為唯讀。" msgid "" "Returns [code]true[/code] if this array is typed the same as the given [param " "array]. See also [method is_typed]." msgstr "" "若此陣列與指定的 [param array] 具備相同型別限制則回傳 [code]true[/code]。另見 " "[method is_typed]。" msgid "" "Returns [code]true[/code] if the array is typed. Typed arrays can only " "contain elements of a specific type, as defined by the typed array " "constructor. The methods of a typed array are still expected to return a " "generic [Variant].\n" "In GDScript, it is possible to define a typed array with static typing:\n" "[codeblock]\n" "var numbers: Array[float] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # Prints true\n" "[/codeblock]" msgstr "" "若陣列已設定型別限制則回傳 [code]true[/code]。型別化陣列僅能包含指定型別的元" "素,但其方法仍預期回傳通用的 [Variant]。\n" "在 GDScript 中,可透過靜態型別語法建立型別化陣列:\n" "[codeblock]\n" "var numbers: Array[float] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # 印出 true\n" "[/codeblock]" msgid "" "Makes the array read-only. The array's elements cannot be overridden with " "different values, and their order cannot change. Does not apply to nested " "elements, such as dictionaries.\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" "將此陣列設為唯讀,之後無法改變元素值或調整順序。此設定不會遞迴套用至巢狀物件" "(例如字典)。\n" "在 GDScript 中,使用 [code]const[/code] 宣告的陣列預設即為唯讀。" msgid "" "Calls the given [Callable] for each element in the array and returns a new " "array filled with values returned by the [param method].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" "func double(number):\n" "\treturn number * 2\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].map(double)) # Prints [2, 4, 6]\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 2, 3].map(func(element): return element * 2))\n" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" "對陣列中的每個元素呼叫指定的 [Callable],並以其回傳值產生新陣列。\n" "[param method] 必須接受一個 [Variant] 參數(目前的陣列元素),並可回傳任何型別" "的 [Variant]。\n" "[codeblock]\n" "func double(number):\n" "\treturn number * 2\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].map(double)) # 印出 [2, 4, 6]\n" "\n" "\t# 與上例相同,但以 Lambda 撰寫。\n" "\tprint([1, 2, 3].map(func(element): return element * 2))\n" "[/codeblock]\n" "另請參閱 [method filter]、[method reduce]、[method any] 與 [method all]。" msgid "" "Returns the maximum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method min].\n" "To find the maximum value using a custom comparator, you can use [method " "reduce]." msgstr "" "若陣列中的所有元素皆可比較,則回傳其中的最大值;否則回傳 [code]null[/code]。另" "見 [method min]。\n" "若需透過自訂比較器尋找最大值,可使用 [method reduce]。" msgid "" "Returns the minimum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method max]." msgstr "" "若陣列中的所有元素皆可比較,則回傳其中的最小值;否則回傳 [code]null[/code]。另" "見 [method max]。" msgid "" "Returns a random element from the array. Generates an error and returns " "[code]null[/code] if the array is empty.\n" "[codeblocks]\n" "[gdscript]\n" "# May print 1, 2, 3.25, or \"Hi\".\n" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method shuffle]), this method uses a common, global " "random seed. To get a predictable outcome from this method, see [method " "@GlobalScope.seed]." msgstr "" "自陣列中隨機回傳一個元素。若陣列為空,將產生錯誤並回傳 [code]null[/code]。\n" "[codeblocks]\n" "[gdscript]\n" "# 可能印出 1、2、3.25 或 \"Hi\"。\n" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n" "GD.Print(array.PickRandom()); // 可能印出 1、2、3.25 或 \"Hi\"。\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]與引擎中其他隨機函式(如 [method @GlobalScope.randi] 或 [method " "shuffle])相同,本方法使用全域亂數種子。若需可預期的結果,請參考 [method " "@GlobalScope.seed]。" msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Returns [code]null[/code] if the array is empty. If [param position] is out " "of bounds, an error message is also generated.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays." msgstr "" "移除並回傳索引為 [param position] 的元素。若 [param position] 為負值,則自陣列" "尾端反向計算。若陣列為空則回傳 [code]null[/code];若索引越界,則同時輸出錯誤訊" "息。\n" "[b]注意:[/b]移除後,[param position] 之後的所有元素索引都需往前平移,在大型陣" "列上可能造成明顯效能成本。" msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without generating an error. See also [method " "pop_front]." msgstr "" "移除並回傳陣列最後一個元素。若陣列為空則回傳 [code]null[/code] 而不產生錯誤。" "另見 [method pop_front]。" msgid "" "Removes and returns the first element of the array. Returns [code]null[/code] " "if the array is empty, without generating an error. See also [method " "pop_back].\n" "[b]Note:[/b] This method shifts every other element's index back, which may " "have a noticeable performance cost, especially on larger arrays." msgstr "" "移除並回傳陣列第一個元素。若陣列為空則回傳 [code]null[/code] 而不產生錯誤。另" "見 [method pop_back]。\n" "[b]注意:[/b]此方法會將其餘元素索引往前平移,對大型陣列可能產生明顯效能成本。" msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "將元素追加於陣列尾端。另見 [method push_front]。" msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] This method shifts every other element's index forward, which " "may have a noticeable performance cost, especially on larger arrays." msgstr "" "於陣列開頭插入一個元素。另見 [method push_back]。\n" "[b]注意:[/b]插入後其餘元素索引將往後平移,對大型陣列可能產生明顯效能成本。" msgid "" "Calls the given [Callable] for each element in array, accumulates the result " "in [param accum], then returns it.\n" "The [param method] takes two arguments: the current value of [param accum] " "and the current array element. If [param accum] is [code]null[/code] (as by " "default), the iteration will start from the second element, with the first " "one used as initial value of [param accum].\n" "[codeblock]\n" "func sum(accum, number):\n" "\treturn accum + number\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].reduce(sum, 0)) # Prints 6\n" "\tprint([1, 2, 3].reduce(sum, 10)) # Prints 16\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" "[/codeblock]\n" "If [method max] is not desirable, this method may also be used to implement a " "custom comparator:\n" "[codeblock]\n" "func _ready():\n" "\tvar arr = [Vector2i(5, 0), Vector2i(3, 4), Vector2i(1, 2)]\n" "\n" "\tvar longest_vec = arr.reduce(func(max, vec): return vec if " "is_length_greater(vec, max) else max)\n" "\tprint(longest_vec) # Prints (3, 4)\n" "\n" "func is_length_greater(a, b):\n" "\treturn a.length() > b.length()\n" "[/codeblock]\n" "This method can also be used to count how many elements in an array satisfy a " "certain condition, similar to [method count]:\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tvar arr = [1, 2, 3, 4, 5]\n" "\t# If the current element is even, increment count, otherwise leave count " "the same.\n" "\tvar even_count = arr.reduce(func(count, next): return count + 1 if " "is_even(next) else count, 0)\n" "\tprint(even_count) # Prints 2\n" "[/codeblock]\n" "See also [method map], [method filter], [method any], and [method all]." msgstr "" "對陣列中的每個元素呼叫指定的 [Callable],以 [param accum] 累計並於結束後回" "傳。\n" "[param method] 會接收兩個參數:目前的累計值 [param accum] 與目前元素。若 " "[param accum] 為 [code]null[/code](預設),則從第二個元素開始迴圈,並以第一個" "元素做為初始值。\n" "[codeblock]\n" "func sum(accum, number):\n" "\treturn accum + number\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].reduce(sum, 0)) # 印出 6\n" "\tprint([1, 2, 3].reduce(sum, 10)) # 印出 16\n" "\n" "\t# 與上例相同,但以 Lambda 撰寫。\n" "\tprint([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" "[/codeblock]\n" "除了可取代 [method max] 自訂比較器外,也能用來計算符合條件的元素數量(類似 " "[method count]):\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tvar arr = [1, 2, 3, 4, 5]\n" "\tvar even_count = arr.reduce(func(count, next): return count + 1 if " "is_even(next) else count, 0)\n" "\tprint(even_count) # 印出 2\n" "[/codeblock]\n" "另請參閱 [method map]、[method filter]、[method any] 與 [method all]。" msgid "" "Removes the element from the array at the given index ([param position]). If " "the index is out of bounds, this method fails. If the index is negative, " "[param position] is considered relative to the end of the array.\n" "If you need to return the removed element, use [method pop_at]. To remove an " "element by value, use [method erase] instead.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays.\n" "[b]Note:[/b] The [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array, use " "[code]arr.resize(arr.size() - 1)[/code]." msgstr "" "依索引 [param position] 移除陣列中的元素。若索引越界則失敗;若為負值則代表自陣" "列尾端反向計數。\n" "若需要取回被移除的元素,請改用 [method pop_at];若要依值移除,請使用 [method " "erase]。\n" "[b]注意:[/b]移除後,[param position] 之後的所有元素索引皆往前平移,對大型陣列" "可能產生明顯效能成本。\n" "[b]注意:[/b][param position] 不能為負值。如需從陣列尾端反向刪除,可用 " "[code]arr.remove_at(arr.size() - (i + 1))[/code];若要刪除最後一個元素,可改" "用 [code]arr.resize(arr.size() - 1)[/code]。" msgid "" "Sets the array's number of elements to [param size]. If [param size] is " "smaller than the array's current size, the elements at the end are removed. " "If [param size] is greater, new default elements (usually [code]null[/code]) " "are added, depending on the array's type.\n" "Returns [constant OK] on success, or one of the following [enum Error] " "constants if this method fails: [constant ERR_LOCKED] if the array is read-" "only, [constant ERR_INVALID_PARAMETER] if the size is negative, or [constant " "ERR_OUT_OF_MEMORY] if allocations fail. Use [method size] to find the actual " "size of the array after resize.\n" "[b]Note:[/b] Calling this method once and assigning the new values is faster " "than calling [method append] for every new element." msgstr "" "將陣列長度設為 [param size]。若新大小小於目前大小,尾端元素會被移除;若大於目" "前大小,則依陣列型別新增預設值(通常為 [code]null[/code])。\n" "成功時回傳 [constant OK]。若失敗則可能回傳:陣列唯讀時為 [constant " "ERR_LOCKED];[param size] 為負值時為 [constant ERR_INVALID_PARAMETER];記憶體" "配置失敗時為 [constant ERR_OUT_OF_MEMORY]。可使用 [method size] 取得實際大" "小。\n" "[b]注意:[/b]一次呼叫本方法並批次指定新值,效能優於逐一 [method append] 新元" "素。" msgid "Reverses the order of all elements in the array." msgstr "將陣列元素順序反轉。" msgid "" "Returns the index of the [b]last[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the beginning of the array. This " "method is the reverse of [method find]." msgstr "" "回傳 [param what] 在陣列中[b]最後一次[/b]出現的索引;若不存在則回傳 [code]-1[/" "code]。可使用 [param from] 指定搜尋起點,搜尋方向會往陣列開頭進行。本方法與 " "[method find] 相反。" msgid "" "Returns the index of the [b]last[/b] element of the array that causes [param " "method] to return [code]true[/code], or [code]-1[/code] if there are none. " "The search's start can be specified with [param from], continuing to the " "beginning of the array. This method is the reverse of [method find_custom]." msgstr "" "回傳陣列中最後一個令 [param method] 回傳 [code]true[/code] 的元素索引;若無則" "回傳 [code]-1[/code]。可用 [param from] 指定搜尋起點,搜尋方向會往陣列開頭進" "行。本方法與 [method find_custom] 相反。" msgid "" "Sets the value of the element at the given [param index] to the given [param " "value]. This will not change the size of the array, it only changes the value " "at an index already in the array. This is the same as using the [code][][/" "code] operator ([code]array[index] = value[/code])." msgstr "" "將索引為 [param index] 的元素設為 [param value]。此操作不會改變陣列大小,只會" "覆寫既有索引的值;效果與使用 [code]array[index] = value[/code] 相同。" msgid "" "Shuffles all elements of the array in a random order.\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method pick_random]), this method uses a common, " "global random seed. To get a predictable outcome from this method, see " "[method @GlobalScope.seed]." msgstr "" "將陣列元素隨機重新排列。\n" "[b]注意:[/b]與引擎中其他隨機函式(如 [method @GlobalScope.randi] 或 [method " "pick_random])相同,本方法使用全域亂數種子。若需可預期的結果,請參考 [method " "@GlobalScope.seed]。" msgid "" "Returns the number of elements in the array. Empty arrays ([code][][/code]) " "always return [code]0[/code]. See also [method is_empty]." msgstr "" "回傳陣列元素數量。空陣列([code][][/code])一律回傳 [code]0[/code]。另見 " "[method is_empty]。" msgid "" "Returns a new [Array] containing this array's elements, from index [param " "begin] (inclusive) to [param end] (exclusive), every [param step] elements.\n" "If either [param begin] or [param end] are negative, their value is relative " "to the end of the array.\n" "If [param step] is negative, this method iterates through the array in " "reverse, returning a slice ordered backwards. For this to work, [param begin] " "must be greater than [param end].\n" "If [param deep] is [code]true[/code], all nested [Array] and [Dictionary] " "elements in the slice are duplicated from the original, recursively. See also " "[method duplicate].\n" "[codeblock]\n" "var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "\n" "print(letters.slice(0, 2)) # Prints [\"A\", \"B\"]\n" "print(letters.slice(2, -2)) # Prints [\"C\", \"D\"]\n" "print(letters.slice(-2, 6)) # Prints [\"E\", \"F\"]\n" "\n" "print(letters.slice(0, 6, 2)) # Prints [\"A\", \"C\", \"E\"]\n" "print(letters.slice(4, 1, -1)) # Prints [\"E\", \"D\", \"C\"]\n" "[/codeblock]" msgstr "" "回傳此陣列的切片新陣列,範圍從索引 [param begin](含)到 [param end](不含)," "並以 [param step] 為間隔選取元素。\n" "若 [param begin] 或 [param end] 為負值,則視為自陣列尾端反向計數。\n" "若 [param step] 為負值,切片方向將反轉,且 [param begin] 必須大於 [param end] " "才能正常運作。\n" "若將 [param deep] 設為 [code]true[/code],切片中的巢狀 [Array] 與 " "[Dictionary] 會被遞迴複製;詳見 [method duplicate]。\n" "[codeblock]\n" "var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "print(letters.slice(0, 2)) # 印出 [\"A\", \"B\"]\n" "print(letters.slice(2, -2)) # 印出 [\"C\", \"D\"]\n" "print(letters.slice(-2, 6)) # 印出 [\"E\", \"F\"]\n" "print(letters.slice(0, 6, 2)) # 印出 [\"A\", \"C\", \"E\"]\n" "print(letters.slice(4, 1, -1)) # 印出 [\"E\", \"D\", \"C\"]\n" "[/codeblock]" msgid "" "Sorts the array in ascending order. The final order is dependent on the " "\"less than\" ([code]<[/code]) comparison between elements.\n" "[codeblocks]\n" "[gdscript]\n" "var numbers = [10, 5, 2.5, 8]\n" "numbers.sort()\n" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array numbers = [10, 5, 2.5, 8];\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that equivalent " "elements (such as [code]2[/code] and [code]2.0[/code]) may have their order " "changed when calling [method sort]." msgstr "" "將陣列依遞增順序排序,排序結果取決於元素之間的「小於」([code]<[/code]) 比" "較。\n" "[codeblocks]\n" "[gdscript]\n" "var numbers = [10, 5, 2.5, 8]\n" "numbers.sort()\n" "print(numbers) # 印出 [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array numbers = [10, 5, 2.5, 8];\n" "numbers.Sort();\n" "GD.Print(numbers); // 印出 [2.5, 5, 8, 10]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]此排序演算法並非[url=https://en.wikipedia.org/wiki/" "Sorting_algorithm#Stability]穩定排序[/url],等值元素(如 [code]2[/code] 與 " "[code]2.0[/code])的相對順序可能改變。" msgid "" "Sorts the array using a custom [Callable].\n" "[param func] is called as many times as necessary, receiving two array " "elements as arguments. The function should return [code]true[/code] if the " "first element should be moved [i]before[/i] the second one, otherwise it " "should return [code]false[/code].\n" "[codeblock]\n" "func sort_ascending(a, b):\n" "\tif a[1] < b[1]:\n" "\t\treturn true\n" "\treturn false\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 5], [\"Apple\", 9], [\"Rice\", 4]]\n" "\tmy_items.sort_custom(sort_ascending)\n" "\tprint(my_items) # Prints [[\"Rice\", 4], [\"Tomato\", 5], [\"Apple\", 9]]\n" "\n" "\t# Sort descending, using a lambda function.\n" "\tmy_items.sort_custom(func(a, b): return a[1] > b[1])\n" "\tprint(my_items) # Prints [[\"Apple\", 9], [\"Tomato\", 5], [\"Rice\", 4]]\n" "[/codeblock]\n" "It may also be necessary to use this method to sort strings by natural order, " "with [method String.naturalnocasecmp_to], as in the following example:\n" "[codeblock]\n" "var files = [\"newfile1\", \"newfile2\", \"newfile10\", \"newfile11\"]\n" "files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(files) # Prints [\"newfile1\", \"newfile2\", \"newfile10\", " "\"newfile11\"]\n" "[/codeblock]\n" "[b]Note:[/b] In C#, this method is not supported.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when calling this method.\n" "[b]Note:[/b] You should not randomize the return value of [param func], as " "the heapsort algorithm expects a consistent result. Randomizing the return " "value will result in unexpected behavior." msgstr "" "使用自訂 [Callable] 進行排序。\n" "[param func] 會在需要時多次被呼叫,並傳入兩個陣列元素作比較;若第一個元素應位" "於第二個元素[i]之前[/i]則回傳 [code]true[/code],否則回傳 [code]false[/" "code]。\n" "[codeblock]\n" "func sort_ascending(a, b):\n" "\treturn a[1] < b[1]\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 5], [\"Apple\", 9], [\"Rice\", 4]]\n" "\tmy_items.sort_custom(sort_ascending)\n" "\tprint(my_items) # 印出 [[\"Rice\", 4], [\"Tomato\", 5], [\"Apple\", 9]]\n" "\n" "\t# 使用 Lambda 以遞減排序。\n" "\tmy_items.sort_custom(func(a, b): return a[1] > b[1])\n" "\tprint(my_items) # 印出 [[\"Apple\", 9], [\"Tomato\", 5], [\"Rice\", 4]]\n" "[/codeblock]\n" "若需照人類自然排序比較字串,可搭配 [method String.naturalnocasecmp_to]:\n" "[codeblock]\n" "var files = [\"newfile1\", \"newfile2\", \"newfile10\", \"newfile11\"]\n" "files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(files) # 印出 [\"newfile1\", \"newfile2\", \"newfile10\", " "\"newfile11\"]\n" "[/codeblock]\n" "[b]注意:[/b]C# 不支援此方法。\n" "[b]注意:[/b]此排序演算法並非穩定排序,等值元素的相對順序可能改變。\n" "[b]注意:[/b]請勿讓 [param func] 的回傳值隨機變動,否則 heapsort 需要的一致性" "將被破壞並導致不可預期結果。" msgid "" "Returns [code]true[/code] if the array's size or its elements are different " "than [param right]'s." msgstr "若本陣列的大小或元素與 [param right] 不同則回傳 [code]true[/code]。" msgid "" "Appends the [param right] array to the left operand, creating a new [Array]. " "This is also known as an array concatenation.\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # Prints [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" "Godot.Collections.Array array1 = [\"One\", 2];\n" "Godot.Collections.Array array2 = [3, \"Four\"];\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] For existing arrays, [method append_array] is much more " "efficient than concatenation and assignment with the [code]+=[/code] operator." msgstr "" "將右運算元 [param right] 追加至左運算元,產生新的 [Array](亦即陣列串接)。\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # 印出 [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array1 = [\"One\", 2];\n" "Godot.Collections.Array array2 = [3, \"Four\"];\n" "GD.Print(array1 + array2); // 印出 [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]對既有陣列,就地呼叫 [method append_array] 的效率遠高於使用 " "[code]+=[/code] 串接並重新指派。" msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is less than [param right]'s, otherwise returns [code]false[/code]." msgstr "" "依序比較兩個陣列的元素(由索引 0 開始,直到兩陣列共同的最後一個索引)。若某對" "元素首次出現差異,當本陣列元素小於 [param right] 的元素時回傳 [code]true[/" "code],反之回傳 [code]false[/code];若元素相等則繼續比較下一對。\n" "若所有比較過的元素皆相等,則比較陣列長度:若本陣列長度小於 [param right],回" "傳 [code]true[/code];否則回傳 [code]false[/code]。" msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is less or equal to [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" "依序比較兩陣列元素。若本陣列元素第一次出現小於 [param right] 的情況,立即回傳 " "[code]true[/code];若大於則回傳 [code]false[/code];相等則繼續比較。\n" "若全部比較結果皆相等,則比較陣列長度:若本陣列長度小於或等於 [param right],回" "傳 [code]true[/code],否則回傳 [code]false[/code]。" msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes and contents of the arrays are equal, " "[code]false[/code] otherwise." msgstr "" "比較左右兩個陣列。若大小與內容皆相同則回傳 [code]true[/code],否則回傳 " "[code]false[/code]。" msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is greater than [param right]'s, otherwise returns [code]false[/code]." msgstr "" "依序比較兩陣列元素。若本陣列元素第一次出現大於 [param right] 的情況,立即回傳 " "[code]true[/code];若小於則回傳 [code]false[/code];相等則繼續比較。\n" "若全部比較結果皆相等,則比較陣列長度:若本陣列長度大於 [param right],回傳 " "[code]true[/code],否則回傳 [code]false[/code]。" msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is greater or equal to [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" "依序比較兩陣列元素。若本陣列元素第一次出現大於 [param right] 的情況,立即回傳 " "[code]true[/code];若小於則回傳 [code]false[/code];相等則繼續比較。\n" "若全部比較結果皆相等,則比較陣列長度:若本陣列長度大於或等於 [param right],回" "傳 [code]true[/code],否則回傳 [code]false[/code]。" msgid "" "Returns the [Variant] element at the specified [param index]. Arrays start at " "index 0. If [param index] is greater or equal to [code]0[/code], the element " "is fetched starting from the beginning of the array. If [param index] is a " "negative value, the element is fetched starting from the end. Accessing an " "array out-of-bounds will cause a run-time error, pausing the project " "execution if run from the editor." msgstr "" "回傳位於 [param index] 的 [Variant] 元素,索引自 0 起算。若 [param index] 大於" "等於 0,則自陣列開頭計算;若為負值,則自陣列尾端反向計算。若索引越界,將於執行" "階段產生錯誤,並在編輯器中中斷專案執行。" msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "[Mesh] 型別,可用來從陣列建構曲面。" msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as " "arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "Vector3[] vertices =\n" "[\n" "\tnew Vector3(0, 1, 0),\n" "\tnew Vector3(1, 0, 0),\n" "\tnew Vector3(0, 0, 1),\n" "];\n" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" "Godot.Collections.Array arrays = [];\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// Create the Mesh.\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" "[ArrayMesh] 透過將屬性指定為陣列來建構 [Mesh]。\n" "最基本的範例是建立一個三角形:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# 初始化 ArrayMesh。\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# 建立 Mesh。\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "Vector3[] vertices =\n" "[\n" "\tnew Vector3(0, 1, 0),\n" "\tnew Vector3(1, 0, 0),\n" "\tnew Vector3(0, 0, 1),\n" "];\n" "\n" "// 初始化 ArrayMesh。\n" "var arrMesh = new ArrayMesh();\n" "Godot.Collections.Array arrays = [];\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// 建立 Mesh。\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "此 [MeshInstance3D] 已可加入 [SceneTree] 進行顯示。\n" "如需程式化幾何產生,亦可參考 [ImmediateMesh]、[MeshDataTool] 與 " "[SurfaceTool]。\n" "[b]注意:[/b]Godot 在三角形圖元模式的正面使用順時針 [url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]繞線順序[/url]。" msgid "Procedural geometry using the ArrayMesh" msgstr "使用 ArrayMesh 進行程式化幾何" msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" "為將透過 [method add_surface_from_arrays] 加入的混合形狀設定名稱。必須在加入曲" "面前呼叫。" msgid "" "Creates a new surface. [method Mesh.get_surface_count] will become the " "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" "The [param arrays] argument is an array of arrays. Each of the [constant " "Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for " "this surface as described by the corresponding member of [enum " "Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For " "example, [code]arrays[0][/code] is the array of vertices. That first vertex " "sub-array is always required; the others are optional. Adding an index array " "puts this surface into \"index mode\" where the vertex and other arrays " "become the sources of data and the index array defines the vertex order. All " "sub-arrays must have the same length as the vertex array (or be an exact " "multiple of the vertex array's length, when multiple elements of a sub-array " "correspond to a single vertex) or be empty, except for [constant " "Mesh.ARRAY_INDEX] if it is used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " "Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " "all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents an LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " "distance at which the LOD stats being used. I.e., increasing the key of an " "LOD also increases the distance that the objects has to be from the camera " "before the LOD is used.\n" "The [param flags] argument is the bitwise OR of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant " "Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant " "Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" "[b]Note:[/b] When using indices, it is recommended to only use points, lines, " "or triangles." msgstr "" "建立新的曲面。[method Mesh.get_surface_count] 的返回值將成為此曲面的 " "[code]surf_idx[/code]。\n" "曲面會以 [param primitive] 指定的圖元型別進行繪製,可為 [enum " "Mesh.PrimitiveType] 中的任一值。\n" "[param arrays] 是「陣列的陣列」。在 [constant Mesh.ARRAY_MAX] 個元素中,每個元" "素要嘛包含由 [enum Mesh.ArrayType] 相對應成員所描述的曲面資料,要嘛為未使用時" "的 [code]null[/code]。例如,[code]arrays[0][/code] 為頂點陣列;此子陣列為必" "填,其餘則為可選。若加上索引陣列,即會進入「索引模式」,此時頂點與其他陣列成為" "資料來源,而索引陣列決定頂點次序。除非使用 [constant Mesh.ARRAY_INDEX],否則所" "有子陣列長度必須等於頂點陣列長度(或為其整數倍,當一個頂點對應多個子陣列元素" "時),或保持空陣列。\n" "[param blend_shapes] 是每個混合形狀的頂點資料陣列。其結構與 [param arrays] 相" "同,但僅當 [param arrays] 內有設定 [constant Mesh.ARRAY_VERTEX]、[constant " "Mesh.ARRAY_NORMAL] 或 [constant Mesh.ARRAY_TANGENT] 時,對應項目才會被設定;其" "餘皆為 [code]null[/code]。\n" "[param lods] 為字典,鍵值為 [float]、內容為 [PackedInt32Array]。每一項代表此曲" "面的一級 LOD,其中值為該 LOD 使用的 [constant Mesh.ARRAY_INDEX] 陣列,鍵值大致" "對應開始啟用該 LOD 的距離;鍵越大,啟用距離亦越遠。\n" "[param flags] 為多個旗標的位元 OR:對於每個使用中的自訂通道,將 [enum " "Mesh.ArrayCustomFormat] 的值左移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code];亦可" "加入 [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant " "Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS]、[constant " "Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n" "[b]注意:[/b]使用索引時建議僅使用點、線或三角形圖元。" msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有混合形狀。" msgid "Removes all surfaces from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有曲面。" msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "回傳此 [ArrayMesh] 包含的混合形狀數量。" msgid "Returns the name of the blend shape at this index." msgstr "回傳此索引處混合形狀的名稱。" msgid "" "Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping." msgstr "對 [ArrayMesh] 執行 UV 展開,以便進行光照貼圖。" msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces." msgstr "重新產生此 [ArrayMesh] 每個曲面的切線。" msgid "Sets the name of the blend shape at this index." msgstr "設定此索引處混合形狀的名稱。" msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "回傳此 [ArrayMesh] 中第一個具有指定名稱的曲面索引;若無則回傳 -1。" msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "回傳所指定曲面之索引陣列的索引數量(參見 [method add_surface_from_arrays])。" msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "回傳所指定曲面之頂點陣列的頂點數量(參見 [method add_surface_from_arrays])。" msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "回傳所指定曲面的格式遮罩(參見 [method add_surface_from_arrays])。" msgid "Gets the name assigned to this surface." msgstr "取得此曲面設定的名稱。" msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "回傳所指定曲面的圖元型別(參見 [method add_surface_from_arrays])。" msgid "" "Removes the surface at the given index from the Mesh, shifting surfaces with " "higher index down by one." msgstr "從 Mesh 中移除指定索引的曲面,並將較高索引的曲面依序下移一位。" msgid "Sets a name for a given surface." msgstr "為指定曲面設定名稱。" msgid "The blend shape mode." msgstr "混合形狀模式。" msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" "使用使用者自訂的 [AABB] 取代預設值,供視錐剔除使用。當著色器會偏移頂點時,可避" "免被意外剔除。" msgid "" "An optional mesh which can be used for rendering shadows and the depth " "prepass. Can be used to increase performance by supplying a mesh with fused " "vertices and only vertex position data (without normals, UVs, colors, etc.).\n" "[b]Note:[/b] This mesh must have exactly the same vertex positions as the " "source mesh (including the source mesh's LODs, if present). If vertex " "positions differ, then the mesh will not draw correctly." msgstr "" "可選的網格,可用於陰影與深度預傳(depth prepass)的繪製。若提供僅包含融合後頂" "點且只有頂點位置資料(無法線、UV、顏色等)的網格,可提升效能。\n" "[b]注意:[/b]此網格的頂點位置必須與來源網格完全一致(若來源網格有 LOD 亦須相" "同),否則將無法正確繪製。" msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用於 [OccluderInstance3D] 遮擋剔除的 3D 多邊形形狀。" msgid "" "[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by " "the engine's occlusion culling system. This is analogous to [ArrayMesh], but " "for occluders.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "[ArrayOccluder3D] 儲存可供引擎遮擋剔除系統使用的任意 3D 多邊形形狀,概念上類似" "於 [ArrayMesh],但專用於遮擋物。\n" "設定方法請參閱 [OccluderInstance3D] 文件。" msgid "Occlusion culling" msgstr "遮擋剔除" msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" "同時設定 [member indices] 與 [member vertices],並於兩者皆完成後僅更新一次最終" "遮擋物。" msgid "" "The occluder's index position. Indices determine which points from the " "[member vertices] array should be drawn, and in which order.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "遮擋物的索引位置。索引決定應從 [member vertices] 陣列繪出哪些點及其繪製順" "序。\n" "[b]注意:[/b]設定此值後遮擋物會立即更新。若以程式化方式建立遮擋物,建議改用 " "[method set_arrays] 以避免建立過程中更新兩次。" msgid "" "The occluder's vertex positions in local 3D coordinates.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "遮擋物在本地 3D 座標中的頂點位置。\n" "[b]注意:[/b]設定此值後遮擋物會立即更新。若以程式化方式建立遮擋物,建議改用 " "[method set_arrays] 以避免建立過程中更新兩次。" msgid "A container that preserves the proportions of its child controls." msgstr "保留子控制項長寬比的容器。" msgid "" "A container type that arranges its child controls in a way that preserves " "their proportions automatically when the container is resized. Useful when a " "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" "一種容器類型,會在容器大小改變時自動保持子控制項比例。當容器尺寸為動態,且子節" "點必須隨之調整大小而又不能失去長寬比時特別實用。" msgid "Using Containers" msgstr "使用容器" msgid "Specifies the horizontal relative position of child controls." msgstr "指定子控制項的水平相對位置。" msgid "Specifies the vertical relative position of child controls." msgstr "指定子控制項的垂直相對位置。" msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" "對子控制項強制套用的長寬比,為寬度除以高度,其實際效果取決於 [member " "stretch_mode]。" msgid "The stretch mode used to align child controls." msgstr "用來對齊子控制項的拉伸模式。" msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "子控制項的高度會根據容器寬度自動調整。" msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "子控制項的寬度會根據容器高度自動調整。" msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "子控制項的邊界矩形會自動調整以符合容器,同時保持長寬比。" msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while keeping " "the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size and " "[member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" "子控制項的寬度與高度會自動調整,使其邊界矩形在保持長寬比的同時覆蓋整個容器區" "域。\n" "當子控制項的邊界矩形超出容器大小,且啟用 [member Control.clip_contents] 時,僅" "會顯示受自身邊界矩形限制的容器區域。" msgid "Aligns child controls with the beginning (left or top) of the container." msgstr "將子控制項與容器的起始處(左側或上方)對齊。" msgid "Aligns child controls with the center of the container." msgstr "將子控制項與容器中心對齊。" msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "將子控制項與容器的末端(右側或底部)對齊。" msgid "" "An implementation of A* for finding the shortest path between two vertices on " "a connected graph in 2D space." msgstr "A* 的實作,可用於搜尋 2D 空間連通圖上兩頂點間的最短路徑。" msgid "" "An implementation of the A* algorithm, used to find the shortest path between " "two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" "A* 演算法的實作,用於在 2D 空間連通圖上尋找兩頂點之間的最短路徑。\n" "更完整的用法請參考 [AStar3D]。 [AStar2D] 為 [AStar3D] 的封裝,專門處理 2D 座" "標。" msgid "Grid-based Navigation with AStarGrid2D Demo" msgstr "使用 AStarGrid2D 的網格導航範例" msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "在計算兩個連接點之間的代價時呼叫。\n" "此函式在預設的 [AStar2D] 類別中為隱藏。" msgid "" "Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "在估計某點到路徑終點的代價時呼叫。\n" "此函式在預設的 [AStar2D] 類別中為隱藏。" msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" "在指定位置以指定識別碼新增一個點。[param id] 必須大於等於 0,[param " "weight_scale] 必須大於等於 0.0。\n" "在計算從相鄰點移動到此點之線段的總代價時,會把 [param weight_scale] 乘上 " "[method _compute_cost] 的結果。因此,在其他條件相同時,演算法傾向選擇 [param " "weight_scale] 較小的點來組成路徑。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # 新增點 (1, 0),權重係數 4,ID 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // 新增點 (1, 0),權重係數 4,ID 1\n" "[/csharp]\n" "[/codeblocks]\n" "若指定 [param id] 已存在,則會更新該點的位置與權重係數。" msgid "" "Returns whether there is a connection/segment between the given points. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "檢查給定兩點之間是否存在連線/線段。若 [param bidirectional] 為 [code]false[/" "code],則僅判斷是否可自 [param id] 經由此線段移動至 [param to_id]。" msgid "Clears all the points and segments." msgstr "清除所有點與線段。" msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "在兩點之間建立線段。若 [param bidirectional] 為 [code]false[/code],僅允許自 " "[param id] 移動到 [param to_id],反向則不行。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Deletes the segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "prevented, and a unidirectional segment possibly remains." msgstr "" "刪除兩點之間的線段。若 [param bidirectional] 為 [code]false[/code],僅會阻止" "自 [param id] 到 [param to_id] 的移動,原有的單向線段可能仍保留。" msgid "Returns the next available point ID with no point associated to it." msgstr "取得下一個尚未使用的點 ID。" msgid "" "Returns the ID of the closest point to [param to_position], optionally taking " "disabled points into account. Returns [code]-1[/code] if there are no points " "in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" "回傳最接近 [param to_position] 的點之 ID,可選擇是否納入已停用的點。若點池為空" "則回傳 [code]-1[/code]。\n" "[b]注意:[/b] 若有多個點同樣最接近,將回傳最小 ID 的點,以確保結果一致。" msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // " "Returns (0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "回傳位於兩連接點線段內、最接近 [param to_position] 的座標。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 回傳 (0, 3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // 回傳 " "(0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "此結果位於 [code]y = 0[/code] 到 [code]y = 5[/code] 的線段中,並且是該線段中最" "靠近指定點的位置。" msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "返回一個陣列,內含 AStar2D 在給定兩點之間尋找之路徑上的所有點 ID。陣列的順序會" "按照路徑從起點排到終點。\n" "若找不到通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code]," "則會回傳一條通往最接近目標、且可抵達之點的路徑。\n" "[b]注意:[/b] 當 [param allow_partial_path] 為 [code]true[/code] 且 [param " "to_id] 被停用時,搜尋可能需要異常久的時間才能結束。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # 預設權重為 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # 回傳 [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // 預設權重為 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // 回傳 [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "如果把第 2 點的權重係數改成 3,結果就會變成 [code][1, 4, 3][/code],因為雖然距" "離較長,但通過點 4 的代價比點 2 更低。" msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "回傳儲存點資料結構的容量,可配合 [method reserve_space] 使用。" msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳與指定點相連之點的 ID 陣列。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # 回傳 [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // 回傳 [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgid "Returns the number of points currently in the points pool." msgstr "回傳目前點池中的點數。" msgid "Returns an array of all point IDs." msgstr "回傳所有點 ID 的陣列。" msgid "Returns the position of the point associated with the given [param id]." msgstr "回傳與指定 [param id] 相關聯之點的位置。" msgid "" "Returns the weight scale of the point associated with the given [param id]." msgstr "回傳與指定 [param id] 相關聯之點的權重係數。" msgid "Returns whether a point associated with the given [param id] exists." msgstr "檢查是否存在與指定 [param id] 相關聯的點。" msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "檢查指定點在尋路時是否被停用;預設所有點均啟用。" msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "自點池中移除與指定 [param id] 相關聯的點。" msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid." msgstr "" "在內部為 [param num_nodes] 個點預先保留空間;當一次加入大量已知點數(如網格上" "的所有點)時特別有用。" msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "啟用或停用指定點的尋路功能,可用來製作臨時障礙物。" msgid "Sets the [param position] for the point with the given [param id]." msgstr "為具有指定 [param id] 的點設定新位置 [param position]。" msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point." msgstr "" "為具有指定 [param id] 的點設定 [param weight_scale]。在計算從鄰近點移動至此點" "之線段的總代價時,會把 [param weight_scale] 乘上 [method _compute_cost] 的結" "果。" msgid "" "An implementation of A* for finding the shortest path between two vertices on " "a connected graph in 3D space." msgstr "A* 的一種實作,用於尋找 3D 空間中連接圖中的兩個頂點之間的最短路徑。" msgid "" "A* (A star) is a computer algorithm used in pathfinding and graph traversal, " "the process of plotting short paths among vertices (points), passing through " "a given set of edges (segments). It enjoys widespread use due to its " "performance and accuracy. Godot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, you can test if there is a " "path between two points with the [method are_points_connected] function, get " "a path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a script " "that extends [AStar3D] and override the methods [method _compute_cost] and " "[method _estimate_cost]. Both should take two point IDs and return the " "distance between the corresponding points.\n" "[b]Example:[/b] Use Manhattan distance instead of Euclidean distance:\n" "[codeblocks]\n" "[gdscript]\n" "class_name MyAStar3D\n" "extends AStar3D\n" "\n" "func _compute_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "\n" "func _estimate_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "\n" "[GlobalClass]\n" "public partial class MyAStar3D : AStar3D\n" "{\n" "\tpublic override float _ComputeCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "\n" "\tpublic override float _EstimateCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [method _compute_cost] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm with " "the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods are " "used, or if the supplied [method _estimate_cost] method returns a lower bound " "of the cost, then the paths returned by A* will be the lowest-cost paths. " "Here, the cost of a path equals the sum of the [method _compute_cost] results " "of all segments in the path multiplied by the [code]weight_scale[/code]s of " "the endpoints of the respective segments. If the default methods are used and " "the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], " "then this equals the sum of Euclidean distances of all segments in the path." msgstr "" "A*(A Star)是一種用於路徑尋找(pathfinding)與圖遍歷(graph traversal)的電腦" "演算法,可在頂點(點)之間,沿著一組指定邊(線段)規劃最短路徑。因其效能與準確" "度而被廣泛使用。Godot 的 A* 實作預設在 3D 空間中使用點並以歐氏距離計算。\n" "你必須先使用 [method add_point] 手動加入點,再用 [method connect_points] 手動" "建立線段。完成後,可透過 [method are_points_connected] 檢查兩點之間是否存在路" "徑,利用 [method get_id_path] 取得由索引組成的路徑,或使用 [method " "get_point_path] 取得包含實際座標的路徑。\n" "亦可改用非歐氏距離。若要這麼做,請撰寫一個繼承自 [AStar3D] 的腳本,並覆寫 " "[method _compute_cost] 與 [method _estimate_cost] 兩個方法。這兩個方法皆應接收" "兩個點的 ID,並回傳這兩點之間的距離。\n" "[b]範例:[/b] 使用曼哈頓距離取代歐氏距離:\n" "[codeblocks]\n" "[gdscript]\n" "class_name MyAStar3D\n" "extends AStar3D\n" "\n" "func _compute_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "\n" "func _estimate_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "\n" "[GlobalClass]\n" "public partial class MyAStar3D : AStar3D\n" "{\n" "\tpublic override float _ComputeCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "\n" "\tpublic override float _EstimateCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] 應傳回距離的下界,即 [code]_estimate_cost(u, v) <= " "_compute_cost(u, v)[/code]。這能為演算法提供提示,因為自訂的 [method " "_compute_cost] 可能計算量較大。若非如此,請讓 [method _estimate_cost] 回傳與 " "[method _compute_cost] 相同的值,以提供演算法最準確的資訊。\n" "若使用預設的 [method _estimate_cost] 與 [method _compute_cost],或自訂 " "[method _estimate_cost] 的回傳值確實為成本下界,則 A* 回傳的路徑即為最低成本路" "徑。此處,路徑成本等於路徑中所有線段的 [method _compute_cost] 結果乘以各線段端" "點的 [code]weight_scale[/code] 後的總和。若使用預設方法且所有點的 " "[code]weight_scale[/code] 均為 [code]1.0[/code],則成本即為路徑中各線段之歐氏" "距離總和。" msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "計算兩個連接點之間成本時呼叫。\n" "注意:此函式在預設的 [AStar3D] 類別中為隱藏。" msgid "" "Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "估算某點與路徑終點之間成本時呼叫。\n" "注意:此函式在預設的 [AStar3D] 類別中為隱藏。" msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" "在給定的位置新增一個點並指定其識別碼。 [param id] 必須大於等於 0,[param " "weight_scale] 必須大於等於 0.0。\n" "在計算從鄰近點移動至此點的段落總成本時,會將 [method _compute_cost] 的結果乘" "以 [param weight_scale]。因此在其他條件相同時,演算法傾向選擇擁有較低 [param " "weight_scale] 的點來組成路徑。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # 新增點 (1, 0, 0),weight_scale 為 " "4,id 為 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // 新增點 (1, 0, 0),weight_scale " "為 4,id 為 1\n" "[/csharp]\n" "[/codeblocks]\n" "若同一 [param id] 已存在點,則其位置與權重比例會被更新為新的值。" msgid "" "Returns whether the two given points are directly connected by a segment. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "返回兩個給定點是否透過線段直接連接。如果 [param bidirectional] 為 " "[code]false[/code],則僅檢查是否能從 [param id] 移動至 [param to_id]。" msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "在兩個指定點之間建立線段。若 [param bidirectional] 為 [code]false[/code],則僅" "允許從 [param id] 移動至 [param to_id],反向則不允許。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // " "Returns (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "返回位於兩個連接點之間線段中、最靠近 [param to_position] 的位置。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 回傳 (0, " "3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // 回" "傳 (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "此結果位於 [code]y = 0[/code] 至 [code]y = 5[/code] 的線段上,為該線段中最接近" "給定點的位置。" msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar3D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "返回一個陣列,包含 AStar3D 在給定兩點之間找到的路徑上各點的 ID。陣列按起點到終" "點排序。\n" "若不存在通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code]," "則會回傳通往最接近目標且可到達之點的路徑。\n" "[b]注意:[/b]當 [param allow_partial_path] 為 [code]true[/code] 且 [param " "to_id] 已被停用時,搜尋可能需要異常長的時間才能完成。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # 預設權重為 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # 回傳 [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 預設權重為 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // 回傳 [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "若將第 2 個點的權重改為 3,則結果會變為 [code][1, 4, 3][/code],因為即便距離較" "長,透過點 4 的「成本」仍低於透過點 2。" msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回一個陣列,包含與指定點直接相連之點的 ID。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # 回傳 [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // 回傳 [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." msgstr "A* 的一種實作,用於尋找疏鬆 2D 網格中兩點之間的最短路徑。" msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " "grids. It is simpler to use because it doesn't require you to manually create " "points and connect them together. This class also supports multiple types of " "heuristics, modes for diagonal movement, and a jumping mode to speed up " "calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints [(0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints " "[(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // Prints " "[(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "Prints [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/csharp]\n" "[/codeblocks]\n" "To remove a point from the pathfinding grid, it must be set as \"solid\" with " "[method set_point_solid]." msgstr "" "[AStarGrid2D] 是 [AStar2D] 的變體,專門用於部分 2D 網格。由於不需手動建立並連" "接點,使用上更為簡單。此類同時支援多種啟發式、對角線移動模式,並提供跳點模式以" "加速運算。\n" "要使用 [AStarGrid2D],只需設定網格的 [member region],必要時設定 [member " "cell_size],然後呼叫 [method update]:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # 會輸出 [(0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # 會輸出 " "[(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 會輸出 " "[(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 會輸" "出 [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/csharp]\n" "[/codeblocks]\n" "若要從尋路網格中移除某點,必須先使用 [method set_point_solid] 將其標記為「實" "心」。" msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "計算兩個連接點之間成本時呼叫。\n" "注意:此函式在預設的 [AStarGrid2D] 類別中為隱藏。" msgid "" "Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "估算某點與路徑終點之間成本時呼叫。\n" "注意:此函式在預設的 [AStarGrid2D] 類別中為隱藏。" msgid "" "Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" "code]." msgstr "清空網格並將 [member region] 設為 [code]Rect2i(0, 0, 0, 0)[/code]。" msgid "" "Fills the given [param region] on the grid with the specified value for the " "solid flag.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "將指定的 [param region] 區域填入所給的實心標記值。\n" "[b]注意:[/b]呼叫此函式後無需再次呼叫 [method update]。" msgid "" "Fills the given [param region] on the grid with the specified value for the " "weight scale.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "為網格中指定的 [param region] 設定給定的權重比例。\n" "[b]注意:[/b]呼叫此函式後無需再次呼叫 [method update]。" msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is solid the search may take an unusually long time to finish." msgstr "" "返回一個陣列,包含 AStar2D 在指定兩點之間找到的路徑上各點的 ID。陣列按起點到終" "點排序。\n" "若不存在通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code]," "則回傳通往最接近目標且可到達之點的路徑。\n" "[b]注意:[/b]當 [param allow_partial_path] 為 [code]true[/code] 且 [param " "to_id] 為實心時,搜尋可能需要異常長的時間才能完成。" msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " "[code]weight_scale[/code]: [float]) within a [param region]." msgstr "" "返回一個陣列,內容為位於 [param region] 內各點的資料字典([code]id[/code]: " "[Vector2i]、[code]position[/code]: [Vector2]、[code]solid[/code]: [bool]、" "[code]weight_scale[/code]: [float])。" msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." msgstr "指出網格參數已變更,需要呼叫 [method update]。" msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id), i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(Vector2i(x, y))[/code]." msgstr "" "若 [param x] 與 [param y] 組成的座標位於 [member region] 內,則回傳 " "[code]true[/code];相當於 [code]region.has_point(Vector2i(x, y))[/code]。" msgid "" "Returns [code]true[/code] if the [param id] vector is a valid grid " "coordinate, i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(id)[/code]." msgstr "" "若向量 [param id] 位於 [member region] 內,則回傳 [code]true[/code];相當於 " "[code]region.has_point(id)[/code]。" msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By default, " "all points are enabled." msgstr "若某點被停用於尋路,則回傳 [code]true[/code]。預設所有點皆為啟用狀態。" msgid "" "Disables or enables the specified point for pathfinding. Useful for making an " "obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "啟用或停用指定點的尋路功能,可用於製造障礙物。預設所有點皆啟用。\n" "[b]注意:[/b]呼叫此函式後無需再次呼叫 [method update]。" msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "設定指定 [param id] 點的 [param weight_scale]。在計算從鄰近點移動至此點的段落" "成本時,會將 [method _compute_cost] 的結果乘以此值。\n" "[b]注意:[/b]呼叫此函式後無需再次呼叫 [method update]。" msgid "" "Updates the internal state of the grid according to the parameters to prepare " "it to search the path. Needs to be called if parameters like [member region], " "[member cell_size] or [member offset] are changed. [method is_dirty] will " "return [code]true[/code] if this is the case and this needs to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" "根據目前參數更新網格內部狀態,以便進行路徑搜尋。若變更了 [member region]、" "[member cell_size] 或 [member offset] 等參數,必須呼叫此方法。當需要更新時, " "[method is_dirty] 會回傳 [code]true[/code]。\n" "[b]注意:[/b]此操作會清除所有點的實心與權重比例資料。" msgid "" "The cell shape. Affects how the positions are placed in the grid. If changed, " "[method update] needs to be called before finding the next path." msgstr "" "格形類型,決定點在網格中的放置方式。若變更此屬性,搜尋下一條路徑前需呼叫 " "[method update]。" msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "格子的實際尺寸,用於計算 [method get_point_path] 回傳的座標。若變更此屬性,搜" "尋下一條路徑前需呼叫 [method update]。" msgid "" "The default [enum Heuristic] which will be used to calculate the cost between " "two points if [method _compute_cost] was not overridden." msgstr "" "預設 [enum Heuristic],當未覆寫 [method _compute_cost] 時,用以計算兩點間成" "本。" msgid "" "The default [enum Heuristic] which will be used to calculate the cost between " "the point and the end point if [method _estimate_cost] was not overridden." msgstr "" "預設 [enum Heuristic],當未覆寫 [method _estimate_cost] 時,用以計算目前點與終" "點之間的成本。" msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " "accept the specified diagonals." msgstr "指定的 [enum DiagonalMode],用於強制路徑避免或允許特定對角線。" msgid "" "Enables or disables jumping to skip up the intermediate points and speeds up " "the searching algorithm.\n" "[b]Note:[/b] Currently, toggling it on disables the consideration of weight " "scaling in pathfinding." msgstr "" "啟用或停用跳點功能以略過中繼點並加速搜尋演算法。\n" "[b]注意:[/b]目前啟用此功能後,尋路時將不考慮權重比例。" msgid "" "The offset of the grid which will be applied to calculate the resulting point " "position returned by [method get_point_path]. If changed, [method update] " "needs to be called before finding the next path." msgstr "" "網格的位移量,用於計算 [method get_point_path] 回傳的座標。若變更此屬性,搜尋" "下一條路徑前需呼叫 [method update]。" msgid "" "The region of grid cells available for pathfinding. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "可供尋路使用的網格區域。若變更此屬性,搜尋下一條路徑前需呼叫 [method update]。" msgid "Use [member region] instead." msgstr "請改用 [member region]。" msgid "" "The size of the grid (number of cells of size [member cell_size] on each " "axis). If changed, [method update] needs to be called before finding the next " "path." msgstr "" "網格尺寸(各軸上、邊長為 [member cell_size] 的格數)。若變更此屬性,搜尋下一條" "路徑前需呼叫 [method update]。" msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and " "[AStar2D] by default (with the inclusion of possible z-axis coordinate)." msgstr "" "[url=https://zh.wikipedia.org/wiki/歐幾里得距離]歐氏啟發式[/url],公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]注意:[/b]這也是 [AStar3D] 與 [AStar2D] 預設使用的內部啟發式(含可能的 z " "軸)。" msgid "" "The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal " "movements, provided by setting the [member diagonal_mode] to [constant " "DIAGONAL_MODE_NEVER]." msgstr "" "[url=https://zh.wikipedia.org/wiki/曼哈頓距離]曼哈頓啟發式[/url],公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]注意:[/b]此啟發式預期搭配僅允許四向正交移動的情況(將 [member " "diagonal_mode] 設為 [constant DIAGONAL_MODE_NEVER])。" msgid "" "The Octile heuristic to be used for the pathfinding using the following " "formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgstr "" "Octile 啟發式,公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgid "" "The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgstr "" "[url=https://zh.wikipedia.org/wiki/切比雪夫距離]切比雪夫啟發式[/url],公式如" "下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgid "Represents the size of the [enum Heuristic] enum." msgstr "代表 [enum Heuristic] 列舉的大小。" msgid "" "The pathfinding algorithm will ignore solid neighbors around the target cell " "and allow passing using diagonals." msgstr "尋路演算法將忽略目標格周圍的實心鄰格,允許沿對角線通過。" msgid "" "The pathfinding algorithm will ignore all diagonals and the way will be " "always orthogonal." msgstr "尋路演算法將完全忽略對角線,路徑僅允許正交移動。" msgid "" "The pathfinding algorithm will avoid using diagonals if at least two " "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "若在特定路段的相鄰格周圍至少有兩個障礙物,尋路演算法將避免使用對角線。" msgid "" "The pathfinding algorithm will avoid using diagonals if any obstacle has been " "placed around the neighboring cells of the specific path segment." msgstr "若在特定路段的相鄰格周圍存在任意障礙物,尋路演算法將避免使用對角線。" msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "代表 [enum DiagonalMode] 列舉的大小。" msgid "Rectangular cell shape." msgstr "矩形格形。" msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes up-right, and the vertical one goes down-right." msgstr "菱形格形(等角視覺)。格座標佈局:水平軸朝右上,垂直軸朝右下。" msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes down-right, and the vertical one goes down-left." msgstr "菱形格形(等角視覺)。格座標佈局:水平軸朝右下,垂直軸朝左下。" msgid "Represents the size of the [enum CellShape] enum." msgstr "代表 [enum CellShape] 列舉的大小。" msgid "A texture that crops out part of another Texture2D." msgstr "從另一個 Texture2D 裁剪出的紋理。" msgid "" "[Texture2D] resource that draws only part of its [member atlas] texture, as " "defined by the [member region]. An additional [member margin] can also be " "set, which is useful for small adjustments.\n" "Multiple [AtlasTexture] resources can be cropped from the same [member " "atlas]. Packing many smaller textures into a singular large texture helps to " "optimize video memory costs and render calls.\n" "[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and will " "not tile properly in nodes such as [TextureRect] or [Sprite2D]. To tile an " "[AtlasTexture], modify its [member region] instead." msgstr "" "[Texture2D] 資源,只會繪製其 [member atlas] 紋理中由 [member region] 定義的區" "域,並可另外設定 [member margin] 以進行微調。\n" "可以從同一個 [member atlas] 裁剪出多個 [AtlasTexture] 資源。將許多小型紋理打包" "到單一大型紋理中,可減少顯示記憶體占用並降低繪製呼叫次數。\n" "[b]注意:[/b][AtlasTexture] 無法用於 [AnimatedTexture],且在 [TextureRect]、" "[Sprite2D] 等節點中不會正確平鋪。若需平鋪 [AtlasTexture],請改變其 [member " "region]。" msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." msgstr "" "包含該圖集的紋理。可以是任何繼承自 [Texture2D] 的型別,包括其他 " "[AtlasTexture]。" msgid "" "If [code]true[/code], the area outside of the [member region] is clipped to " "avoid bleeding of the surrounding texture pixels." msgstr "" "若為 [code]true[/code],則會裁剪 [member region] 之外的區域,以避免周圍紋理像" "素滲色。" msgid "" "The margin around the [member region]. Useful for small adjustments. If the " "[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, " "the drawn texture is resized to fit within the margin." msgstr "" "環繞 [member region] 的邊距,適用於微調。如果設定此屬性的 [member Rect2.size]" "(在編輯器中的「w」與「h」),則繪製的紋理會縮放以符合邊距。" msgid "" "The region used to draw the [member atlas]. If either dimension of the " "region's size is [code]0[/code], the value from [member atlas] size will be " "used for that axis instead." msgstr "" "用於繪製 [member atlas] 的區域。若區域大小的任一邊長為 [code]0[/code],則該軸" "會改用 [member atlas] 的尺寸。" msgid "Stores information about the audio buses." msgstr "儲存音訊匯流排的相關資訊。" msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "儲存位置、靜音、獨奏、旁通、效果、效果順序、音量,以及匯流排之間的連線。使用方" "法請參閱 [AudioServer]。" msgid "Base class for audio effect resources." msgstr "音訊效果資源的基底類別。" msgid "" "The base [Resource] for every audio effect. In the editor, an audio effect " "can be added to the current bus layout through the Audio panel. At run-time, " "it is also possible to manipulate audio effects through [method " "AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and " "[method AudioServer.get_bus_effect].\n" "When applied on a bus, an audio effect creates a corresponding " "[AudioEffectInstance]. The instance is directly responsible for manipulating " "the sound, based on the original audio effect's properties." msgstr "" "所有音訊效果皆繼承自此 [Resource]。在編輯器中,可於「音訊」面板將效果加入目前" "匯流排配置;執行時亦可透過 [method AudioServer.add_bus_effect]、[method " "AudioServer.remove_bus_effect] 與 [method AudioServer.get_bus_effect] 動態操" "作。\n" "當效果被套用至匯流排時,會建立一個對應的 [AudioEffectInstance],該實例會依據原" "效果的屬性直接處理聲音。" msgid "Audio buses" msgstr "音訊匯流排" msgid "Audio Microphone Record Demo" msgstr "音訊麥克風錄音示範" msgid "" "Override this method to customize the [AudioEffectInstance] created when this " "effect is applied on a bus in the editor's Audio panel, or through [method " "AudioServer.add_bus_effect].\n" "[codeblock]\n" "extends AudioEffect\n" "\n" "@export var strength = 4.0\n" "\n" "func _instantiate():\n" "\tvar effect = CustomAudioEffectInstance.new()\n" "\teffect.base = self\n" "\n" "\treturn effect\n" "[/codeblock]\n" "[b]Note:[/b] It is recommended to keep a reference to the original " "[AudioEffect] in the new instance. Depending on the implementation this " "allows the effect instance to listen for changes at run-time and be modified " "accordingly." msgstr "" "覆寫此方法,可自訂在編輯器「音訊」面板或 [method AudioServer.add_bus_effect] " "套用效果時所建立的 [AudioEffectInstance]。\n" "[codeblock]\n" "extends AudioEffect\n" "\n" "@export var strength = 4.0\n" "\n" "func _instantiate():\n" "\tvar effect = CustomAudioEffectInstance.new()\n" "\teffect.base = self\n" "\n" "\treturn effect\n" "[/codeblock]\n" "[b]注意:[/b] 建議在新實例中保留對原 [AudioEffect] 的參考,以便於執行時偵測屬" "性變化並相應調整。" msgid "Adds an amplifying audio effect to an audio bus." msgstr "為音訊匯流排新增一個放大效果。" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "提高或降低通過音訊匯流排的音量。" msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "放大量(dB)。正值使聲音更大,負值則更小,可設定 -80 至 24。" msgid "" "Amount of amplification as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "以線性值表示的放大量。\n" "[b]注意:[/b] 此屬性為操作便利而同步更新 [member volume_db]。讀取時相當於對 " "[member volume_db] 執行 [method @GlobalScope.db_to_linear];寫入時則以 " "[method @GlobalScope.linear_to_db] 轉換後指定至 [member volume_db]。" msgid "Adds a band limit filter to the audio bus." msgstr "為音訊匯流排新增一個帶限濾波器。" msgid "" "Limits the frequencies in a range around the [member " "AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to " "pass." msgstr "" "限制 [member AudioEffectFilter.cutoff_hz] 周圍頻段的頻率,允許範圍外的頻率通" "過。" msgid "Adds a band pass filter to the audio bus." msgstr "為音訊匯流排新增一個帶通濾波器。" msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "衰減 [member AudioEffectFilter.cutoff_hz] 周圍頻段內的頻率,並削減範圍外的頻" "率。" msgid "Captures audio from an audio bus in real-time." msgstr "即時擷取音訊匯流排的音訊。" msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating-point " "PCM.\n" "Unlike [AudioEffectRecord], this effect only returns the raw audio samples " "instead of encoding them into an [AudioStream]." msgstr "" "AudioEffectCapture 會將附加匯流排的所有音訊影格複製到其內部環形緩衝區。\n" "程式可透過 [method get_buffer] 從該緩衝區取出影格並自行處理,例如擷取 " "[AudioStreamMicrophone] 資料、實作自訂效果或透過網路傳輸。從麥克風擷取時,樣本" "格式為雙聲道 32 位元浮點 PCM。\n" "與 [AudioEffectRecord] 不同,本效果僅回傳原始樣本,不會封裝成 [AudioStream]。" msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "若內部環形緩衝區中至少有 [param frames] 個影格可讀,則回傳 [code]true[/code]。" msgid "" "Clears the internal ring buffer.\n" "[b]Note:[/b] Calling this during a capture can cause the loss of samples " "which causes popping in the playback." msgstr "" "清空內部環形緩衝區。\n" "[b]注意:[/b] 擷取過程中呼叫此方法可能導致樣本遺失,播放時會出現爆音。" msgid "" "Gets the next [param frames] audio samples from the internal ring buffer.\n" "Returns a [PackedVector2Array] containing exactly [param frames] audio " "samples if available, or an empty [PackedVector2Array] if insufficient data " "was available.\n" "The samples are signed floating-point PCM between [code]-1[/code] and " "[code]1[/code]. You will have to scale them if you want to use them as 8 or " "16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" msgstr "" "自環形緩衝區取出接下來的 [param frames] 個音訊樣本。\n" "若資料足夠,回傳含有精確 [param frames] 個樣本的 [PackedVector2Array];否則回" "傳空陣列。\n" "樣本為範圍 [code]-1[/code]~[code]1[/code] 的有號浮點 PCM,若欲轉為 8 或 16 位" "整數,需自行縮放(例如 [code]v = 0x7fff * samples[0].x[/code])。" msgid "Returns the total size of the internal ring buffer in frames." msgstr "回傳內部環形緩衝區的總大小(影格數)。" msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "回傳因緩衝區已滿而被丟棄的影格數。" msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "回傳可透過 [method get_buffer] 讀取的影格數。" msgid "Returns the number of audio frames inserted from the audio bus." msgstr "回傳自音訊匯流排寫入的影格總數。" msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "內部環形緩衝區長度(秒)。若已初始化,重新設定將無效。" msgid "Adds a chorus audio effect." msgstr "新增合唱音訊效果。" msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "新增合唱效果,透過多重聲部濾波器複製並處理音訊來源。" msgid "The effect's raw signal." msgstr "效果的原始訊號比例。" msgid "The voice's cutoff frequency." msgstr "聲部的截止頻率。" msgid "The voice's signal delay." msgstr "聲部的訊號延遲。" msgid "The voice filter's depth." msgstr "聲部濾波深度。" msgid "The voice's volume." msgstr "聲部音量。" msgid "The voice's pan level." msgstr "聲部聲像。" msgid "The voice's filter rate." msgstr "聲部濾波速率。" msgid "The number of voices in the effect." msgstr "聲部數量。" msgid "The effect's processed signal." msgstr "效果的處理後訊號比例。" msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" "為音訊匯流排新增壓縮效果。\n" "壓縮超過指定閾值的聲音,平滑動態並提高整體音量。" msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "訊號超出門檻時壓縮器的反應時間(µs),可設 20–2000。" msgid "Gain applied to the output signal." msgstr "輸出訊號增益。" msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "原始訊號與效果訊號的混合比例,0 為全乾、1 為全濕。" msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "音訊超過門檻後套用的壓縮比,值越高壓縮越強,可設 1–48。" msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "當訊號跌破門檻後停止壓縮的延遲時間(ms),可設 20–2000。" msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "使用其他匯流排作門檻偵測以降低本匯流排音量。" msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "開始壓縮的門檻(dB),可設 -60 至 0。" msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" "為音訊匯流排新增延遲效果。於指定時間後回放輸入訊號。\n" "支援雙 Tap 與回饋設定。" msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying echo. " "Delay effects range from a subtle echo effect to a pronounced blending of " "previous sounds with new sounds." msgstr "" "延遲會在一段時間後回放輸入訊號,可多次回放形成衰減回聲。效果可從輕微迴響到明顯" "混合舊聲與新聲。" msgid "" "Output percent of original sound. At 0, only delayed sounds are output. Value " "can range from 0 to 1." msgstr "原始聲音在輸出中的比例;0 為純延遲聲,可設 0–1。" msgid "If [code]true[/code], feedback is enabled." msgstr "若為 [code]true[/code],啟用回饋。" msgid "Feedback delay time in milliseconds." msgstr "回饋延遲(ms)。" msgid "Sound level for feedback." msgstr "回饋音量。" msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "回饋所用的低通濾波器(Hz),低於此值者將被過濾。" msgid "If [code]true[/code], the first tap will be enabled." msgstr "若為 [code]true[/code],啟用第一 Tap。" msgid "First tap delay time in milliseconds." msgstr "第一 Tap 延遲(ms)。" msgid "Sound level for the first tap." msgstr "第一 Tap 音量。" msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "第一 Tap 聲像,-1 為全左、1 為全右。" msgid "If [code]true[/code], the second tap will be enabled." msgstr "若為 [code]true[/code],啟用第二 Tap。" msgid "Second tap delay time in milliseconds." msgstr "第二 Tap 延遲(ms)。" msgid "Sound level for the second tap." msgstr "第二 Tap 音量。" msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "第二 Tap 聲像,-1 為全左、1 為全右。" msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." msgstr "" "為音訊匯流排新增失真效果。\n" "改變聲波形以產生失真。" msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or " "waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "可選類型:削頂、正切、Lo-Fi(比特破碎)、Overdrive、Waveshape。\n" "失真會改變波形與頻譜,常帶來「破裂」或「粗糙」質感;在遊戲中能高效模擬設備或喇" "叭飽和的聲音。" msgid "Distortion power. Value can range from 0 to 1." msgstr "失真強度,可設 0–1。" msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "高通濾波器(Hz),高於此頻率者不受失真影響;可設 1–20000。" msgid "Distortion type." msgstr "失真類型。" msgid "" "Increases or decreases the volume after the effect, in decibels. Value can " "range from -80 to 24." msgstr "效果後增減的音量(dB),可設 -80 至 24。" msgid "" "Increases or decreases the volume before the effect, in decibels. Value can " "range from -60 to 60." msgstr "效果前增減的音量(dB),可設 -60 至 60。" msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "削頂式數位失真,截去波形上下峰值。" msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "低解析度數位失真(位元深度降低),常用於模擬早期數位設備的聲音。" msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers. The [member " "drive] property has no effect in this mode." msgstr "" "模擬場效電晶體產生的溫暖失真(固態器材常見)。此模式下 [member drive] 無效。" msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "波形塑形失真常被電子音樂人用來打造更粗糙的聲音。" msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or " "[AudioEffectEQ21] don't fit your needs." msgstr "" "等化器基底類別,可用於控制不同頻率。\n" "若 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符需求,可繼承本" "類自製等化器。" msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" "AudioEffectEQ 能精確控制各頻段,用於補償音訊缺陷。在 Master 匯流排上進行總體處" "理或針對行動裝置喇叭調整混音時十分實用(可在偵測到耳機時停用)。" msgid "Returns the number of bands of the equalizer." msgstr "回傳等化器的頻段數。" msgid "Returns the band's gain at the specified index, in dB." msgstr "取得指定索引之頻段增益(dB)。" msgid "Sets band's gain at the specified index, in dB." msgstr "設定指定索引之頻段增益(dB)。" msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "為音訊匯流排新增 10 段等化器,控制 31–16000 Hz 的頻率。\n" "每段可調整 -60 至 +24 dB。" msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" "頻段:\n" "1:31 Hz\n" "2:62 Hz\n" "3:125 Hz\n" "4:250 Hz\n" "5:500 Hz\n" "6:1000 Hz\n" "7:2000 Hz\n" "8:4000 Hz\n" "9:8000 Hz\n" "10:16000 Hz\n" "另見 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "為音訊匯流排新增 21 段等化器,控制 22–22000 Hz 的頻率。\n" "每段可調整 -60 至 +24 dB。" msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" "頻段:\n" "1:22 Hz\n" "2:32 Hz\n" "3:44 Hz\n" "4:63 Hz\n" "5:90 Hz\n" "6:125 Hz\n" "7:175 Hz\n" "8:250 Hz\n" "9:350 Hz\n" "10:500 Hz\n" "11:700 Hz\n" "12:1000 Hz\n" "13:1400 Hz\n" "14:2000 Hz\n" "15:2800 Hz\n" "16:4000 Hz\n" "17:5600 Hz\n" "18:8000 Hz\n" "19:11000 Hz\n" "20:16000 Hz\n" "21:22000 Hz\n" "另見 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" msgid "" "Adds a 6-band equalizer audio effect to an audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "為音訊匯流排新增 6 段等化器,控制 32–10000 Hz 的頻率。\n" "每段可調整 -60 至 +24 dB。" msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" "頻段:\n" "1:32 Hz\n" "2:100 Hz\n" "3:320 Hz\n" "4:1000 Hz\n" "5:3200 Hz\n" "6:10000 Hz\n" "另見 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。" msgid "Adds a filter to the audio bus." msgstr "為音訊匯流排新增濾波器。" msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "允許 [member cutoff_hz] 以外的頻率通過。" msgid "Threshold frequency for the filter, in Hz." msgstr "濾波閾值頻率(Hz)。" msgid "" "Steepness of the cutoff curve in dB per octave, also known as the order of " "the filter. Higher orders have a more aggressive cutoff." msgstr "截止曲線的斜率(dB/Oct),亦即濾波器階數;階數越高,截止越陡峭。" msgid "Gain amount of the frequencies after the filter." msgstr "經濾波後頻率的增益量。" msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "靠近截止頻率處的提升量。" msgid "Cutting off at 6dB per octave." msgstr "每八度 6 dB 截止。" msgid "Cutting off at 12dB per octave." msgstr "每八度 12 dB 截止。" msgid "Cutting off at 18dB per octave." msgstr "每八度 18 dB 截止。" msgid "Cutting off at 24dB per octave." msgstr "每八度 24 dB 截止。" msgid "Adds a hard limiter audio effect to an Audio bus." msgstr "為音訊匯流排新增硬限制器效果。" msgid "" "A limiter is an effect designed to disallow sound from going over a given dB " "threshold. Hard limiters predict volume peaks, and will smoothly apply gain " "reduction when a peak crosses the ceiling threshold to prevent clipping and " "distortion. It preserves the waveform and prevents it from crossing the " "ceiling threshold. Adding one in the Master bus is recommended as a safety " "measure to prevent sudden volume peaks from occurring, and to prevent " "distortion caused by clipping." msgstr "" "限制器能阻止音量超過指定門檻。硬限制器會預測峰值,於碰觸天花板前平順地降低增" "益,避免削波與失真;並維持波形不超出門檻。建議在 Master 匯流排加入一個硬限制" "器,作為防止突波與削波失真的保護機制。" msgid "" "The waveform's maximum allowed value, in decibels. This value can range from " "[code]-24.0[/code] to [code]0.0[/code].\n" "The default value of [code]-0.3[/code] prevents potential inter-sample peaks " "(ISP) from crossing over 0 dB, which can cause slight distortion on some " "older hardware." msgstr "" "波形允許的最大值(分貝)。可設定範圍為 [code]-24.0[/code] 到 [code]0.0[/" "code]。\n" "預設值 [code]-0.3[/code] 可防止跨取樣峰值 (ISP) 超過 0 dB,避免部分舊硬體產生" "輕微失真。" msgid "Gain to apply before limiting, in decibels." msgstr "限制前的前級增益(dB)。" msgid "Time it takes in seconds for the gain reduction to fully release." msgstr "增益完全復原所需時間(秒)。" msgid "Adds a high-pass filter to the audio bus." msgstr "為音訊匯流排新增高通濾波器。" msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "削減低於 [member AudioEffectFilter.cutoff_hz] 的頻率,允許更高頻率通過。" msgid "Adds a high-shelf filter to the audio bus." msgstr "為音訊匯流排新增高架濾波器。" msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "降低所有高於 [member AudioEffectFilter.cutoff_hz] 的頻率。" msgid "Manipulates the audio it receives for a given effect." msgstr "處理對應效果所接收的音訊。" msgid "" "An audio effect instance manipulates the audio it receives for a given " "effect. This instance is automatically created by an [AudioEffect] when it is " "added to a bus, and should usually not be created directly. If necessary, it " "can be fetched at run-time with [method AudioServer.get_bus_effect_instance]." msgstr "" "音訊效果實例會針對對應效果處理其接收的音訊。該實例於 [AudioEffect] 加入匯流排" "時自動建立,一般不應手動建立;如有需要,可於執行時透過 [method " "AudioServer.get_bus_effect_instance] 取得。" msgid "" "Called by the [AudioServer] to process this effect. When [method " "_process_silence] is not overridden or it returns [code]false[/code], this " "method is called only when the bus is active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " "GDExtension can take advantage of it." msgstr "" "此方法由 [AudioServer] 呼叫以處理此效果。若未覆寫 [method _process_silence] 或" "其回傳值為 [code]false[/code],僅當匯流排處於作用狀態時才會被呼叫。\n" "[b]注意:[/b] 在 GDScript 或 C# 中覆寫本方法並無實際效益;只有以 GDExtension " "實作時才能發揮效用。" msgid "" "Override this method to customize the processing behavior of this effect " "instance.\n" "Should return [code]true[/code] to force the [AudioServer] to always call " "[method _process], even if the bus has been muted or cannot otherwise be " "heard." msgstr "" "覆寫此方法可自訂此效果實例的處理行為。\n" "若回傳 [code]true[/code],將強制 [AudioServer] 無論匯流排是否靜音或不可聽見," "都持續呼叫 [method _process]。" msgid "Use [AudioEffectHardLimiter] instead." msgstr "請改用 [AudioEffectHardLimiter]。" msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "為音訊匯流排新增軟削波限制器效果。" msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such that " "the threshold is never exceeded." msgstr "" "限制器類似壓縮器,但較固定,目的在阻止音量超過門檻。建議於 Master 匯流排加入," "以降低削波影響。\n" "軟削波會在接近門檻前開始壓低峰值,隨輸入增大而逐漸加強,確保不會越界。" msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "波形允許的最大值(dB),可設 -20 至 -0.1。" msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to 6." msgstr "對被限制後的波形加上的增益(dB),可設 0–6。" msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "限制器開始作用的門檻(dB),可設 -30 至 0。" msgid "Adds a low-pass filter to the audio bus." msgstr "為音訊匯流排新增低通濾波器。" msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "削減高於 [member AudioEffectFilter.cutoff_hz] 的頻率,允許更低頻率通過。" msgid "Adds a low-shelf filter to the audio bus." msgstr "為音訊匯流排新增低架濾波器。" msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "降低所有低於 [member AudioEffectFilter.cutoff_hz] 的頻率。" msgid "Adds a notch filter to the Audio bus." msgstr "為音訊匯流排新增陷波濾波器。" msgid "" "Attenuates frequencies in a narrow band around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range." msgstr "" "衰減 [member AudioEffectFilter.cutoff_hz] 附近窄頻段,並削減範圍外頻率。" msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "為音訊匯流排新增聲像效果,可將聲音左右移動。" msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "決定輸出到左/右匯流排的訊號比例。" msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "聲像位置。值的範圍可從 -1(最左)到 1(最右)。" msgid "" "Adds a phaser audio effect to an audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" "向音訊匯流排新增移相器效果。\n" "將原始訊號與其帶有些微相位差的副本混合。" msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "將相移訊號與原始訊號混合。相移訊號的移動由低頻振盪器 (LFO) 控制。" msgid "" "Determines how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value can " "range from [code]0.1[/code] to [code]4.0[/code]." msgstr "" "決定濾波器掃描的最高頻率。較低值主要影響低頻,較高值可掃描至高音。取值範圍為 " "[code]0.1[/code] 至 [code]4.0[/code]。" msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "修改後聲音的輸出百分比。取值範圍為 0.1 到 0.9。" msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "決定受 LFO 調變影響的最大頻率(Hz),範圍 10–10000。" msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "決定受 LFO 調變影響的最小頻率(Hz),範圍 10–10000。" msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "以 Hz 為單位調整效果於頻率範圍內上下掃描的速率。" msgid "" "Adds a pitch-shifting audio effect to an audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" "為音訊匯流排新增音高位移效果。\n" "可提升或降低原始聲音的音高。" msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "可在不改變速度的情況下調變音高;所有頻率皆可升降,且對瞬態的影響極小。" msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" "[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅立葉轉換[/url]" "緩衝區大小。數值越高效果隨時間越平滑,但延遲也越大;此延遲對瞬間振幅變化的聲音" "尤為明顯。" msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "過取樣係數。值越高音質越好,但 CPU 負擔也越重,若處理不及可能導致爆音。" msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" "音高縮放倍率。[code]1.0[/code] 為預設音高且不改變播放。[member pitch_scale] 取" "值範圍為 [code]0.0[/code](無限低,聽不見)到 [code]16[/code](高出原音高 16 " "倍)。" msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "使用 256 個取樣點進行快速傅立葉轉換。延遲最低,但長時間穩定性最差。" msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "使用 512 個取樣點進行快速傅立葉轉換。延遲低,但長時間穩定性較差。" msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "使用 1024 個取樣點進行快速傅立葉轉換。延遲與穩定性折衷。" msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "使用 2048 個取樣點進行快速傅立葉轉換。延遲高,但穩定。" msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, " "but most stable over time." msgstr "使用 4096 個取樣點進行快速傅立葉轉換。延遲最高,但穩定性最佳。" msgid "Represents the size of the [enum FFTSize] enum." msgstr "代表 [enum FFTSize] 列舉的大小。" msgid "Audio effect used for recording the sound from an audio bus." msgstr "用於錄製音訊匯流排輸出的音訊效果。" msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " "audio output by Godot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "可將音訊匯流排的聲音錄製成 [AudioStreamWAV]。若用於「Master」匯流排,將包含 " "Godot 全部音訊輸出。\n" "與 [AudioEffectCapture] 不同,此效果會依指定格式(8-bit、16-bit 或壓縮)編碼錄" "音,而非提供原始取樣資料。\n" "亦可搭配 [AudioStreamMicrophone] 進行麥克風錄音。\n" "[b]注意:[/b]必須將 [member ProjectSettings.audio/driver/enable_input] 設為 " "[code]true[/code] 才能使用音訊輸入。更多權限及作業系統隱私限制請參閱該設定說" "明。" msgid "Recording with microphone" msgstr "使用麥克風錄音" msgid "Returns the recorded sample." msgstr "返回錄製的樣本。" msgid "Returns whether the recording is active or not." msgstr "返回錄音是否啟動。" msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "若為 [code]true[/code] 則開始錄音;重新開始會刪除先前錄得的樣本。" msgid "Specifies the format in which the sample will be recorded." msgstr "指定錄音所使用的格式。" msgid "Adds a reverberation audio effect to an Audio bus." msgstr "向音訊匯流排新增混響效果。" msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "模擬房間、音樂廳、洞穴或開放空間等聲學環境。" msgid "" "Defines how reflective the imaginary room's walls are. Value can range from 0 " "to 1." msgstr "定義虛擬房間牆面的反射度,取值 0–1。" msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "原始聲音的輸出百分比;0 時僅輸出處理後的聲音。取值 0–1。" msgid "" "High-pass filter passes signals with a frequency higher than a certain cutoff " "frequency and attenuates signals with frequencies lower than the cutoff " "frequency. Value can range from 0 to 1." msgstr "高通濾波器會通過高於截止頻率的訊號並衰減低於該頻率的訊號。取值 0–1。" msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "預延遲輸出百分比,取值 0–1。" msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "原始訊號與混響早期反射間的時間(毫秒)。" msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "模擬房間尺寸,越大回聲越多。取值 0–1。" msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "調整混響尾音的立體聲寬度;1 為最寬。取值 0–1。" msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "處理後聲音的輸出百分比;0 時僅輸出原始聲音。取值 0–1。" msgid "Audio effect that can be used for real-time audio visualizations." msgstr "可用於即時音訊視覺化的音訊效果。" msgid "" "This audio effect does not affect sound output, but can be used for real-time " "audio visualizations.\n" "This resource configures an [AudioEffectSpectrumAnalyzerInstance], which " "performs the actual analysis at runtime. An instance can be obtained with " "[method AudioServer.get_bus_effect_instance].\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" "此效果不會改變聲音輸出,但可用於即時音訊視覺化。\n" "該資源會配置一個 [AudioEffectSpectrumAnalyzerInstance],於執行時進行實際分析," "可透過 [method AudioServer.get_bus_effect_instance] 取得。\n" "若需程式化產生聲音,請參閱 [AudioStreamGenerator]。" msgid "Audio Spectrum Visualizer Demo" msgstr "音訊頻譜視覺化範例" msgid "" "The length of the buffer to keep (in seconds). Higher values keep data around " "for longer, but require more memory." msgstr "緩衝區保留時長(秒)。值越大資料保存越久,但佔用記憶體越多。" msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" "[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅立葉轉換[/url]" "緩衝區大小。值越高頻譜分析隨時間越平滑,但延遲也越大;突發振幅變化時此延遲特別" "明顯。" msgid "Queryable instance of an [AudioEffectSpectrumAnalyzer]." msgstr "可查詢的 [AudioEffectSpectrumAnalyzer] 執行個體。" msgid "" "The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to " "query the magnitude of a frequency range on its host bus.\n" "An instance of this class can be obtained with [method " "AudioServer.get_bus_effect_instance]." msgstr "" "[AudioEffectSpectrumAnalyzer] 的執行階段部分,可用於查詢其所在匯流排上指定頻率" "範圍的能量大小。\n" "可透過 [method AudioServer.get_bus_effect_instance] 取得此類別的實體。" msgid "" "Returns the magnitude of the frequencies from [param from_hz] to [param " "to_hz] in linear energy as a Vector2. The [code]x[/code] component of the " "return value represents the left stereo channel, and [code]y[/code] " "represents the right channel.\n" "[param mode] determines how the frequency range will be processed." msgstr "" "返回 [param from_hz] 到 [param to_hz] 頻率範圍的線性能量大小,型別為 Vector2。" "其中 [code]x[/code] 表左聲道,[code]y[/code] 表右聲道。\n" "[param mode] 決定該頻率範圍的處理方式。" msgid "Use the average value across the frequency range as magnitude." msgstr "使用該頻率範圍的平均值作為幅度。" msgid "Use the maximum value of the frequency range as magnitude." msgstr "使用該頻率範圍的最大值作為幅度。" msgid "" "An audio effect that can be used to adjust the intensity of stereo panning." msgstr "可用於調整立體聲聲像強度的音訊效果。" msgid "" "Amplifies the difference between stereo channels, increasing or decreasing " "existing panning. A value of 0.0 will downmix stereo to mono. Does not affect " "a mono signal." msgstr "" "放大左右聲道差異以增強或減弱原有的聲像;0.0 會將立體聲下混為單聲道。對單聲道訊" "號無效。" msgid "" "Widens sound stage through phase shifting in conjunction with [member " "time_pullout_ms]. Just pans sound to the left channel if [member " "time_pullout_ms] is 0." msgstr "" "與 [member time_pullout_ms] 搭配透過相位偏移擴展音場;若 [member " "time_pullout_ms] 為 0,僅將聲音平移至左聲道。" msgid "" "Widens sound stage through phase shifting in conjunction with [member " "surround]. Just delays the right channel if [member surround] is 0." msgstr "" "與 [member surround] 搭配透過相位偏移擴展音場;若 [member surround] 為 0,僅延" "遲右聲道。" msgid "Overrides the location sounds are heard from." msgstr "覆寫聽音位置。" msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one " "[AudioListener2D] can be current. Using [method make_current] will disable " "the previous [AudioListener2D].\n" "If there is no active [AudioListener2D] in the current [Viewport], center of " "the screen will be used as a hearing point for the audio. [AudioListener2D] " "needs to be inside [SceneTree] to function." msgstr "" "當加入場景樹並透過 [method make_current] 啟用後,此節點將覆寫聽音位置;任一時" "刻僅能有一個 [AudioListener2D] 為目前使用。呼叫 [method make_current] 會停用先" "前的 [AudioListener2D]。\n" "若目前 [Viewport] 中沒有啟用的 [AudioListener2D],則以螢幕中心作為聽音點。必須" "將 [AudioListener2D] 置於 [SceneTree] 內才能運作。" msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "停用 [AudioListener2D];若其非目前使用則此方法無效。" msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "若此 [AudioListener2D] 目前啟用,返回 [code]true[/code]。" msgid "" "Makes the [AudioListener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [AudioListener2D], it will be " "disabled.\n" "This method will have no effect if the [AudioListener2D] is not added to " "[SceneTree]." msgstr "" "將此 [AudioListener2D] 設為啟用並成為聽音點;若已存在其他啟用之 " "[AudioListener2D],則會被停用。\n" "若此節點未加入 [SceneTree],本方法無效。" msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera3D]." msgstr "" "加入場景樹並透過 [method make_current] 啟用後,此節點將覆寫聽音位置,可用於從" "與 [Camera3D] 不同的位置聽取聲音。" msgid "Disables the listener to use the current camera's listener instead." msgstr "停用此監聽器,改用目前相機的監聽器。" msgid "Returns the listener's global orthonormalized [Transform3D]." msgstr "返回監聽器的全域正交化 [Transform3D]。" msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one AudioListener3D marked as \"current\" " "in the scene tree, but only the one that was made current last will be used." msgstr "" "若監聽器透過 [method make_current] 設為目前則返回 [code]true[/code],否則返回 " "[code]false[/code]。\n" "[b]注意:[/b]場景樹中可同時標記多個 AudioListener3D 為「目前」,但僅最後設定者" "實際生效。" msgid "Enables the listener. This will override the current camera's listener." msgstr "啟用此監聽器,並覆寫目前相機的監聽器。" msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效應[/url]模擬(預" "設)。" msgid "Base class for audio samples." msgstr "音訊樣本的基底類別。" msgid "Meta class for playing back audio samples." msgstr "用於播放音訊樣本的元類別。" msgid "Server interface for low-level audio access." msgstr "低階音訊存取的伺服器介面。" msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via a " "voice interface." msgstr "" "[AudioServer] 為低階音訊存取伺服器介面,負責建立樣本資料(可播放音訊)並透過語" "音介面進行播放。" msgid "Audio Device Changer Demo" msgstr "音訊裝置切換範例" msgid "Adds a bus at [param at_position]." msgstr "在 [param at_position] 處新增匯流排。" msgid "" "Adds an [AudioEffect] effect to the bus [param bus_idx] at [param " "at_position]." msgstr "" "於索引 [param bus_idx] 的匯流排上、位置 [param at_position] 新增 " "[AudioEffect] 效果。" msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "使用現有匯流排與效果產生 [AudioBusLayout]。" msgid "Returns the number of channels of the bus at index [param bus_idx]." msgstr "返回索引 [param bus_idx] 的匯流排通道數。" msgid "" "Returns the [AudioEffect] at position [param effect_idx] in bus [param " "bus_idx]." msgstr "" "返回索引 [param bus_idx] 匯流排上位置 [param effect_idx] 的 [AudioEffect]。" msgid "Returns the number of effects on the bus at [param bus_idx]." msgstr "返回索引 [param bus_idx] 的匯流排所掛載效果數量。" msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "返回指定匯流排及效果索引(可選通道)的 [AudioEffectInstance]。" msgid "" "Returns the index of the bus with the name [param bus_name]. Returns " "[code]-1[/code] if no bus with the specified name exist." msgstr "" "返回名稱為 [param bus_name] 的匯流排索引;若不存在則返回 [code]-1[/code]。" msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "返回索引 [param bus_idx] 的匯流排名稱。" msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "返回匯流排索引 [param bus_idx]、通道索引 [param channel] 的左聲道峰值音量。" msgid "" "Returns the peak volume of the right speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "返回匯流排索引 [param bus_idx]、通道索引 [param channel] 的右聲道峰值音量。" msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." msgstr "返回索引 [param bus_idx] 的匯流排所送出的目標匯流排名稱。" msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "返回索引 [param bus_idx] 的匯流排音量(dB)。" msgid "" "Returns the volume of the bus at index [param bus_idx] as a linear value.\n" "[b]Note:[/b] The returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on the result of [method get_bus_volume_db]." msgstr "" "以線性值返回索引 [param bus_idx] 的匯流排音量。\n" "[b]注意:[/b]返回值等同於將 [method get_bus_volume_db] 的結果傳入 [method " "@GlobalScope.db_to_linear] 的結果。" msgid "" "Returns the name of the current audio driver. The default usually depends on " "the operating system, but may be overridden via the [code]--audio-driver[/" "code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " "argument[/url]. [code]--headless[/code] also automatically sets the audio " "driver to [code]Dummy[/code]. See also [member ProjectSettings.audio/driver/" "driver]." msgstr "" "返回目前使用的音訊驅動名稱。預設值取決於作業系統,可透過 [code]--audio-" "driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]指令" "列參數[/url] 覆寫。使用 [code]--headless[/code] 也會自動將音訊驅動設為 " "[code]Dummy[/code]。另見 [member ProjectSettings.audio/driver/driver]。" msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "返回系統偵測到的所有音訊輸入裝置名稱。\n" "[b]注意:[/b]必須將 [member ProjectSettings.audio/driver/enable_input] 設為 " "[code]true[/code] 才能啟用音訊輸入。更多權限與作業系統隱私限制請參閱該設定說" "明。" msgid "Returns the sample rate at the input of the [AudioServer]." msgstr "返回 [AudioServer] 輸入的取樣率。" msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "返回 [AudioServer] 輸出的取樣率。" msgid "Returns the names of all audio output devices detected on the system." msgstr "返回系統偵測到的所有音訊輸出裝置名稱。" msgid "" "Returns the audio driver's effective output latency. This is based on [member " "ProjectSettings.audio/driver/output_latency], but the exact returned value " "will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" "返回音訊驅動的有效輸出延遲。此值基於 [member ProjectSettings.audio/driver/" "output_latency],但最終結果會依作業系統與驅動不同而異。\n" "[b]注意:[/b]此呼叫成本較高,請勿於每影格呼叫 [method get_output_latency]。" msgid "Returns the speaker configuration." msgstr "返回揚聲器配置。" msgid "Returns the relative time since the last mix occurred." msgstr "返回距離上次混音的相對時間。" msgid "Returns the relative time until the next mix occurs." msgstr "返回距離下次混音的剩餘時間。" msgid "" "If [code]true[/code], the bus at index [param bus_idx] is bypassing effects." msgstr "若為 [code]true[/code],索引 [param bus_idx] 的匯流排將繞過所有效果。" msgid "" "If [code]true[/code], the effect at index [param effect_idx] on the bus at " "index [param bus_idx] is enabled." msgstr "" "若為 [code]true[/code],索引 [param bus_idx] 匯流排上索引 [param effect_idx] " "的效果為啟用狀態。" msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "若為 [code]true[/code],索引 [param bus_idx] 的匯流排將被靜音。" msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." msgstr "若為 [code]true[/code],索引 [param bus_idx] 的匯流排將進入獨奏模式。" msgid "" "If [code]true[/code], the stream is registered as a sample. The engine will " "not have to register it before playing the sample.\n" "If [code]false[/code], the stream will have to be registered before playing " "it. To prevent lag spikes, register the stream as sample with [method " "register_stream_as_sample]." msgstr "" "若為 [code]true[/code],此串流將被註冊為樣本,播放前無需再註冊。\n" "若為 [code]false[/code],播放前必須先註冊;為避免延遲尖峰,可預先呼叫 [method " "register_stream_as_sample]。" msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "鎖定音訊驅動主迴圈。\n" "[b]注意:[/b]請務必於操作完畢後解鎖。" msgid "Moves the bus from index [param index] to index [param to_index]." msgstr "將匯流排從索引 [param index] 移至索引 [param to_index]。" msgid "" "Forces the registration of a stream as a sample.\n" "[b]Note:[/b] Lag spikes may occur when calling this method, especially on " "single-threaded builds. It is suggested to call this method while loading " "assets, where the lag spike could be masked, instead of registering the " "sample right before it needs to be played." msgstr "" "強制將串流註冊為樣本。\n" "[b]注意:[/b]在單執行緒版本中呼叫此方法可能造成延遲尖峰。建議於載入資源階段執" "行,以避免在播放前才註冊造成卡頓。" msgid "Removes the bus at index [param index]." msgstr "移除索引 [param index] 的匯流排。" msgid "" "Removes the effect at index [param effect_idx] from the bus at index [param " "bus_idx]." msgstr "自索引 [param bus_idx] 的匯流排移除索引 [param effect_idx] 的效果。" msgid "Overwrites the currently used [AudioBusLayout]." msgstr "覆寫目前使用的 [AudioBusLayout]。" msgid "Sets the name of the bus at index [param bus_idx] to [param name]." msgstr "將索引 [param bus_idx] 的匯流排名稱設為 [param name]。" msgid "" "Connects the output of the bus at [param bus_idx] to the bus named [param " "send]." msgstr "將索引 [param bus_idx] 匯流排的輸出連接到名為 [param send] 的匯流排。" msgid "" "Sets the volume in decibels of the bus at index [param bus_idx] to [param " "volume_db]." msgstr "將索引 [param bus_idx] 的匯流排音量設為 [param volume_db] dB。" msgid "" "Sets the volume as a linear value of the bus at index [param bus_idx] to " "[param volume_linear].\n" "[b]Note:[/b] Using this method is equivalent to calling [method " "set_bus_volume_db] with the result of [method @GlobalScope.linear_to_db] on a " "value." msgstr "" "將索引 [param bus_idx] 的匯流排音量設為線性值 [param volume_linear]。\n" "[b]注意:[/b]此方法等同於先將值傳入 [method @GlobalScope.linear_to_db],再呼" "叫 [method set_bus_volume_db]。" msgid "" "If set to [code]true[/code], all instances of [AudioStreamPlayback] will call " "[method AudioStreamPlayback._tag_used_streams] every mix step.\n" "[b]Note:[/b] This is enabled by default in the editor, as it is used by " "editor plugins for the audio stream previews." msgstr "" "若設為 [code]true[/code],所有 [AudioStreamPlayback] 執行個體將於每次混音時呼" "叫 [method AudioStreamPlayback._tag_used_streams]。\n" "[b]注意:[/b]編輯器預設啟用此選項,以供外掛進行音訊預覽。" msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "交換索引 [param bus_idx] 匯流排中兩個效果的位置。" msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "解鎖音訊驅動主迴圈。(鎖定後務必解鎖。)" msgid "Number of available audio buses." msgstr "可用音訊匯流排數量。" msgid "" "Name of the current device for audio input (see [method " "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will be " "reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "目前音訊輸入裝置名稱(參見 [method get_input_device_list])。當系統具有多個輸" "入(例如類比、USB、HDMI)時,可藉此選擇輸入裝置;[code]\"Default\"[/code] 會使" "用系統預設輸入。若設定無效名稱,將還原為 [code]\"Default\"[/code]。\n" "[b]注意:[/b]必須將 [member ProjectSettings.audio/driver/enable_input] 設為 " "[code]true[/code] 才能啟用音訊輸入。隱私與權限相關限制請參閱該設定說明。" msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " "device. The value [code]\"Default\"[/code] will play audio on the system-wide " "default audio output. If an invalid device name is set, the value will be " "reverted back to [code]\"Default\"[/code]." msgstr "" "目前音訊輸出裝置名稱(參見 [method get_output_device_list])。當系統具有多個輸" "出(例如類比、USB、HDMI)時,可藉此選擇輸出裝置;[code]\"Default\"[/code] 會使" "用系統預設輸出。若設定無效名稱,將還原為 [code]\"Default\"[/code]。" msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " "will make the audio be played at half its speed). See also [member " "Engine.time_scale] to affect the general simulation speed, which is " "independent from [member AudioServer.playback_speed_scale]." msgstr "" "調整音訊播放速度比例(如設為 [code]0.5[/code] 則音訊以半速播放)。如需改變整體" "模擬速度,請參閱 [member Engine.time_scale];兩者彼此獨立。" msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "當音訊匯流排被新增、刪除或移動時發出。" msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" "當索引 [param bus_index] 的音訊匯流排由 [param old_name] 重新命名為 [param " "new_name] 時發出。" msgid "Two or fewer speakers were detected." msgstr "偵測到兩個或更少的揚聲器。" msgid "A 3.1 channel surround setup was detected." msgstr "偵測到 3.1 聲道環繞配置。" msgid "A 5.1 channel surround setup was detected." msgstr "偵測到 5.1 聲道環繞配置。" msgid "A 7.1 channel surround setup was detected." msgstr "偵測到 7.1 聲道環繞配置。" msgid "" "The playback will be considered of the type declared at [member " "ProjectSettings.audio/general/default_playback_type]." msgstr "" "播放將依 [member ProjectSettings.audio/general/default_playback_type] 所宣告的" "類型處理。" msgid "Force the playback to be considered as a stream." msgstr "強制將播放視為串流。" msgid "" "Force the playback to be considered as a sample. This can provide lower " "latency and more stable playback (with less risk of audio crackling), at the " "cost of having less flexibility.\n" "[b]Note:[/b] Only currently supported on the web platform.\n" "[b]Note:[/b] [AudioEffect]s are not supported when playback is considered as " "a sample." msgstr "" "強制將播放視為樣本,可降低延遲並提升穩定性(減少爆音風險),但靈活度較低。\n" "[b]注意:[/b]目前僅網頁平台支援此功能。\n" "[b]注意:[/b]當播放被視為樣本時,不支援 [AudioEffect]。" msgid "Represents the size of the [enum PlaybackType] enum." msgstr "代表 [enum PlaybackType] 列舉的大小。" msgid "Base class for audio streams." msgstr "音訊流的基底類別。" msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via " "[AudioStreamOggVorbis]) file formats." msgstr "" "音訊流的基底類別。音訊流用於音效與音樂播放,支援 WAV(透過 [AudioStreamWAV])" "與 Ogg(透過 [AudioStreamOggVorbis])格式。" msgid "Audio streams" msgstr "音訊流" msgid "Audio Generator Demo" msgstr "音訊產生器範例" msgid "Override this method to return the bar beats of this stream." msgstr "覆寫此方法以返回此串流的小節拍數。" msgid "" "Overridable method. Should return the total number of beats of this audio " "stream. Used by the engine to determine the position of every beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" "可覆寫的方法,應返回此音訊串流的總拍數,供引擎計算各拍位置。\n" "理想情況下,該值應以串流的取樣率(如 [member AudioStreamWAV.mix_rate])為基礎" "計算。" msgid "" "Overridable method. Should return the tempo of this audio stream, in beats " "per minute (BPM). Used by the engine to determine the position of every " "beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" "可覆寫的方法,應返回此音訊串流的速度 (BPM),供引擎計算各拍位置。\n" "理想情況下,該值應以串流的取樣率(如 [member AudioStreamWAV.mix_rate])為基礎" "計算。" msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." msgstr "" "覆寫此方法以自訂 [method get_length] 的返回值;應返回此音訊串流的長度(秒)。" msgid "" "Return the controllable parameters of this stream. This array contains " "dictionaries with a property info description format (see [method " "Object.get_property_list]). Additionally, the default value for this " "parameter must be added tho each dictionary in \"default_value\" field." msgstr "" "傳回此串流可控制的參數。此陣列包含採用屬性資訊描述格式的字典(參見 [method " "Object.get_property_list])。此外,必須在每個字典的 「default_value」欄位中加" "入該參數的預設值。" msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "重寫此方法以自訂此音訊流所使用的名稱(引擎本身不會使用)。" msgid "" "Override this method to customize the tags for this audio stream. Should " "return a [Dictionary] of strings with the tag as the key and its content as " "the value.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code]." msgstr "" "重寫此方法以自訂此音訊流的標籤。應回傳一個以標籤為鍵、內容為值的 [Dictionary] " "字串字典。\n" "常見的標籤包含 [code]title[/code]、[code]artist[/code]、[code]album[/code]、" "[code]tracknumber[/code] 與 [code]date[/code]。" msgid "" "Override this method to return [code]true[/code] if this stream has a loop." msgstr "重寫此方法,若此串流具有循環則回傳 [code]true[/code]。" msgid "" "Override this method to customize the returned value of [method " "instantiate_playback]. Should return a new [AudioStreamPlayback] created when " "the stream is played (such as by an [AudioStreamPlayer])." msgstr "" "重寫此方法以自訂 [method instantiate_playback] 的回傳值。應建立並回傳一個於串" "流被播放時產生的新 [AudioStreamPlayback](例如由 [AudioStreamPlayer] 觸發)。" msgid "" "Override this method to customize the returned value of [method " "is_monophonic]. Should return [code]true[/code] if this audio stream only " "supports one channel." msgstr "" "重寫此方法以自訂 [method is_monophonic] 的回傳值。若此音訊流僅支援單聲道,應回" "傳 [code]true[/code]。" msgid "" "Returns if the current [AudioStream] can be used as a sample. Only static " "streams can be sampled." msgstr "回傳目前的 [AudioStream] 是否可用作取樣。僅靜態串流可被取樣。" msgid "Generates an [AudioSample] based on the current stream." msgstr "依據目前的串流產生一個新的 [AudioSample]。" msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " "stream. Useful for when you want to extend [method _instantiate_playback] but " "call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" "傳回一個新建立的 [AudioStreamPlayback],用於播放此音訊流。當你想覆寫 [method " "_instantiate_playback],但需要從內部持有的 AudioStream 子資源呼叫 [method " "instantiate_playback] 時特別有用。範例可參考 " "[code]AudioStreamRandomPitch::instantiate_playback[/code] 的原始程式碼。" msgid "" "Returns [code]true[/code] if the stream is a collection of other streams, " "[code]false[/code] otherwise." msgstr "" "若此串流是其他串流的集合則回傳 [code]true[/code],否則回傳 [code]false[/" "code]。" msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or " "more channels ([i]polyphony[/i])." msgstr "" "若此音訊流僅支援單聲道([i]monophony[/i])則回傳 [code]true[/code];若支援兩個" "以上聲道([i]polyphony[/i])則回傳 [code]false[/code]。" msgid "Signal to be emitted to notify when the parameter list changed." msgstr "當參數清單變更時發出此訊號。" msgid "An audio stream with utilities for procedural sound generation." msgstr "提供程式式聲音生成工具的音訊流。" msgid "" "[AudioStreamGenerator] is a type of audio stream that does not play back " "sounds on its own; instead, it expects a script to generate audio data for " "it. See also [AudioStreamGeneratorPlayback].\n" "Here's a sample on how to use it to generate a sine wave:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Will hold the AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # The frequency of the sound wave.\n" "var phase = 0.0\n" "\n" "func _ready():\n" "\t$AudioStreamPlayer.play()\n" "\tplayback = $AudioStreamPlayer.get_stream_playback()\n" "\tfill_buffer()\n" "\n" "func fill_buffer():\n" "\tvar increment = pulse_hz / sample_hz\n" "\tvar frames_available = playback.get_frames_available()\n" "\n" "\tfor i in range(frames_available):\n" "\t\tplayback.push_frame(Vector2.ONE * sin(phase * TAU))\n" "\t\tphase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Will hold the " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" "private double phase = 0.0;\n" "\n" "public override void _Ready()\n" "{\n" "\tif (Player.Stream is AudioStreamGenerator generator) // Type as a generator " "to access MixRate.\n" "\t{\n" "\t\t_sampleHz = generator.MixRate;\n" "\t\tPlayer.Play();\n" "\t\t_playback = (AudioStreamGeneratorPlayback)Player.GetStreamPlayback();\n" "\t\tFillBuffer();\n" "\t}\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" "\tfloat increment = _pulseHz / _sampleHz;\n" "\tint framesAvailable = _playback.GetFramesAvailable();\n" "\n" "\tfor (int i = 0; i < framesAvailable; i++)\n" "\t{\n" "\t\t_playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf.Tau));\n" "\t\tphase = Mathf.PosMod(phase + increment, 1.0);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the \"AudioStreamPlayer\" node must use an " "[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " "provides audio data for approximating a sine wave.\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDExtension. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" "[AudioStreamGenerator] 是一種音訊流,本身不會播放聲音;它需要程式碼為其產生音" "訊資料。另請參閱 [AudioStreamGeneratorPlayback]。\n" "以下示範如何使用它來產生正弦波:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # 用來保存 AudioStreamGeneratorPlayback。\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # 聲波頻率。\n" "var phase = 0.0\n" "\n" "func _ready():\n" "\t$AudioStreamPlayer.play()\n" "\tplayback = $AudioStreamPlayer.get_stream_playback()\n" "\tfill_buffer()\n" "\n" "func fill_buffer():\n" "\tvar increment = pulse_hz / sample_hz\n" "\tvar frames_available = playback.get_frames_available()\n" "\n" "\tfor i in range(frames_available):\n" "\t\tplayback.push_frame(Vector2.ONE * sin(phase * TAU))\n" "\t\tphase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // 保存 " "AudioStreamGeneratorPlayback。\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // 聲波頻率。\n" "private double phase = 0.0;\n" "\n" "public override void _Ready()\n" "{\n" "\tif (Player.Stream is AudioStreamGenerator generator) // 轉型為 generator 以" "存取 MixRate。\n" "\t{\n" "\t\t_sampleHz = generator.MixRate;\n" "\t\tPlayer.Play();\n" "\t\t_playback = (AudioStreamGeneratorPlayback)Player.GetStreamPlayback();\n" "\t\tFillBuffer();\n" "\t}\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" "\tfloat increment = _pulseHz / _sampleHz;\n" "\tint framesAvailable = _playback.GetFramesAvailable();\n" "\n" "\tfor (int i = 0; i < framesAvailable; i++)\n" "\t{\n" "\t\t_playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf.Tau));\n" "\t\tphase = Mathf.PosMod(phase + increment, 1.0);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "在上述範例中,「AudioStreamPlayer」節點必須將 [AudioStreamGenerator] 設為其串" "流來源。[code]fill_buffer[/code] 函式會產生近似正弦波的音訊資料。\n" "若要進行即時音訊頻譜分析,請參閱 [AudioEffectSpectrumAnalyzer]。\n" "[b]注意:[/b] 受效能限制,建議在 C# 或透過 GDExtension 的編譯語言中使用此類" "別。若仍需在 GDScript 中使用,請考慮將 [member mix_rate] 降至 11,025 Hz 或 " "22,050 Hz。" msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, resulting " "in increased CPU usage and more risk for audio cracking if the CPU can't keep " "up." msgstr "" "要產生的緩衝長度(秒)。較低的值延遲更小,但腳本必須更快地生成音訊資料,增加 " "CPU 使用率,若處理不及恐導致破音。" msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " "generating lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality.\n" "[b]Note:[/b] [AudioStreamGenerator] is not automatically resampling input " "data, to produce expected result [member mix_rate_mode] should match the " "sampling rate of input data.\n" "[b]Note:[/b] If you are using [AudioEffectCapture] as the source of your " "data, set [member mix_rate_mode] to [constant MIX_RATE_INPUT] or [constant " "MIX_RATE_OUTPUT] to automatically match current [AudioServer] mixing rate." msgstr "" "使用的取樣率(Hz)。取樣率越高,CPU 負擔越重,但音質越好。\n" "遊戲中常見的取樣率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/" "code]、[code]32000[/code]、[code]44100[/code] 及 [code]48000[/code]。\n" "依據 [url=https://zh.wikipedia.org/wiki/奈奎斯特–香農取樣定理]奈奎斯特–香農取" "樣定理[/url],超過 40,000 Hz 對人耳已無聽覺差異(大多數人僅能聽到約 20,000 " "Hz)。若產生如人聲等低頻音,可使用 [code]32000[/code] 或 [code]22050[/code] 而" "不影響品質。\n" "[b]注意:[/b][AudioStreamGenerator] 不會自動重新取樣輸入資料,為得到預期結果," "[member mix_rate_mode] 應與輸入資料的取樣率一致。\n" "[b]注意:[/b]若以 [AudioEffectCapture] 作為資料來源,請將 [member " "mix_rate_mode] 設為 [constant MIX_RATE_INPUT] 或 [constant MIX_RATE_OUTPUT] 以" "自動配合目前 [AudioServer] 的混音速率。" msgid "" "Mixing rate mode. If set to [constant MIX_RATE_CUSTOM], [member mix_rate] is " "used, otherwise current [AudioServer] mixing rate is used." msgstr "" "混音速率模式。若設為 [constant MIX_RATE_CUSTOM] 則使用 [member mix_rate];否則" "使用目前的 [AudioServer] 混音速率。" msgid "Current [AudioServer] output mixing rate." msgstr "目前 [AudioServer] 的輸出混音速率。" msgid "Current [AudioServer] input mixing rate." msgstr "目前 [AudioServer] 的輸入混音速率。" msgid "Custom mixing rate, specified by [member mix_rate]." msgstr "由 [member mix_rate] 指定的自訂混音速率。" msgid "Maximum value for the mixing rate mode enum." msgstr "混音速率模式列舉的最大值。" msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "播放使用 [AudioStreamGenerator] 生成的音訊。" msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "此類旨在與 [AudioStreamGenerator] 一起使用以即時播放生成的音訊。" msgid "Godot 3.2 will get new audio features" msgstr "Godot 3.2 將獲得新的音訊功能" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "如果可以將大小為 [param amount] 的緩衝區推送到音訊取樣資料緩衝區而不會使其溢" "出,則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "Clears the audio sample data buffer." msgstr "清除音訊樣本資料緩衝區。" msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer is " "full." msgstr "" "返回能夠推送到音訊取樣資料緩衝區而不使其溢出的影格數。如果結果為 [code]0[/" "code],則緩衝區已滿。" msgid "" "Returns the number of times the playback skipped due to a buffer underrun in " "the audio sample data. This value is reset at the start of the playback." msgstr "" "傳回因音訊樣本資料緩衝不足而導致播放跳幀的次數。此值會在播放開始時重設。" msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDExtension, but [method push_buffer] may be [i]less[/i] efficient in " "GDScript." msgstr "" "將多個音訊資料影格推送到緩衝區。這通常比 C# 中的以及通過 GDExtension 編譯的語" "言中的 [method push_frame] 效率更高,但在 GDScript 中的 [method push_buffer] " "的效率可能[i]更低[/i]。" msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" "將單個音訊資料影格推送到緩衝區。這通常比 C# 中的以及通過 GDExtension 編譯的語" "言中的 [method push_buffer] 效率更低,但在 GDScript 中的 [method push_frame] " "的效率可能[i]更高[/i]。" msgid "" "Audio stream that can playback music interactively, combining clips and a " "transition table." msgstr "可互動播放音樂的音訊串流,結合片段與轉場表。" msgid "" "This is an audio stream that can playback music interactively, combining " "clips and a transition table. Clips must be added first, and then the " "transition rules via the [method add_transition]. Additionally, this stream " "exports a property parameter to control the playback via [AudioStreamPlayer], " "[AudioStreamPlayer2D], or [AudioStreamPlayer3D].\n" "The way this is used is by filling a number of clips, then configuring the " "transition table. From there, clips are selected for playback and the music " "will smoothly go from the current to the new one while using the " "corresponding transition rule defined in the transition table." msgstr "" "這是一種可互動播放音樂的音訊串流,能結合片段與轉場表。必須先加入片段,再透過 " "[method add_transition] 設定轉場規則。此外,此串流會匯出一個屬性,讓你可透過 " "[AudioStreamPlayer]、[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 來控制播" "放。\n" "使用方式為先填入多個片段,再設定轉場表。之後會依轉場表中定義的規則選擇片段播" "放,音樂將會從目前片段順暢地銜接到下一個片段。" msgid "" "Add a transition between two clips. Provide the indices of the source and " "destination clips, or use the [constant CLIP_ANY] constant to indicate that " "transition happens to/from any clip to this one.\n" "* [param from_time] indicates the moment in the current clip the transition " "will begin after triggered.\n" "* [param to_time] indicates the time in the next clip that the playback will " "start from.\n" "* [param fade_mode] indicates how the fade will happen between clips. If " "unsure, just use [constant FADE_AUTOMATIC] which uses the most common type of " "fade for each situation.\n" "* [param fade_beats] indicates how many beats the fade will take. Using " "decimals is allowed.\n" "* [param use_filler_clip] indicates that there will be a filler clip used " "between the source and destination clips.\n" "* [param filler_clip] the index of the filler clip.\n" "* If [param hold_previous] is used, then this clip will be remembered. This " "can be used together with [constant AUTO_ADVANCE_RETURN_TO_HOLD] to return to " "this clip after another is done playing." msgstr "" "在兩個片段之間加入轉場。請傳入來源與目的片段的索引,或使用常數 [constant " "CLIP_ANY] 表示自/向任何片段的轉場。\n" "* [param from_time]:觸發後,轉場在目前片段的何時開始。\n" "* [param to_time]:下一個片段從何處開始播放。\n" "* [param fade_mode]:片段間的淡入淡出方式。如無特別需求,使用 [constant " "FADE_AUTOMATIC] 即可,這會依情況選擇最常用的淡化模式。\n" "* [param fade_beats]:淡入淡出將持續多少拍,可使用小數。\n" "* [param use_filler_clip]:是否在來源與目的片段之間插入填充片段。\n" "* [param filler_clip]:填充片段的索引。\n" "* 若指定 [param hold_previous],則此片段會被記住,可與 [constant " "AUTO_ADVANCE_RETURN_TO_HOLD] 搭配,在其他片段播放完後回到此片段。" msgid "" "Erase a transition by providing [param from_clip] and [param to_clip] clip " "indices. [constant CLIP_ANY] can be used for either argument or both." msgstr "" "提供 [param from_clip] 與 [param to_clip] 的片段索引即可刪除轉場。兩者皆可使" "用 [constant CLIP_ANY]。" msgid "" "Return whether a clip has auto-advance enabled. See [method " "set_clip_auto_advance]." msgstr "返回指定片段是否啟用自動前進。參見 [method set_clip_auto_advance]。" msgid "" "Return the clip towards which the clip referenced by [param clip_index] will " "auto-advance to." msgstr "返回索引為 [param clip_index] 的片段將自動前進到的目標片段索引。" msgid "Return the name of a clip." msgstr "返回片段的名稱。" msgid "Return the [AudioStream] associated with a clip." msgstr "返回與片段關聯的 [AudioStream]。" msgid "" "Return the time (in beats) for a transition (see [method add_transition])." msgstr "返回轉場所需的時間(拍數)(參見 [method add_transition])。" msgid "Return the mode for a transition (see [method add_transition])." msgstr "返回轉場的模式(參見 [method add_transition])。" msgid "Return the filler clip for a transition (see [method add_transition])." msgstr "返回轉場所使用的填充片段(參見 [method add_transition])。" msgid "" "Return the source time position for a transition (see [method " "add_transition])." msgstr "返回轉場的來源時間位置(參見 [method add_transition])。" msgid "Return the list of transitions (from, to interleaved)." msgstr "返回轉場清單(來源與目的交錯排列)。" msgid "" "Return the destination time position for a transition (see [method " "add_transition])." msgstr "返回轉場的目的時間位置(參見 [method add_transition])。" msgid "" "Returns [code]true[/code] if a given transition exists (was added via [method " "add_transition])." msgstr "" "若指定的轉場已存在(由 [method add_transition] 新增),則返回 [code]true[/" "code]。" msgid "" "Return whether a transition uses the [i]hold previous[/i] functionality (see " "[method add_transition])." msgstr "" "返回轉場是否使用 [i]保持前一片段[/i] 功能(參見 [method add_transition])。" msgid "" "Return whether a transition uses the [i]filler clip[/i] functionality (see " "[method add_transition])." msgstr "返回轉場是否使用 [i]填充片段[/i] 功能(參見 [method add_transition])。" msgid "Set whether a clip will auto-advance by changing the auto-advance mode." msgstr "設定片段的自動前進模式。" msgid "" "Set the index of the next clip towards which this clip will auto advance to " "when finished. If the clip being played loops, then auto-advance will be " "ignored." msgstr "" "設定此片段播畢後將自動前進到的下一個片段索引。若該片段會循環播放,則自動前進將" "被忽略。" msgid "Set the name of the current clip (for easier identification)." msgstr "設定目前片段的名稱(便於辨識)。" msgid "Set the [AudioStream] associated with the current clip." msgstr "設定目前片段關聯的 [AudioStream]。" msgid "Amount of clips contained in this interactive player." msgstr "此互動播放器包含的片段數量。" msgid "" "Index of the initial clip, which will be played first when this stream is " "played." msgstr "初始片段的索引,串流開始播放時會先播放此片段。" msgid "" "Start transition as soon as possible, don't wait for any specific time " "position." msgstr "儘快開始轉場,不等待特定時間位置。" msgid "Transition when the clip playback position reaches the next beat." msgstr "當播放位置到達下一拍時進行轉場。" msgid "Transition when the clip playback position reaches the next bar." msgstr "當播放位置到達下一小節時進行轉場。" msgid "Transition when the current clip finished playing." msgstr "當目前片段播放結束時進行轉場。" msgid "" "Transition to the same position in the destination clip. This is useful when " "both clips have exactly the same length and the music should fade between " "them." msgstr "" "轉場到目的片段的相同位置。當兩片段長度完全相同且需要在它們之間淡化時很有用。" msgid "Transition to the start of the destination clip." msgstr "轉場到目的片段的開始。" msgid "" "Do not use fade for the transition. This is useful when transitioning from a " "clip-end to clip-beginning, and each clip has their begin/end." msgstr "" "轉場時不使用淡入淡出。適用於片段結尾接片段開頭,且各片段本身已有開場/結尾的情" "況。" msgid "Use a fade-in in the next clip, let the current clip finish." msgstr "讓目前片段播畢,並在下一個片段使用淡入。" msgid "Use a fade-out in the current clip, the next clip will start by itself." msgstr "在目前片段使用淡出,下一個片段將自行開始。" msgid "Use a cross-fade between clips." msgstr "在片段之間使用交叉淡化。" msgid "" "Use automatic fade logic depending on the transition from/to. It is " "recommended to use this by default." msgstr "依來源/目的自動選擇淡化邏輯。建議預設使用此模式。" msgid "Disable auto-advance (default)." msgstr "停用自動前進(預設)。" msgid "Enable auto-advance, a clip must be specified." msgstr "啟用自動前進,必須指定片段。" msgid "" "Enable auto-advance, but instead of specifying a clip, the playback will " "return to hold (see [method add_transition])." msgstr "" "啟用自動前進,但不指定片段,而是回到保持的片段(參見 [method " "add_transition])。" msgid "" "This constant describes that any clip is valid for a specific transition as " "either source or destination." msgstr "此常數表示在特定轉場中,任何片段都可作為來源或目的。" msgid "Plays real-time audio input data." msgstr "播放即時音訊輸入資料。" msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "當直接在 [AudioStreamPlayer] 節點中使用時,[AudioStreamMicrophone] 會即時播放" "麥克風的輸入。這可以配合 [AudioEffectCapture] 使用,以處理資料或保存資料。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必須為 " "[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定的說明,瞭解與許可權和操" "作系統隱私設定相關的注意事項。" msgid "Audio Mic Record Demo" msgstr "音訊麥克風錄音演示" msgid "MP3 audio stream driver." msgstr "MP3 音訊串流驅動程式。" msgid "" "MP3 audio stream driver. See [member data] if you want to load an MP3 file at " "run-time.\n" "[b]Note:[/b] This class can optionally support legacy MP1 and MP2 formats, " "provided that the engine is compiled with the " "[code]minimp3_extra_formats=yes[/code] SCons option. These extra formats are " "not enabled by default." msgstr "" "MP3 音訊串流驅動程式。如果想在執行時載入 MP3 檔案,請參考 [member data]。\n" "[b]注意:[/b] 只要在編譯引擎時加入 [code]minimp3_extra_formats=yes[/code] 這" "個 SCons 參數,本類別便能選擇性地支援舊式的 MP1 及 MP2 格式;這些額外格式預設" "為停用。" msgid "" "Creates a new [AudioStreamMP3] instance from the given buffer. The buffer " "must contain MP3 data." msgstr "" "從給定的緩衝區建立新的 [AudioStreamMP3] 實例。該緩衝區必須包含 MP3 資料。" msgid "" "Creates a new [AudioStreamMP3] instance from the given file path. The file " "must be in MP3 format." msgstr "從給定的檔案路徑建立新的 [AudioStreamMP3] 實例。該檔案必須為 MP3 格式。" msgid "" "Contains the audio data in bytes.\n" "You can load a file without having to import it beforehand using the code " "snippet below. Keep in mind that this snippet loads the whole file into " "memory and may not be ideal for huge files (hundreds of megabytes or more).\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" "\tvar file = FileAccess.open(path, FileAccess.READ)\n" "\tvar sound = AudioStreamMP3.new()\n" "\tsound.data = file.get_buffer(file.get_length())\n" "\treturn sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" "\tusing var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" "\tvar sound = new AudioStreamMP3();\n" "\tsound.Data = file.GetBuffer(file.GetLength());\n" "\treturn sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "包含以位元組為單位的音訊資料。\n" "你可以使用下列程式碼片段在執行時載入檔案,而無須事先匯入。請注意,此程式碼會將" "整個檔案一次載入至記憶體,對於超大檔案(數百 MB 以上)並不合適。\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" "\tvar file = FileAccess.open(path, FileAccess.READ)\n" "\tvar sound = AudioStreamMP3.new()\n" "\tsound.data = file.get_buffer(file.get_length())\n" "\treturn sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" "\tusing var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" "\tvar sound = new AudioStreamMP3();\n" "\tsound.Data = file.GetBuffer(file.GetLength());\n" "\treturn sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "若為 [code]true[/code],當串流播放到結尾時會自動迴圈。" msgid "Time in seconds at which the stream starts after being looped." msgstr "迴圈後串流重新開始的時間(秒)。" msgid "A class representing an Ogg Vorbis audio stream." msgstr "用於表示 Ogg Vorbis 音訊串流的類別。" msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " "Ogg Vorbis file formats. It offers functionality for loading and playing back " "Ogg Vorbis files, as well as managing looping and other playback properties. " "This class is part of the audio stream system, which also supports WAV files " "through the [AudioStreamWAV] class." msgstr "" "AudioStreamOggVorbis 類別是專門用於處理 Ogg Vorbis 檔案格式的 [AudioStream]。" "它提供載入與播放 Ogg Vorbis 檔案的功能,並能管理循環與其他播放屬性。此類別隸屬" "於音訊串流系統的一部分,該系統亦透過 [AudioStreamWAV] 類別支援 WAV 檔案。" msgid "Runtime file loading and saving" msgstr "執行時檔案載入與儲存" msgid "" "Creates a new [AudioStreamOggVorbis] instance from the given buffer. The " "buffer must contain Ogg Vorbis data." msgstr "" "從指定的緩衝區建立新的 [AudioStreamOggVorbis] 實例。緩衝區必須包含 Ogg Vorbis " "資料。" msgid "" "Creates a new [AudioStreamOggVorbis] instance from the given file path. The " "file must be in Ogg Vorbis format." msgstr "" "從指定的檔案路徑建立新的 [AudioStreamOggVorbis] 實例。該檔案必須為 Ogg Vorbis " "格式。" msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" "如果為 [code]true[/code],音訊播放完畢後會從 [member loop_offset] 指定的位置重" "新開始。適用於環境聲效與背景音樂。" msgid "Contains the raw Ogg data for this stream." msgstr "包含此串流的原始 Ogg 資料。" msgid "" "Contains user-defined tags if found in the Ogg Vorbis data.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code] " "([code]date[/code] does not have a standard date format).\n" "[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so make " "sure to account for the keys not always existing." msgstr "" "若在 Ogg Vorbis 資料中找到,則包含使用者自訂的標籤。\n" "常見標籤包括 [code]title[/code]、[code]artist[/code]、[code]album[/code]、" "[code]tracknumber[/code] 與 [code]date[/code]([code]date[/code] 沒有統一的日" "期格式)。\n" "[b]注意:[/b] 並非所有檔案都[i]保證[/i]具有這些標籤,因此請務必考慮鍵值可能不" "存在的情況。" msgid "Meta class for playing back audio." msgstr "用於播放音訊的元類。" msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOggVorbis] for usage." msgstr "" "可播放、循環及暫停音訊。使用方式請參閱 [AudioStream] 與 " "[AudioStreamOggVorbis]。" msgid "" "Overridable method. Should return how many times this audio stream has " "looped. Most built-in playbacks always return [code]0[/code]." msgstr "" "可覆寫的方法。應回傳此音訊流已循環的次數。大多數內建播放通常回傳 [code]0[/" "code]。" msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" "依名稱回傳播放參數的目前值(參見 [method AudioStream._get_parameter_list])。" msgid "" "Overridable method. Should return the current progress along the audio " "stream, in seconds." msgstr "可覆寫的方法。應回傳音訊流目前的播放進度(秒)。" msgid "" "Overridable method. Should return [code]true[/code] if this playback is " "active and playing its audio stream." msgstr "" "可覆寫的方法。若此播放實例處於啟動並正在播放音訊流時,應回傳 [code]true[/" "code]。" msgid "" "Override this method to customize how the audio stream is mixed. This method " "is called even if the playback is not active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " "GDExtension can take advantage of it." msgstr "" "重寫此方法以自訂混音行為,即便播放未啟動也會呼叫。\n" "[b]注意:[/b] 在 GDScript 或 C# 中覆寫此方法並無實際用途;僅 GDExtension 可以" "利用。" msgid "" "Override this method to customize what happens when seeking this audio stream " "at the given [param position], such as by calling [method " "AudioStreamPlayer.seek]." msgstr "" "重寫此方法以自訂在尋位至指定 [param position] 時的行為,例如由 [method " "AudioStreamPlayer.seek] 觸發。" msgid "" "Set the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" "依名稱設定播放參數的目前值(參見 [method AudioStream._get_parameter_list])。" msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." msgstr "" "重寫此方法以自訂播放自指定位置開始(例如呼叫 [method AudioStreamPlayer.play])" "時的行為。" msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." msgstr "" "重寫此方法以自訂停止播放(例如呼叫 [method AudioStreamPlayer.stop])時的行為。" msgid "" "Overridable method. Called whenever the audio stream is mixed if the playback " "is active and [method AudioServer.set_enable_tagging_used_audio_streams] has " "been set to [code]true[/code]. Editor plugins may use this method to \"tag\" " "the current position along the audio stream and display it in a preview." msgstr "" "可覆寫的方法。當播放啟動且 [method " "AudioServer.set_enable_tagging_used_audio_streams] 為 [code]true[/code] 時,每" "次混音都會呼叫。編輯器外掛可透過此方法標記音訊流當前位置並於預覽中顯示。" msgid "Returns the number of times the stream has looped." msgstr "回傳此串流已循環的次數。" msgid "Returns the current position in the stream, in seconds." msgstr "回傳串流目前的位置(秒)。" msgid "" "Returns the [AudioSamplePlayback] associated with this [AudioStreamPlayback] " "for playing back the audio sample of this stream." msgstr "" "回傳與此 [AudioStreamPlayback] 關聯、用於播放此串流取樣的 " "[AudioSamplePlayback]。" msgid "Returns [code]true[/code] if the stream is playing." msgstr "若串流正在播放則回傳 [code]true[/code]。" msgid "" "Mixes up to [param frames] of audio from the stream from the current " "position, at a rate of [param rate_scale], advancing the stream.\n" "Returns a [PackedVector2Array] where each element holds the left and right " "channel volume levels of each frame.\n" "[b]Note:[/b] Can return fewer frames than requested, make sure to use the " "size of the return value." msgstr "" "自目前位置起,依 [param rate_scale] 速度混音最多 [param frames] 個影格並推進串" "流。\n" "回傳的 [PackedVector2Array] 中,每個元素包含該影格左右聲道的音量。\n" "[b]注意:[/b] 實際回傳的影格數可能少於要求值,請使用回傳陣列的長度做後續處理。" msgid "Seeks the stream at the given [param time], in seconds." msgstr "將串流尋位至指定 [param time](秒)。" msgid "" "Associates [AudioSamplePlayback] to this [AudioStreamPlayback] for playing " "back the audio sample of this stream." msgstr "" "將 [AudioSamplePlayback] 關聯到此 [AudioStreamPlayback] 以播放該串流的取樣。" msgid "Starts the stream from the given [param from_pos], in seconds." msgstr "自指定的 [param from_pos](秒)開始播放串流。" msgid "Stops the stream." msgstr "停止串流播放。" msgid "Playback component of [AudioStreamInteractive]." msgstr "[AudioStreamInteractive] 的播放元件。" msgid "" "Playback component of [AudioStreamInteractive]. Contains functions to change " "the currently played clip." msgstr "[AudioStreamInteractive] 的播放元件,包含用於切換當前播放片段的函式。" msgid "" "Return the index of the currently playing clip. You can use this to get the " "name of the currently playing clip with [method " "AudioStreamInteractive.get_clip_name].\n" "[b]Example:[/b] Get the currently playing clip name from inside an " "[AudioStreamPlayer] node.\n" "[codeblocks]\n" "[gdscript]\n" "var playing_clip_name = " "stream.get_clip_name(get_stream_playback().get_current_clip_index())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "返回目前正在播放的片段索引。可搭配 [method " "AudioStreamInteractive.get_clip_name] 取得當前片段名稱。\n" "[b]範例:[/b] 在 [AudioStreamPlayer] 節點中取得目前播放片段的名稱。\n" "[codeblocks]\n" "[gdscript]\n" "var playing_clip_name = " "stream.get_clip_name(get_stream_playback().get_current_clip_index())\n" "[/gdscript]\n" "[/codeblocks]" msgid "Switch to a clip (by index)." msgstr "切換至指定索引的片段。" msgid "Switch to a clip (by name)." msgstr "切換至指定名稱的片段。" msgid "Playback class used for [AudioStreamPlaylist]." msgstr "供 [AudioStreamPlaylist] 使用的播放類別。" msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "[AudioStreamPolyphonic] 的播放實例。" msgid "" "Playback instance for [AudioStreamPolyphonic]. After setting the " "[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], " "or [AudioStreamPlayer3D], the playback instance can be obtained by calling " "[method AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] or [method " "AudioStreamPlayer3D.get_stream_playback] methods." msgstr "" "[AudioStreamPolyphonic] 的播放實例。設定 [AudioStreamPlayer]、" "[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 屬性後," "可透過 [method AudioStreamPlayer.get_stream_playback]、[method " "AudioStreamPlayer2D.get_stream_playback] 或 [method " "AudioStreamPlayer3D.get_stream_playback] 取得播放實例。" msgid "" "Returns [code]true[/code] if the stream associated with the given integer ID " "is still playing. Check [method play_stream] for information on when this ID " "becomes invalid." msgstr "" "若與指定整數 ID 關聯的串流仍在播放則回傳 [code]true[/code]。關於此 ID 何時失效" "請參考 [method play_stream]。" msgid "" "Play an [AudioStream] at a given offset, volume, pitch scale, playback type, " "and bus. Playback starts immediately.\n" "The return value is a unique integer ID that is associated to this playback " "stream and which can be used to control it.\n" "This ID becomes invalid when the stream ends (if it does not loop), when the " "[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " "called.\n" "This function returns [constant INVALID_ID] if the amount of streams " "currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " "need a higher amount of maximum polyphony, raise this value." msgstr "" "以指定的偏移、音量、音高倍率、播放型態及匯流排播放一段 [AudioStream],播放會立" "即開始。\n" "此函式會回傳一個獨一無二的整數 ID,可用來控制該播放串流。\n" "當串流結束(未循環)、[AudioStreamPlaybackPolyphonic] 被停止,或呼叫 [method " "stop_stream] 時,該 ID 將失效。\n" "若同時播放的串流數已達 [member AudioStreamPolyphonic.polyphony],本函式將回傳 " "[constant INVALID_ID]。如需更高的最大複音數,請提高此屬性值。" msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" "修改串流的音高倍率。[param stream] 為 [method play_stream] 回傳的整數 ID。" msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " "ID returned by [method play_stream]." msgstr "" "修改串流音量(dB)。[param stream] 為 [method play_stream] 回傳的整數 ID。" msgid "" "Stop a stream. The [param stream] argument is an integer ID returned by " "[method play_stream], which becomes invalid after calling this function." msgstr "" "停止指定串流。[param stream] 為 [method play_stream] 回傳的整數 ID,呼叫後即失" "效。" msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " "playback." msgstr "當無法再分配播放串流時,[method play_stream] 會回傳此值。" msgid "A node for audio playback." msgstr "用於音訊播放的節點。" msgid "" "The [AudioStreamPlayer] node plays an audio stream non-positionally. It is " "ideal for user interfaces, menus, or background music.\n" "To use this node, [member stream] needs to be set to a valid [AudioStream] " "resource. Playing more than one sound at the same time is also supported, see " "[member max_polyphony].\n" "If you need to play audio at a specific position, use [AudioStreamPlayer2D] " "or [AudioStreamPlayer3D] instead." msgstr "" "[AudioStreamPlayer] 節點可播放非定位的音訊,適合用於 UI、選單或背景音樂。\n" "使用時請先將 [member stream] 設為有效的 [AudioStream] 資源。本節點也支援同時播" "放多段音訊,詳見 [member max_polyphony]。\n" "若需在特定位置播放,請改用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D]。" msgid "" "Returns the position in the [AudioStream] of the latest sound, in seconds. " "Returns [code]0.0[/code] if no sounds are playing.\n" "[b]Note:[/b] The position is not always accurate, as the [AudioServer] does " "not mix audio every processed frame. To get more accurate results, add " "[method AudioServer.get_time_since_last_mix] to the returned position.\n" "[b]Note:[/b] This method always returns [code]0.0[/code] if the [member " "stream] is an [AudioStreamInteractive], since it can have multiple clips " "playing at once." msgstr "" "回傳最近一次播放音效在 [AudioStream] 中的位置(秒)。若目前無任何音效播放則回" "傳 [code]0.0[/code]。\n" "[b]注意:[/b] 由於 [AudioServer] 並非每個處理影格都進行混音,該位置不一定精" "確。若需更精準,請將 [method AudioServer.get_time_since_last_mix] 加到回傳值" "上。\n" "[b]注意:[/b] 若 [member stream] 為 [AudioStreamInteractive](可能同時播放多段" "片段),本方法恒回傳 [code]0.0[/code]。" msgid "" "Returns the latest [AudioStreamPlayback] of this node, usually the most " "recently created by [method play]. If no sounds are playing, this method " "fails and returns an empty playback." msgstr "" "回傳此節點最新產生的 [AudioStreamPlayback](通常由 [method play] 建立)。若無" "音效播放則回傳空播放實例。" msgid "" "Returns [code]true[/code] if any sound is active, even if [member " "stream_paused] is set to [code]true[/code]. See also [member playing] and " "[method get_stream_playback]." msgstr "" "若有任何音效處於活動狀態則回傳 [code]true[/code],即使 [member stream_paused] " "為 [code]true[/code]。另見 [member playing] 與 [method get_stream_playback]。" msgid "" "Plays a sound from the beginning, or the given [param from_position] in " "seconds." msgstr "從開頭或指定的 [param from_position](秒)開始播放音效。" msgid "" "Restarts all sounds to be played from the given [param to_position], in " "seconds. Does nothing if no sounds are playing." msgstr "" "將所有正在播放的音效重新定位至 [param to_position](秒)並繼續播放;若無音效播" "放則不動作。" msgid "Stops all sounds from this node." msgstr "停止此節點的所有音效。" msgid "" "If [code]true[/code], this node calls [method play] when entering the tree." msgstr "若為 [code]true[/code],該節點進入場景樹時會自動呼叫 [method play]。" msgid "" "The target bus name. All sounds from this node will be playing on this bus.\n" "[b]Note:[/b] At runtime, if no bus with the given name exists, all sounds " "will fall back on [code]\"Master\"[/code]. See also [method " "AudioServer.get_bus_name]." msgstr "" "目標匯流排名稱。此節點的所有音效將於該匯流排播放。\n" "[b]注意:[/b] 執行時若找不到同名匯流排,將退回至 [code]\"Master\"[/code]。另" "見 [method AudioServer.get_bus_name]。" msgid "" "The maximum number of sounds this node can play at the same time. Calling " "[method play] after this value is reached will cut off the oldest sounds." msgstr "" "此節點可同時播放的最大音效數量。達上限後再次呼叫 [method play] 會截斷最早播放" "的音效。" msgid "" "The mix target channels. Has no effect when two speakers or less are detected " "(see [enum AudioServer.SpeakerMode])." msgstr "" "混音目標聲道。若僅偵測到兩個或更少揚聲器時無效(參見 [enum " "AudioServer.SpeakerMode])。" msgid "" "The audio's pitch and tempo, as a multiplier of the [member stream]'s sample " "rate. A value of [code]2.0[/code] doubles the audio's pitch, while a value of " "[code]0.5[/code] halves the pitch." msgstr "" "音訊的音高與節奏倍率,相對於 [member stream] 的取樣率。[code]2.0[/code] 代表音" "高變兩倍,[code]0.5[/code] 則為一半。" msgid "" "The playback type of the stream player. If set other than to the default " "value, it will force that playback type." msgstr "串流播放器的播放型態。若設定為非預設值,將強制使用該型態。" msgid "" "If [code]true[/code], this node is playing sounds. Setting this property has " "the same effect as [method play] and [method stop]." msgstr "" "若為 [code]true[/code],此節點正在播放音效。設定此屬性與呼叫 [method play] 或 " "[method stop] 效果相同。" msgid "" "The [AudioStream] resource to be played. Setting this property stops all " "currently playing sounds. If left empty, the [AudioStreamPlayer] does not " "work." msgstr "" "要播放的 [AudioStream] 資源。設定時會停止目前所有正在播放的音效。若留空,此 " "[AudioStreamPlayer] 將無法運作。" msgid "" "If [code]true[/code], the sounds are paused. Setting [member stream_paused] " "to [code]false[/code] resumes all sounds.\n" "[b]Note:[/b] This property is automatically changed when exiting or entering " "the tree, or this node is paused (see [member Node.process_mode])." msgstr "" "若為 [code]true[/code],音效將暫停。將 [member stream_paused] 設為 " "[code]false[/code] 可恢復播放。\n" "[b]注意:[/b] 離開/進入場景樹或節點被暫停(見 [member Node.process_mode])" "時,此屬性會自動變更。" msgid "" "Volume of sound, in decibels. This is an offset of the [member stream]'s " "volume.\n" "[b]Note:[/b] To convert between decibel and linear energy (like most volume " "sliders do), use [member volume_linear], or [method " "@GlobalScope.db_to_linear] and [method @GlobalScope.linear_to_db]." msgstr "" "音量(dB),為 [member stream] 音量的偏移量。\n" "[b]注意:[/b] 若需在分貝與線性能量間轉換,可使用 [member volume_linear],或 " "[method @GlobalScope.db_to_linear] / [method @GlobalScope.linear_to_db]。" msgid "" "Volume of sound, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "音量(線性值)。\n" "[b]注意:[/b] 此屬性便於操作,會同步修改 [member volume_db]。回傳值等同於對 " "[member volume_db] 執行 [method @GlobalScope.db_to_linear] 的結果;設定此屬性" "亦等同於將 [member volume_db] 設為對應值的 [method @GlobalScope.linear_to_db] " "結果。" msgid "" "Emitted when a sound finishes playing without interruptions. This signal is " "[i]not[/i] emitted when calling [method stop], or when exiting the tree while " "sounds are playing." msgstr "" "當音效自然播放完畢且未被打斷時發出。呼叫 [method stop] 或離開場景樹時不會觸" "發。" msgid "The audio will be played only on the first channel. This is the default." msgstr "音訊僅會在第一個聲道播放(預設值)。" msgid "The audio will be played on all surround channels." msgstr "音訊將在所有環繞聲聲道播放。" msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "音訊將在第二個聲道(通常為中央聲道)播放。" msgid "Plays positional sound in 2D space." msgstr "在 2D 空間播放具位置感的音訊。" msgid "" "Plays audio that is attenuated with distance to the listener.\n" "By default, audio is heard from the screen center. This can be changed by " "adding an [AudioListener2D] node to the scene and enabling it by calling " "[method AudioListener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" "播放隨與接收者距離衰減的音訊。\n" "預設情況下,聲音自螢幕中心傳來。可在場景中加入 [AudioListener2D] 並呼叫 " "[method AudioListener2D.make_current] 來變更此位置。\n" "若需非定位播放,請參考 [AudioStreamPlayer]。\n" "[b]注意:[/b] 隱藏 [AudioStreamPlayer2D] 節點不會停止其音訊輸出。若要暫時關閉" "輸出,請將 [member volume_db] 設為如 [code]-100[/code] 的極低值(人耳聽不" "見)。" msgid "Returns the position in the [AudioStream]." msgstr "回傳在 [AudioStream] 中的位置。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "回傳與此 [AudioStreamPlayer2D] 相關聯的 [AudioStreamPlayback] 物件。" msgid "" "Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " "object or not." msgstr "回傳此 [AudioStreamPlayer] 是否能取得 [AudioStreamPlayback] 物件。" msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." msgstr "將音訊排入佇列,於下個物理影格自 [param from_position](秒)開始播放。" msgid "Sets the position from which audio will be played, in seconds." msgstr "設定音訊開始播放的位置(秒)。" msgid "Stops the audio." msgstr "停止音訊。" msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a \"water\" " "area so that sounds played in the water are redirected through an audio bus " "to make them sound like they are being played underwater." msgstr "" "決定哪些 [Area2D] 分層會影響混響及匯流排效果。可利用區域將 [AudioStream] 重新" "導向至特定匯流排,例如建立「水域」區域,使水中播放的聲音經過專用匯流排處理,聽" "起來像在水下。" msgid "The volume is attenuated over distance with this as an exponent." msgstr "以此值為指數,使音量隨距離衰減。" msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "若為 [code]true[/code],加入場景樹時即開始播放音訊。" msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" "此音訊所屬匯流排。\n" "[b]注意:[/b] 設定時不會檢查名稱是否存在,因為匯流排佈局可能稍後才載入。若運行" "時無法解析名稱,將退回至 [code]\"Master\"[/code]。" msgid "Maximum distance from which audio is still hearable." msgstr "音訊仍可聽見的最遠距離。" msgid "" "The maximum number of sounds this node can play at the same time. Playing " "additional sounds after this value is reached will cut off the oldest sounds." msgstr "此節點同時可播放的最大音效數。超過後播放新音效會截斷最舊的音效。" msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" "將本節點的聲像強度設為基準 [member ProjectSettings.audio/general/" "2d_panning_strength] 乘以此係數。值越大,左右聲像移動越顯著。" msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "音訊的音高與節奏倍率,相對於其取樣率。" msgid "" "If [code]true[/code], audio is playing or is queued to be played (see [method " "play])." msgstr "" "若為 [code]true[/code],音訊正在播放或已排入播放佇列(見 [method play])。" msgid "The [AudioStream] object to be played." msgstr "要播放的 [AudioStream] 物件。" msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "若為 [code]true[/code] 則播放暫停,將 [member stream_paused] 設為 " "[code]false[/code] 可恢復。" msgid "Base volume before attenuation, in decibels." msgstr "衰減前的基礎音量,單位為分貝。" msgid "" "Base volume before attenuation, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "衰減前的基礎音量,以線性值表示。\n" "[b]注意:[/b]此成員為方便起見會同步修改 [member volume_db]。傳回值與對 " "[member volume_db] 執行 [method @GlobalScope.db_to_linear] 的結果相同。設定此" "成員等同於把 [member volume_db] 設為執行 [method @GlobalScope.linear_to_db] 後" "的結果。" msgid "Emitted when the audio stops playing." msgstr "當音訊停止播放時發出。" msgid "Plays positional sound in 3D space." msgstr "在 3D 空間中播放與位置相關的聲音。" msgid "" "Plays audio with positional sound effects, based on the relative position of " "the audio listener. Positional effects include distance attenuation, " "directionality, and the Doppler effect. For greater realism, a low-pass " "filter is applied to distant sounds. This can be disabled by setting [member " "attenuation_filter_cutoff_hz] to [code]20500[/code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding an [AudioListener3D] node to the scene and enabling it by calling " "[method AudioListener3D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" "根據聆聽者的相對位置播放具備空間化效果的音訊。位置效果包含距離衰減、方向性與多" "普勒效應。為了更逼真,系統會對遠處聲音套用低通濾波器;若要停用,將 [member " "attenuation_filter_cutoff_hz] 設為 [code]20500[/code]。\n" "預設情況下,聲音從攝影機位置輸出。你可以在場景中新增 [AudioListener3D] 節點," "並呼叫 [method AudioListener3D.make_current] 來啟用以改變聆聽位置。\n" "若要播放非空間化音效,請參閱 [AudioStreamPlayer]。\n" "[b]注意:[/b] 隱藏 [AudioStreamPlayer3D] 節點不會停止音訊輸出。若需暫時靜音," "可將 [member volume_db] 設為極低值,例如 [code]-100[/code](人耳已無法聽見)。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "返回與此 [AudioStreamPlayer3D] 關聯的 [AudioStreamPlayback] 物件。" msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a \"water\" " "area so that sounds played in the water are redirected through an audio bus " "to make them sound like they are being played underwater." msgstr "" "決定哪些 [Area3D] 分層影響混響與音訊匯流排效果。你可以利用區域將 " "[AudioStream] 重新導向至特定匯流排。例如建立「水域」區域,讓水中的聲音透過匯流" "排處理,聽起來像在水下播放。" msgid "" "The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above " "this frequency is attenuated more than a sound below this frequency. To " "disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" "衰減低通濾波器的截止頻率(Hz)。高於此頻率的聲音會比低於此頻率的聲音被更大幅度" "衰減。若要停用,請設為 [code]20500[/code](高於人耳可聽極限)。" msgid "Amount how much the filter affects the loudness, in decibels." msgstr "濾波器對響度影響的幅度,單位為分貝。" msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "決定音訊是否隨距離而線性、平方、對數衰減,或完全不受距離影響(即停用衰減)。" msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "若為 [code]true[/code],當 AudioStreamPlayer3D 節點加入場景樹時即開始播放。" msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" "此音訊播放所在的匯流排。\n" "[b]注意:[/b] 設定時不會驗證名稱是否存在,因為匯流排配置可能稍後才載入。若執行" "期間找不到對應匯流排,將回退至 [code]\"Master\"[/code]。" msgid "The angle in which the audio reaches a listener unattenuated." msgstr "聲音在此角度內傳至聽者時不會衰減。" msgid "" "If [code]true[/code], the audio should be attenuated according to the " "direction of the sound." msgstr "若為 [code]true[/code],將依聲音方向進行衰減。" msgid "" "Attenuation factor used if listener is outside of [member " "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" "當聽者位於 [member emission_angle_degrees] 之外且 [member " "emission_angle_enabled] 啟用時,採用的衰減係數(分貝)。" msgid "Sets the absolute maximum of the sound level, in decibels." msgstr "設定聲音輸出的絕對最大值,單位為分貝。" msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member max_distance] " "works in tandem with [member unit_size]. However, unlike [member unit_size] " "whose behavior depends on the [member attenuation_model], [member " "max_distance] always works in a linear fashion. This can be used to prevent " "the [AudioStreamPlayer3D] from requiring audio mixing when the listener is " "far away, which saves CPU resources." msgstr "" "超過此距離後將完全聽不到聲音。僅在設為大於 [code]0.0[/code] 時生效。[member " "max_distance] 與 [member unit_size] 協同運作;不同於 [member unit_size] 受 " "[member attenuation_model] 影響,[member max_distance] 一律採線性模式。這可避" "免聽者距離過遠時仍需混音,節省 CPU。" msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] by this factor. If the " "product is [code]0.0[/code] then stereo panning is disabled and the volume is " "the same for all channels. If the product is [code]1.0[/code] then one of the " "channels will be muted when the sound is located exactly to the left (or " "right) of the listener.\n" "Two speaker stereo arrangements implement the [url=https://webaudio.github.io/" "web-audio-api/#stereopanner-algorithm]WebAudio standard for StereoPannerNode " "Panning[/url] where the volume is cosine of half the azimuth angle to the " "ear.\n" "For other speaker arrangements such as the 5.1 and 7.1 the SPCAP (Speaker-" "Placement Correction Amplitude) algorithm is implemented." msgstr "" "將此節點的聲道平移強度設為 [member ProjectSettings.audio/general/" "3d_panning_strength] 乘以本係數。若乘積為 [code]0.0[/code],則停用立體聲平移," "所有聲道音量相同;若為 [code]1.0[/code],當聲源位於聽者正左或正右時,將靜音其" "中一個聲道。\n" "兩聲道立體聲配置遵循 [url=https://webaudio.github.io/web-audio-api/" "#stereopanner-algorithm]WebAudio StereoPannerNode[/url] 演算法,以耳朵方位角一" "半的餘弦值計算音量。\n" "至於 5.1、7.1 等其他喇叭配置,則實作 SPCAP(Speaker-Placement Correction " "Amplitude)演算法。" msgid "The [AudioStream] resource to be played." msgstr "要播放的 [AudioStream] 資源。" msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "衰減係數。值越高,聲音可被聽見的距離越遠。" msgid "The base sound level before attenuation, in decibels." msgstr "衰減前的基礎聲級,單位為分貝。" msgid "" "The base sound level before attenuation, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "衰減前的基礎聲級,以線性值表示。\n" "[b]注意:[/b]此成員會同步修改 [member volume_db]。傳回值等同於對 [member " "volume_db] 執行 [method @GlobalScope.db_to_linear] 的結果。設定此成員則等同於" "將 [member volume_db] 設為對該值執行 [method @GlobalScope.linear_to_db] 的結" "果。" msgid "Attenuation of loudness according to linear distance." msgstr "依線性距離衰減響度。" msgid "Attenuation of loudness according to squared distance." msgstr "依平方距離衰減響度。" msgid "Attenuation of loudness according to logarithmic distance." msgstr "依對數距離衰減響度。" msgid "" "No attenuation of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" "響度不隨距離衰減,但仍保留空間定位(不同於 [AudioStreamPlayer])。可將 " "[constant ATTENUATION_DISABLED] 與大於 [code]0.0[/code] 的 [member " "max_distance] 搭配,以線性方式在指定球體範圍內衰減。" msgid "Disables doppler tracking." msgstr "停用多普勒追蹤。" msgid "" "Executes doppler tracking during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "於邏輯處理影格期間執行多普勒追蹤(見 [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])。" msgid "" "Executes doppler tracking during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "於物理影格期間執行多普勒追蹤(見 [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" msgid "" "[AudioStream] that includes sub-streams and plays them back like a playlist." msgstr "包含子串流並以播放清單方式播放的 [AudioStream]。" msgid "" "Returns the BPM of the playlist, which can vary depending on the clip being " "played." msgstr "返回播放清單的 BPM,可能隨目前播放的片段而異。" msgid "Returns the stream at playback position index." msgstr "返回指定播放位置索引處的串流。" msgid "Sets the stream at playback position index." msgstr "設定指定播放位置索引處的串流。" msgid "" "Fade time used when a stream ends, when going to the next one. Streams are " "expected to have an extra bit of audio after the end to help with fading." msgstr "" "當一個串流結束並轉到下一個時所使用的淡出時間。建議各串流在結尾保留些許額外音訊" "以利淡出。" msgid "" "If [code]true[/code], the playlist will loop, otherwise the playlist will end " "when the last stream is finished." msgstr "" "若為 [code]true[/code],播放清單將循環播放;否則在最後一個串流播放完畢後停止。" msgid "" "If [code]true[/code], the playlist will shuffle each time playback starts and " "each time it loops." msgstr "" "若為 [code]true[/code],每次開始播放或重新循環時播放清單將重新隨機排序。" msgid "Amount of streams in the playlist." msgstr "播放清單中的串流數量。" msgid "Maximum amount of streams supported in the playlist." msgstr "播放清單可支援的最大串流數量。" msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "允許使用者透過程式碼隨時播放自訂音訊流,並以單一播放器同時輸出。" msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" "Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set " "inside the player, which can be obtained via [method " "AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] or [method " "AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the playback " "instance is only valid after the [code]stream[/code] property is set as an " "[AudioStreamPolyphonic] in those players." msgstr "" "允許使用者透過程式碼隨時以單一播放器播放多條自訂音訊流。\n" "播放控制透過播放器內的 [AudioStreamPlaybackPolyphonic] 實例完成,可呼叫 " "[method AudioStreamPlayer.get_stream_playback]、[method " "AudioStreamPlayer2D.get_stream_playback] 或 [method " "AudioStreamPlayer3D.get_stream_playback] 取得。僅當這些播放器的 [code]stream[/" "code] 屬性已設為 [AudioStreamPolyphonic] 時,才能取得該實例。" msgid "Maximum amount of simultaneous streams that can be played." msgstr "可同時播放的最大音訊流數量。" msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "以音高與音量偏移封裝一個音訊流池。" msgid "" "Picks a random AudioStream from the pool, depending on the playback mode, and " "applies random pitch shifting and volume shifting during playback." msgstr "" "依播放模式,從池中隨機選擇 AudioStream,並在播放時施加隨機音高與音量偏移。" msgid "" "Insert a stream at the specified index. If the index is less than zero, the " "insertion occurs at the end of the underlying pool." msgstr "在指定索引插入一條音訊流;若索引小於零,則插入至池末端。" msgid "Returns the stream at the specified index." msgstr "返回指定索引處的音訊流。" msgid "" "Returns the probability weight associated with the stream at the given index." msgstr "返回指定索引處音訊流的機率權重。" msgid "Move a stream from one index to another." msgstr "將音訊流從一個索引移動到另一個索引。" msgid "Remove the stream at the specified index." msgstr "移除指定索引處的音訊流。" msgid "Set the AudioStream at the specified index." msgstr "設定指定索引處的 AudioStream。" msgid "" "Set the probability weight of the stream at the specified index. The higher " "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "設定指定索引處音訊流的機率權重。值越高,隨機播放模式就越容易選到此流。" msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." msgstr "控制 AudioStreamRandomizer 決定下一條要播放的 AudioStream 的方式。" msgid "" "The intensity of random pitch variation. A value of 1 means no variation." msgstr "隨機音高變化強度。1 代表不變化。" msgid "" "The intensity of random volume variation. A value of 0 means no variation." msgstr "隨機音量變化強度。0 代表不變化。" msgid "The number of streams in the stream pool." msgstr "流池中的音訊流數量。" msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream, but avoid playing the same stream twice in a row whenever possible. " "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" "依各流的權重隨機選擇,但盡量避免連續兩次播放同一條流。若池中僅有一條聲音,則必" "然重複播放。" msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream. If only 1 sound is present in the pool, the same sound will always " "play." msgstr "依各流的權重隨機選擇流。若池中僅有一條聲音,則必然重複播放同一聲音。" msgid "" "Play streams in the order they appear in the stream pool. If only 1 sound is " "present in the pool, the same sound will always play." msgstr "依流池中的順序播放。若池中只剩一條聲音,則始終播放同一聲音。" msgid "" "Stream that can be fitted with sub-streams, which will be played in-sync." msgstr "可裝載子串流並同步播放的串流。" msgid "" "This is a stream that can be fitted with sub-streams, which will be played in-" "sync. The streams begin at exactly the same time when play is pressed, and " "will end when the last of them ends. If one of the sub-streams loops, then " "playback will continue." msgstr "" "這是一種可裝載子串流並同步播放的串流。當開始播放時,所有子串流會在同一時間點一" "併開始,並在最後一個子串流結束時停止。若其中任一子串流設定為循環,播放將持續進" "行。" msgid "Get one of the synchronized streams, by index." msgstr "依索引取得其中一個同步串流。" msgid "Get the volume of one of the synchronized streams, by index." msgstr "依索引取得其中一個同步串流的音量。" msgid "Set one of the synchronized streams, by index." msgstr "依索引設定其中一個同步串流。" msgid "Set the volume of one of the synchronized streams, by index." msgstr "依索引設定其中一個同步串流的音量。" msgid "Set the total amount of streams that will be played back synchronized." msgstr "設定將被同步播放的串流總數量。" msgid "Maximum amount of streams that can be synchronized." msgstr "可同步的最大串流數量。" msgid "Stores audio data loaded from WAV files." msgstr "儲存自 WAV 檔載入的音訊資料。" msgid "" "AudioStreamWAV stores sound samples loaded from WAV files. To play the stored " "sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound " "can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" "AudioStreamWAV 會儲存自 WAV 檔載入的聲音取樣。播放時可使用 [AudioStreamPlayer]" "(非空間定位)或 [AudioStreamPlayer2D]/[AudioStreamPlayer3D](空間定位)。聲音" "可設定為循環播放。\n" "此類別亦可用於儲存動態產生的 PCM 音訊。程式化音訊請參閱 " "[AudioStreamGenerator]。" msgid "" "Creates a new [AudioStreamWAV] instance from the given buffer. The buffer " "must contain WAV data.\n" "The keys and values of [param options] match the properties of " "[ResourceImporterWAV]. The usage of [param options] is identical to [method " "AudioStreamWAV.load_from_file]." msgstr "" "從給定緩衝區建立新的 [AudioStreamWAV] 實例,緩衝區內容必須為 WAV 資料。\n" "[param options] 的鍵和值對應 [ResourceImporterWAV] 的屬性,其用法與 [method " "AudioStreamWAV.load_from_file] 相同。" msgid "" "Creates a new [AudioStreamWAV] instance from the given file path. The file " "must be in WAV format.\n" "The keys and values of [param options] match the properties of " "[ResourceImporterWAV].\n" "[b]Example:[/b] Load the first file dropped as a WAV and play it:\n" "[codeblock]\n" "@onready var audio_player = $AudioStreamPlayer\n" "\n" "func _ready():\n" "\tget_window().files_dropped.connect(_on_files_dropped)\n" "\n" "func _on_files_dropped(files):\n" "\tif files[0].get_extension() == \"wav\":\n" "\t\taudio_player.stream = AudioStreamWAV.load_from_file(files[0], {\n" "\t\t\t\t\"force/max_rate\": true,\n" "\t\t\t\t\"force/max_rate_hz\": 11025\n" "\t\t\t})\n" "\t\taudio_player.play()\n" "[/codeblock]" msgstr "" "從指定檔案路徑建立新的 [AudioStreamWAV] 實例,檔案必須為 WAV 格式。\n" "[param options] 的鍵和值對應 [ResourceImporterWAV] 的屬性。\n" "[b]範例:[/b] 將拖放的第一個檔案載入為 WAV 並播放:\n" "[codeblock]\n" "@onready var audio_player = $AudioStreamPlayer\n" "\n" "func _ready():\n" "\tget_window().files_dropped.connect(_on_files_dropped)\n" "\n" "func _on_files_dropped(files):\n" "\tif files[0].get_extension() == \"wav\":\n" "\t\taudio_player.stream = AudioStreamWAV.load_from_file(files[0], {\n" "\t\t\t\t\"force/max_rate\": true,\n" "\t\t\t\t\"force/max_rate_hz\": 11025\n" "\t\t\t})\n" "\t\taudio_player.play()\n" "[/codeblock]" msgid "" "Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " "ADPCM or Quite OK Audio formats can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[param path] if it is missing." msgstr "" "將 AudioStreamWAV 另存為 WAV 檔至 [param path]。使用 IMA ADPCM 或 Quite OK " "Audio 的樣本無法保存。\n" "[b]注意:[/b] 若路徑缺少副檔名,系統會自動附加 [code].wav[/code]。" msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] If [member format] is set to [constant FORMAT_8_BITS], this " "property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, " "subtract 128 from each byte.\n" "[b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this " "property expects data from a full QOA file." msgstr "" "以位元組形式儲存音訊資料。\n" "[b]注意:[/b] 若 [member format] 為 [constant FORMAT_8_BITS],此屬性應為有號 " "8 位元 PCM;若來源為無號 8 位元 PCM,請對每個位元組減去 128。\n" "[b]注意:[/b] 若 [member format] 為 [constant FORMAT_QOA],此屬性需包含完整 " "QOA 檔的資料。" msgid "Audio format." msgstr "音訊格式。" msgid "" "The loop start point (in number of samples, relative to the beginning of the " "stream)." msgstr "迴圈起始點(樣本數,相對於串流開頭)。" msgid "" "The loop end point (in number of samples, relative to the beginning of the " "stream)." msgstr "迴圈結束點(樣本數,相對於串流開頭)。" msgid "The loop mode." msgstr "迴圈模式。" msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " "using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "此音訊的混音取樣率。取樣率越高佔用空間越大,但品質也越好。\n" "遊戲常見的取樣率包括 [code]11025[/code]、[code]16000[/code]、[code]22050[/" "code]、[code]32000[/code]、[code]44100[/code] 與 [code]48000[/code]。\n" "依 [url=https://zh.wikipedia.org/wiki/奈奎斯特%E2%80%93香農取樣定理]奈奎斯特–" "香農取樣定理[/url],超過 40 kHz 對人耳無額外差異(大多數人只能聽到約 20 kHz 或" "更低)。若為人聲等低頻音效,[code]32000[/code] 或 [code]22050[/code] 等較低取" "樣率即可不失真。" msgid "If [code]true[/code], audio is stereo." msgstr "若為 [code]true[/code],音訊為立體聲。" msgid "" "Contains user-defined tags if found in the WAV data.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code] " "([code]date[/code] does not have a standard date format).\n" "[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so make " "sure to account for the keys not always existing.\n" "[b]Note:[/b] Only WAV files using a [code]LIST[/code] chunk with an " "identifier of [code]INFO[/code] to encode the tags are currently supported." msgstr "" "如果 WAV 資料中含有自訂標籤,則會存於此屬性。\n" "常見標籤包含 [code]title[/code]、[code]artist[/code]、[code]album[/code]、" "[code]tracknumber[/code] 與 [code]date[/code]([code]date[/code] 無固定格" "式)。\n" "[b]注意:[/b] 不保證每個檔案都含有任何特定標籤,請先檢查鍵值是否存在。\n" "[b]注意:[/b] 目前僅支援使用 [code]LIST[/code] 區塊且識別碼為 [code]INFO[/" "code] 的 WAV 標籤。" msgid "8-bit PCM audio codec." msgstr "8 位元 PCM 音訊編碼。" msgid "16-bit PCM audio codec." msgstr "16 位元 PCM 音訊編碼。" msgid "Audio is lossily compressed as IMA ADPCM." msgstr "音訊以 IMA ADPCM 有損壓縮。" msgid "" "Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/" "url]." msgstr "音訊以 [url=https://qoaformat.org/]Quite OK Audio[/url] 有損壓縮。" msgid "Audio does not loop." msgstr "音訊不循環。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "音訊在 [member loop_begin] 與 [member loop_end] 之間循環,僅向前播放。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "音訊在 [member loop_begin] 與 [member loop_end] 之間循環,來回播放。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "音訊在 [member loop_begin] 與 [member loop_end] 之間循環,僅向後播放。" msgid "" "A node that copies a region of the screen to a buffer for access in shader " "code." msgstr "這個節點能夠將螢幕中的某個區域複製到緩衝中,方便著色器程式碼存取。" msgid "" "Node for back-buffering the currently-displayed screen. The region defined in " "the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can be " "problematic when resizing the window. To avoid this, add [Control]-derived " "nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them " "as children." msgstr "" "用於對目前顯示畫面進行後緩衝的節點。會依據 [member copy_mode],將 " "[BackBufferCopy] 節點所設定的區域或整個螢幕內容複製到緩衝中。之後可於著色器腳" "本中透過螢幕紋理存取(亦即帶有 [code]hint_screen_texture[/code] 的 uniform 取" "樣器)。\n" "[b]注意:[/b]由於此節點繼承自 [Node2D](而非 [Control]),錨點與邊距不會套用到" "子系 [Control] 節點。視窗大小變更時可能因此產生問題。為避免此情形,請將 " "[Control] 衍生節點作為 [BackBufferCopy] 的[i]同層[/i]節點,而非子節點。" msgid "Screen-reading shaders" msgstr "螢幕讀取著色器" msgid "Buffer mode." msgstr "緩衝模式。" msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "此 [BackBufferCopy] 所覆蓋的區域。只有當 [member copy_mode] 為 [constant " "COPY_MODE_RECT] 時才會使用。" msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "停用緩衝模式。這代表 [BackBufferCopy] 節點會直接使用它所覆蓋的螢幕區域。" msgid "[BackBufferCopy] buffers a rectangular region." msgstr "[BackBufferCopy] 會緩衝一個矩形區域。" msgid "[BackBufferCopy] buffers the entire screen." msgstr "[BackBufferCopy] 會緩衝整個螢幕。" msgid "Abstract base class for GUI buttons." msgstr "GUI 按鈕的抽象基底類別。" msgid "" "[BaseButton] is an abstract base class for GUI buttons. It doesn't display " "anything by itself." msgstr "[BaseButton] 是 GUI 按鈕的抽象基底類別,本身不會顯示任何內容。" msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" "當按下按鈕時呼叫。如果你需要得知按鈕的按下狀態(且已啟用 [member " "toggle_mode]),請改用 [method _toggled]。" msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "當按鈕被切換時呼叫(僅在 [member toggle_mode] 啟用時)。" msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting to " "\"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "傳回用於繪製按鈕的視覺狀態。通常於覆寫 _draw() 或連接「draw」訊號,實作自訂繪" "製程式碼時使用。按鈕的視覺狀態由 [enum DrawMode] 列舉定義。" msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "若滑鼠已進入按鈕且尚未離開,則返回 [code]true[/code]。" msgid "" "Changes the [member button_pressed] state of the button, without emitting " "[signal toggled]. Use when you just want to change the state of the button " "without sending the pressed event (e.g. when initializing scene). Only works " "if [member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" "變更按鈕的 [member button_pressed] 狀態而不觸發 [signal toggled]。當你只想改變" "狀態而不送出按下事件(例如在初始化場景時)可使用此方法。僅在 [member " "toggle_mode] 為 [code]true[/code] 時有效。\n" "[b]注意:[/b] 這個方法不會將 [member button_group] 內的其他按鈕彈起。" msgid "Determines when the button is considered clicked." msgstr "決定按鈕被視為已點擊的時機。" msgid "" "The [ButtonGroup] associated with the button. Not to be confused with node " "groups.\n" "[b]Note:[/b] The button will be configured as a radio button if a " "[ButtonGroup] is assigned to it." msgstr "" "與此按鈕關聯的 [ButtonGroup],不要與「節點群組」混淆。\n" "[b]注意:[/b] 如果為按鈕指定了 [ButtonGroup],它將被設定為單選按鈕。" msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]." msgstr "" "二進位遮罩,用來指定此按鈕要回應哪些滑鼠鍵。\n" "若要同時允許左鍵與右鍵點擊,請使用 [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]。" msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Changing the value of [member button_pressed] will result in " "[signal toggled] to be emitted. If you want to change the pressed state " "without emitting that signal, use [method set_pressed_no_signal]." msgstr "" "若為 [code]true[/code],表示按鈕處於按下狀態,或在 [member toggle_mode] 啟用時" "處於切換狀態。僅在 [member toggle_mode] 為 [code]true[/code] 時有效。\n" "[b]注意:[/b] 直接修改 [member button_pressed] 會觸發 [signal toggled]。若要在" "不發出該訊號的情況下改變狀態,請使用 [method set_pressed_no_signal]。" msgid "" "If [code]true[/code], the button stays pressed when moving the cursor outside " "the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" "若為 [code]true[/code],按下按鈕後即使將游標移出按鈕區域,按鈕仍保持按下狀" "態。\n" "[b]注意:[/b] 此屬性僅影響視覺效果,訊號的觸發時機不受其影響。" msgid "[Shortcut] associated to the button." msgstr "與此按鈕關聯的 [Shortcut]。" msgid "" "If [code]true[/code], the button will highlight for a short amount of time " "when its shortcut is activated. If [code]false[/code] and [member " "toggle_mode] is [code]false[/code], the shortcut will activate without any " "visual feedback." msgstr "" "若為 [code]true[/code],當其快捷鍵被觸發時,按鈕會短暫反白。若為 [code]false[/" "code] 且 [member toggle_mode] 為 [code]false[/code],快捷鍵將在無視覺回饋下觸" "發。" msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip.\n" "[b]Note:[/b] This property does nothing when the tooltip control is " "customized using [method Control._make_custom_tooltip]." msgstr "" "若為 [code]true[/code],工具提示會自動附加此按鈕的快捷鍵資訊。\n" "[b]注意:[/b] 若透過 [method Control._make_custom_tooltip] 自訂了工具提示,此" "屬性將不會生效。" msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" "若為 [code]true[/code],按鈕進入切換模式:每次點擊都會在按下/彈起狀態間切換。" msgid "Emitted when the button starts being held down." msgstr "當開始按住按鈕時發出。" msgid "Emitted when the button stops being held down." msgstr "當停止按住按鈕時發出。" msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" "當按鈕被切換或按下時發出。若 [member action_mode] 為 [constant " "ACTION_MODE_BUTTON_PRESS],則在 [signal button_down] 觸發;否則在 [signal " "button_up] 觸發。\n" "若需知道按鈕目前的按下狀態(且已啟用 [member toggle_mode]),請改用 [signal " "toggled]。" msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[param toggled_on] argument." msgstr "" "當按鈕於按下與正常狀態間剛完成切換時發出(僅在 [member toggle_mode] 啟用時)。" "新狀態會包含於參數 [param toggled_on] 中。" msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "按鈕的正常狀態(未按下、未懸停、未切換且已啟用)。" msgid "The state of buttons are pressed." msgstr "按鈕被按下的狀態。" msgid "The state of buttons are hovered." msgstr "按鈕處於滑鼠懸停的狀態。" msgid "The state of buttons are disabled." msgstr "按鈕處於停用狀態。" msgid "The state of buttons are both hovered and pressed." msgstr "按鈕同時處於懸停且按下的狀態。" msgid "Require just a press to consider the button clicked." msgstr "只需按下即可視為已點擊。" msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "需按下後再釋放才算一次點擊。" msgid "Abstract base class for defining the 3D rendering properties of meshes." msgstr "用於定義網格 3D 算繪屬性的抽象基底類別。" msgid "" "This class serves as a default material with a wide variety of rendering " "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" "此類別提供一個預設材質,具備多種算繪功能與屬性,無須撰寫著色器程式。詳情請見下" "方教學。" msgid "Standard Material 3D and ORM Material 3D" msgstr "標準 3D 材質與 ORM 3D 材質" msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "若指定的 [enum Feature] 已啟用,返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "若指定的旗標已啟用,則返回 [code]true[/code]。" msgid "" "Returns the [Texture2D] associated with the specified [enum TextureParam]." msgstr "返回與指定 [enum TextureParam] 關聯的 [Texture2D]。" msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" "若為 [code]true[/code],啟用指定的 [enum Feature]。[BaseMaterial3D] 中的許多功" "能必須先啟用才能使用,藉此僅在需要時才付出效能成本。亦可透過將對應屬性設為 " "[code]true[/code] 來啟用。" msgid "" "If [code]true[/code], enables the specified flag. Flags are optional behavior " "that can be turned on and off. Only one flag can be enabled at a time with " "this function, the flag enumerators cannot be bit-masked together to enable " "or disable multiple flags at once. Flags can also be enabled by setting the " "corresponding member to [code]true[/code]." msgstr "" "若為 [code]true[/code],啟用指定旗標。旗標屬於可開關的可選行為;此方法一次只能" "修改一個旗標,列舉值不能組合成位元遮罩一次啟用或停用多個旗標。亦可透過將對應屬" "性設為 [code]true[/code] 來啟用。" msgid "Sets the texture for the slot specified by [param param]." msgstr "為由 [param param] 指定的槽位設定紋理。" msgid "" "The material's base color.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member " "detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] " "modulate the detail texture. This can be used to color partial areas of a " "material by not specifying an albedo texture and using a transparent [member " "detail_albedo] texture instead." msgstr "" "材質的基礎顏色。\n" "[b]注意:[/b] 若 [member detail_enabled] 為 [code]true[/code] 且已設定 " "[member detail_albedo] 紋理,則 [member albedo_color] 將 [i]不會[/i] 調變該細" "節紋理。此技巧可透過不設定反照率紋理、改用帶透明度的 [member detail_albedo] 來" "僅為材質部分區域上色。" msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects.\n" "If the texture appears unexpectedly too dark or too bright, check [member " "albedo_texture_force_srgb]." msgstr "" "會與 [member albedo_color] 相乘的紋理,用於物件的基本貼圖。\n" "若紋理顯得異常過暗或過亮,請檢查 [member albedo_texture_force_srgb] 設定。" msgid "" "If [code]true[/code], forces a conversion of the [member albedo_texture] from " "sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " "albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the " "texture will appear to be too dark. If [member albedo_texture_force_srgb] is " "[code]false[/code] when it shouldn't be, the texture will appear to be too " "bright." msgstr "" "若為 [code]true[/code],強制將 [member albedo_texture] 從 sRGB 色域轉換為線性" "色域。另見 [member vertex_color_is_srgb]。\n" "此選項僅在必要時啟用(通常於將 [ViewportTexture] 用作 [member albedo_texture] " "時)。若不該開啟卻開啟,紋理會顯得過暗;反之亦然則會顯得過亮。" msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." msgstr "" "啟用多通道 Signed Distance Field 算繪著色器。可透過 [member msdf_pixel_range] " "與 [member msdf_outline_size] 調整 MSDF 參數。" msgid "Threshold at which antialiasing will be applied on the alpha channel." msgstr "在 Alpha 通道上套用抗鋸齒的臨界值。" msgid "The type of alpha antialiasing to apply." msgstr "要套用的 Alpha 抗鋸齒類型。" msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." msgstr "" "Alpha Hash 的雜湊比例,建議值介於 [code]0[/code] 與 [code]2[/code] 之間。" msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " "result in more pixels being discarded. If the material becomes too opaque at " "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" "Alpha Scissor 剪裁丟棄像素的臨界值;值越高會丟棄越多像素。若遠處材質顯得過於不" "透明,嘗試調高 [member alpha_scissor_threshold];若遠處材質消失,嘗試調低此" "值。" msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" "各向異性效果的強度。若 [member anisotropy_flowmap] 為含 Alpha 的紋理,則會與" "其 Alpha 通道相乘。" msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminum and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering, which can be enabled by setting [member texture_filter] to " "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" "若為 [code]true[/code],啟用各向異性。各向異性會改變鏡面高光形狀並依切線空間對" "齊,適合用於拉絲金屬或頭髮反射。\n" "[b]注意:[/b] 網格必須包含切線資料,否則效果會破碎。\n" "[b]注意:[/b] 此處的各向異性與「各向異性紋理過濾」不同,後者可將 [member " "texture_filter] 設為 [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 來啟用。" msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the strength " "of the [member anisotropy] effect. Fully opaque pixels will keep the " "anisotropy effect's original strength while fully transparent pixels will " "disable the anisotropy effect entirely. The flowmap texture's blue channel is " "ignored." msgstr "" "用於在各向異性計算中偏移切線,並可(透過 Alpha 通道)控制效果強度的方向圖。此" "紋理應為導數圖:紅通道代表 X 軸扭曲,綠通道代表 Y 軸扭曲;值低於 0.5 為負向扭" "曲,高於 0.5 為正向扭曲。\n" "若存在 Alpha 通道,會與 [member anisotropy] 強度相乘:完全不透明保留原始強度," "完全透明則完全關閉各向異性。藍通道會被忽略。" msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " "areas based on the [member ao_texture]." msgstr "" "若為 [code]true[/code],啟用環境遮蔽,會依 [member ao_texture] 使區域變暗。" msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" "環境遮蔽對動態光源亮度的影響比例。為 [code]0[/code] 時僅影響環境光;為 " "[code]1[/code] 時對動態光源與環境光影響相同。雖可藉此加強 AO 效果,但通常會降" "低真實感。" msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "若為 [code]true[/code],使用 [code]UV2[/code] 座標讀取 [member ao_texture]。" msgid "" "Texture that defines the amount of ambient occlusion for a given point on the " "object." msgstr "定義物體各處環境遮蔽量的紋理。" msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "指定 [member ao_texture] 中存放環境遮蔽資訊的色彩通道。當多種效果資訊共用同一" "張紋理時相當實用;例如將金屬度放紅通道、粗糙度放藍通道、把 AO 放綠通道,藉此減" "少紋理數量。" msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "背光效果使用的顏色,代表穿透物體的光線色彩。" msgid "" "If [code]true[/code], the backlight effect is enabled. See also [member " "subsurf_scatter_transmittance_enabled]." msgstr "" "若為 [code]true[/code],啟用背光效果。另見 [member " "subsurf_scatter_transmittance_enabled]。" msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "逐像素控制背光量的紋理,最終會與 [member backlight] 值相加。" msgid "" "If [code]true[/code], the bent normal map is enabled. This allows for more " "accurate indirect lighting and specular occlusion." msgstr "" "若為 [code]true[/code],啟用彎曲法線貼圖,可獲得更精確的間接光與鏡面遮蔽。" msgid "" "Texture that specifies the average direction of incoming ambient light at a " "given pixel. The [member bent_normal_texture] only uses the red and green " "channels; the blue and alpha channels are ignored. The normal read from " "[member bent_normal_texture] is oriented around the surface normal provided " "by the [Mesh].\n" "[b]Note:[/b] A bent normal map is different from a regular normal map. When " "baking a bent normal map make sure to use [b]a cosine distribution[/b] for " "the bent normal map to work correctly.\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the shading produced by the bent normal map will not " "look correct. If creating geometry with [SurfaceTool], you can use [method " "SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to " "automatically generate normals and tangents respectively.\n" "[b]Note:[/b] Godot expects the bent normal map to use X+, Y+, and Z+ " "coordinates. See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "指定各像素環境光平均入射方向的紋理。[member bent_normal_texture] 僅使用紅、綠" "通道;藍與 Alpha 通道會被忽略。讀取到的法線方向會以網格的表面法線為基準旋" "轉。\n" "[b]注意:[/b] 彎曲法線貼圖與一般法線貼圖不同,烘焙時需使用 [b]餘弦分布[/b] 才" "能正確運作。\n" "[b]注意:[/b] 網格需同時具備法線與切線資料,否則算繪結果將異常。若使用 " "[SurfaceTool] 建立幾何,可透過 [method SurfaceTool.generate_normals] 與 " "[method SurfaceTool.generate_tangents] 自動產生。\n" "[b]注意:[/b] Godot 期望貼圖採用 X+、Y+、Z+ 座標系,詳見 [url=http://" "wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]此頁[/url] 了解各引擎" "差異。" msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" "若為 [code]true[/code],公告板算繪時仍保留網格原有縮放;否則縮放會被忽略。僅" "於 [member billboard_mode] 非 [constant BILLBOARD_DISABLED] 時適用。" msgid "" "Controls how the object faces the camera.\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" "控制物件面向相機的方式。\n" "[b]注意:[/b] 公告板模式不適用於 VR,因為頭戴裝置時相機的左右向量並非水平。詳" "情見 [url=https://github.com/godotengine/godot/issues/41567]GitHub Issue " "#41567[/url]。" msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline." msgstr "" "材質的混合模式。\n" "[b]注意:[/b] 除 [code]Mix[/code] 以外的模式都會將物件強制進入透明算繪流程。" msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "設定清漆層的強度;設為 [code]0[/code] 等同停用清漆效果。" msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "若為 [code]true[/code],啟用清漆算繪,於照明中加入透明次通道產生額外高光,使材" "質看起來像有一層光滑或霧面的透明塗層。\n" "[b]注意:[/b] 若材質的 [member shading_mode] 為 [constant " "SHADING_MODE_UNSHADED],則不會顯示清漆效果。" msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a rougher " "clearcoat while a lower value results in a smoother clearcoat." msgstr "設定清漆層的粗糙度;值越高越霧面,越低越光滑。" msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "定義清漆強度與光澤度的紋理;紅通道為強度,綠通道為光澤度。" msgid "" "Determines which side of the triangle to cull depending on whether the " "triangle faces towards or away from the camera." msgstr "決定要依三角形面向相機與否來剔除哪一側。" msgid "" "Determines when depth rendering takes place. See also [member transparency]." msgstr "決定何時進行深度寫入,另見 [member transparency]。" msgid "" "Texture that specifies the color of the detail overlay. [member " "detail_albedo]'s alpha channel is used as a mask, even when the material is " "opaque. To use a dedicated texture as a mask, see [member detail_mask].\n" "[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member " "albedo_color]." msgstr "" "指定細節覆蓋層顏色的紋理。即使材質為不透明,[member detail_albedo] 的 Alpha 通" "道仍作為遮罩;若需使用獨立紋理當遮罩,請參考 [member detail_mask]。\n" "[b]注意:[/b] [member detail_albedo] [i]不會[/i] 受到 [member albedo_color] 影" "響。" msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]." msgstr "指定 [member detail_albedo] 與現有 [code]ALBEDO[/code] 的混合方式。" msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " "and [member detail_albedo]'s alpha channel. This can be used to add variation " "to objects, or to blend between two different albedo/normal textures." msgstr "" "若為 [code]true[/code],啟用細節覆蓋。系統會依 [member detail_mask] 與 " "[member detail_albedo] Alpha 通道,在物件表面混合第二張紋理,可用於增加變化或" "在兩組反照率/法線間平滑過渡。" msgid "" "Texture used to specify how the detail textures get blended with the base " "textures. [member detail_mask] can be used together with [member " "detail_albedo]'s alpha channel (if any)." msgstr "" "指定細節紋理與基礎紋理混合方式的紋理。[member detail_mask] 可與 [member " "detail_albedo] 的 Alpha 通道一併使用。" msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "指定細節覆蓋逐像素法線的紋理。[member detail_normal] 僅使用紅、綠通道;藍與 " "Alpha 通道會被忽略。讀取到的法線方向會以網格表面法線為基準旋轉。\n" "[b]注意:[/b] Godot 期望使用 X+、Y+、Z+ 座標系,可參考 [url=http://" "wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]此頁[/url] 了解各引擎" "差異。" msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer." msgstr "指定細節層使用 [code]UV[/code] 或 [code]UV2[/code]。" msgid "The algorithm used for diffuse light scattering." msgstr "用於漫反射光散射的演算法。" msgid "If [code]true[/code], the object receives no ambient light." msgstr "若為 [code]true[/code],物件將不受環境光影響。" msgid "" "If [code]true[/code], the object will not be affected by fog (neither " "volumetric nor depth fog). This is useful for unshaded or transparent " "materials (e.g. particles), which without this setting will be affected even " "if fully transparent." msgstr "" "若為 [code]true[/code],物件不受任何霧效(體積霧或深度霧)影響。對於無陰影或全" "透明材質(例如粒子)特別實用,否則即便完全透明仍會被霧影響。" msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "若為 [code]true[/code],物件不會接收落在其上的陰影。" msgid "" "If [code]true[/code], disables specular occlusion even if [member " "ProjectSettings.rendering/reflections/specular_occlusion/enabled] is " "[code]false[/code]." msgstr "" "若為 [code]true[/code],即使全域設定已停用,也依然關閉此材質的鏡面遮蔽。" msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [member distance_fade_max_distance] is less than [member " "distance_fade_min_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" "物件呈現完全不透明時的距離。\n" "[b]注意:[/b] 若 [member distance_fade_max_distance] 小於 [member " "distance_fade_min_distance],行為將反轉:物件會在 max_distance 開始淡出,並於" "到達 min_distance 時完全消失。" msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [member distance_fade_min_distance] is greater than [member " "distance_fade_max_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" "物件開始變得可見的距離;若距離小於此值,物件將不可見。\n" "[b]注意:[/b] 若 min_distance 大於 max_distance,行為將反轉:物件會在 " "max_distance 開始淡出,並於到達 min_distance 時完全消失。" msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "指定淡入淡出的類型,可為任何 [enum DistanceFadeMode] 值。" msgid "The emitted light's color. See [member emission_enabled]." msgstr "發光色彩,詳見 [member emission_enabled]。" msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked " "lighting." msgstr "" "若為 [code]true[/code],物件會自體發光,使其看起來更明亮。若場景使用 " "[VoxelGI]、SDFGI 或 [LightmapGI] 且此物件參與光照烘焙,發出的光也會影響其他物" "件。" msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "發光亮度倍率,詳見 [member emission_enabled]。" msgid "" "Luminance of emitted light, measured in nits (candela per square meter). Only " "available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default is roughly equivalent to an " "indoor lightbulb." msgstr "" "發光亮度(nits,cd/m²)。僅在 [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] 啟用時可用;預設值約等同室內燈" "泡。" msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "使用 [code]UV2[/code] 座標讀取 [member emission_texture]。" msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply." msgstr "" "設定 [member emission] 與 [member emission_texture] 的組合方式,為加法或乘法。" msgid "Texture that specifies how much surface emits light at a given point." msgstr "指定各像素發光強度的紋理。" msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance. The object's size on screen is the same as if the camera was " "[code]1.0[/code] units away from the object's origin, regardless of the " "actual distance from the camera. The [Camera3D]'s field of view (or [member " "Camera3D.size] when in orthogonal/frustum mode) still affects the size the " "object is drawn at." msgstr "" "若為 [code]true[/code],無論與相機距離多遠,物件都以固定大小呈現;效果相當於相" "機永遠距離物件 1.0 單位。但 [Camera3D] 的視野角(或正交/斜投模式下的 [member " "Camera3D.size])仍會影響螢幕大小。" msgid "" "Overrides the [Camera3D]'s field of view angle (in degrees).\n" "[b]Note:[/b] This behaves as if the field of view is set on a [Camera3D] with " "[member Camera3D.keep_aspect] set to [constant Camera3D.KEEP_HEIGHT]. " "Additionally, it may not look correct on a non-perspective camera where the " "field of view setting is ignored." msgstr "" "覆寫 [Camera3D] 的視野角度(度)。\n" "[b]注意:[/b] 行為類似於於一台 [member Camera3D.keep_aspect] 設為 [constant " "Camera3D.KEEP_HEIGHT] 的相機上設定 FOV。若使用非透視相機(FOV 無效)可能無法正" "確顯示。" msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " "create mesh-based outlines using a second material pass and its [member " "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " "the mesh to use smooth normals exclusively using [url=http://" "wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in " "the 3D authoring software. In this case, grow will be able to join every " "outline together, just like in the original mesh." msgstr "" "若為 [code]true[/code],啟用頂點擴張,可配合第二個材質分段並將 [member " "cull_mode] 設為 [constant CULL_FRONT] 來產生網格外框。另見 [member " "grow_amount]。\n" "[b]注意:[/b] 擴張不會新增頂點,銳角處可能出現縫隙。可於 DCC 軟體使用 " "[url=http://wiki.polycount.com/wiki/Face_weighted_normals]面權重法線[/url] 並" "保持光滑法線以減少破口,讓擴張後的外框能完整閉合。" msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "" "沿頂點法線方向擴張網格;僅當 [member grow] 為 [code]true[/code] 時有效。" msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " "the material instead of simple offset mapping (see [member " "heightmap_enabled]). This results in a more convincing depth effect, but is " "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" "若為 [code]true[/code],使用視差遮蔽貼圖取代單純的偏移貼圖(見 [member " "heightmap_enabled]),以呈現更真實的深度效果,但 GPU 負擔也更高。僅在確實需要" "時啟用。" msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " "mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height " "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " "the same material. The value of [member heightmap_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" "若為 [code]true[/code],啟用高度貼圖(亦稱視差貼圖或深度貼圖),另見 [member " "normal_enabled]。此功能對 GPU 耗費較高,僅應用於視覺差異顯著的材質。\n" "[b]注意:[/b] 若同一材質啟用了三平面貼圖([member uv1_triplanar]),則不支援高" "度貼圖,[member heightmap_enabled] 會被忽略。" msgid "" "If [code]true[/code], flips the mesh's binormal vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves (even " "with a reasonable [member heightmap_scale]), try setting this to [code]true[/" "code]." msgstr "" "若為 [code]true[/code],解析高度貼圖時會翻轉網格的副法線。若相機移動時高度效果" "異常(即便已調整 [member heightmap_scale]),可嘗試啟用此選項。" msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves (even " "with a reasonable [member heightmap_scale]), try setting this to [code]true[/" "code]." msgstr "" "若為 [code]true[/code],解析高度貼圖時會翻轉網格切線。若相機移動時高度效果異常" "(即便已調整 [member heightmap_scale]),可嘗試啟用此選項。" msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " "3.x. This is not necessary if the Invert import option was used to invert the " "depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "若設為 [code]true[/code],則把高度圖紋理視為深度圖,亮部會顯得「較低」,暗部則" "顯得較高。\n" "此選項用於相容某些為 Godot 3.x 製作的材質;若在 Godot 3.x 導入時已使用" "「Invert」反轉深度圖,則無需啟用,並應讓 [member heightmap_flip_texture] 維持 " "[code]false[/code]。" msgid "" "The number of layers to use for parallax occlusion mapping when the camera is " "up close to the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher values " "have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "當相機靠近材質時,視差遮蔽貼圖所使用的層數。數值越高,深度效果越真實,特別是高" "度差劇烈的材質;但也會顯著提高 GPU 成本,因此僅在確實有需要時再行提高。\n" "[b]注意:[/b]僅於 [member heightmap_deep_parallax] 為 [code]true[/code] 時生" "效。" msgid "" "The number of layers to use for parallax occlusion mapping when the camera is " "far away from the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher values " "have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "當相機遠離材質時,視差遮蔽貼圖所使用的層數。數值越高,深度效果越真實,特別是高" "度差劇烈的材質;但也會顯著提高 GPU 成本,因此僅在確實有需要時再行提高。\n" "[b]注意:[/b]僅於 [member heightmap_deep_parallax] 為 [code]true[/code] 時生" "效。" msgid "" "The heightmap scale to use for the parallax effect (see [member " "heightmap_enabled]). The default value is tuned so that the highest point " "(value = 255) appears to be 5 cm higher than the lowest point (value = 0). " "Higher values result in a deeper appearance, but may result in artifacts " "appearing when looking at the material from oblique angles, especially when " "the camera moves. Negative values can be used to invert the parallax effect, " "but this is different from inverting the texture using [member " "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" "[b]Note:[/b] If the height map effect looks strange regardless of this value, " "try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" "控制視差效果強度的高度圖縮放(參見 [member heightmap_enabled])。預設值使最高" "點(255)看起來比最低點(0)高 5 cm。提高此值可加深立體感,但在斜視或移動鏡頭" "時可能產生偽影。設定為負值可反轉視差方向,這與 [member " "heightmap_flip_texture] 的紋理反轉不同──材質同時會顯得「更靠近」鏡頭。一般建議" "保持為正值。\n" "[b]注意:[/b]如高度圖效果異常,可嘗試調整 [member heightmap_flip_binormal] 與 " "[member heightmap_flip_tangent]。另見 [member heightmap_texture] 以了解製作高" "度圖的建議,因為製圖方式亦會影響 [member heightmap_scale]。" msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " "heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], " "this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only " "uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " "comprised of low-frequency data." msgstr "" "指定高度圖紋理;亦參見 [member heightmap_enabled]。\n" "為獲得最佳結果,應先將紋理正規化(並相應降低 [member heightmap_scale])。在 " "[url=https://gimp.org]GIMP[/url] 中可透過 [b]Colors > Auto > Equalize[/b] 完" "成。若紋理只使用到亮度範圍的一小部分,鏡頭移動時視差效果可能異常。\n" "[b]注意:[/b]高度圖多為低頻資訊,可使用較低解析度以減少記憶體占用並加速載入。" msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular reflection. " "With non-metals, the reflection appears on top of the albedo color. Metals " "use their albedo as a multiplier to the specular reflection and set the " "diffuse color to black resulting in a tinted reflection. Materials work " "better when fully metal or fully non-metal, values between [code]0[/code] and " "[code]1[/code] should only be used for blending between metal and non-metal " "sections. To alter the amount of reflection use [member roughness]." msgstr "" "數值越高,材質越像金屬。非金屬將反照率做為漫反射顏色,並在鏡面反射中加入漫反" "射,因此反射會覆蓋於反照率之上;金屬則以反照率乘上鏡面反射,並把漫反射設為黑" "色,形成帶色反射。建議材質設定為純金屬或純非金屬;介於 [code]0[/code] 與 " "[code]1[/code] 的值僅用於漸層過渡。要調整反射強度請改變 [member roughness]。" msgid "" "Adjusts the strength of specular reflections. Specular reflections are " "composed of scene reflections and the specular lobe which is the bright spot " "that is reflected from light sources. When set to [code]0.0[/code], no " "specular reflections will be visible. This differs from the [constant " "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member roughness]." msgstr "" "調整鏡面反射強度。鏡面反射由場景反射與來自光源的鏡面亮斑組成;若設為 " "[code]0.0[/code] 則完全不顯示鏡面反射。這與 [constant SPECULAR_DISABLED] 模式" "不同,後者僅停用光源亮斑。\n" "[b]注意:[/b]與 [member metallic] 不同,此值不遵守能量守恆,通常建議保持 " "[code]0.5[/code]。另見 [member roughness]。" msgid "" "Texture used to specify metallic for an object. This is multiplied by [member " "metallic]." msgstr "指定物件金屬度的紋理,會與 [member metallic] 相乘。" msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" "設定金屬度資訊位於 [member metallic_texture] 的哪個通道。當多種貼圖資訊合併於" "單張紋理時非常有用,例如:紅色通道放金屬度、藍色放粗糙度、綠色放環境遮蔽,即可" "減少貼圖數量。" msgid "The width of the shape outline." msgstr "形狀輪廓寬度。" msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." msgstr "形狀周圍最小至最大可表距離範圍的寬度。" msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "若設為 [code]true[/code],將停用深度測試,物件依繪製順序顯示。" msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " "performance cost, especially on mobile GPUs." msgstr "若設為 [code]true[/code],啟用法線貼圖;在行動 GPU 上會稍降效能。" msgid "The strength of the normal map's effect." msgstr "法線貼圖強度。" msgid "" "Texture used to specify the normal at a given pixel. The [member " "normal_texture] only uses the red and green channels; the blue and alpha " "channels are ignored. The normal read from [member normal_texture] is " "oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method " "SurfaceTool.generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" "指定每個圖元法線的紋理。[member normal_texture] 僅使用紅、綠通道;藍色與 " "Alpha 會被忽略。讀取到的法線以 [Mesh] 提供的表面法線為基準旋轉。\n" "[b]注意:[/b]網格頂點必須同時具有法線與切線,否則法線貼圖只會使表面變暗而無法" "正常顯示。若使用 [SurfaceTool] 產生幾何,可呼叫 [method " "SurfaceTool.generate_normals] 與 [method SurfaceTool.generate_tangents] 自動生" "成。\n" "[b]注意:[/b]Godot 預期法線貼圖使用 X+、Y+、Z+ 座標;可參考此頁比較各引擎要" "求:[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]。\n" "[b]注意:[/b]若 [member detail_enabled] 為 [code]true[/code],[member " "detail_albedo] 會繪製在 [member normal_texture][i]之下[/i];如需相反效果,請改" "用 [member detail_normal]。" msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " "channel. Roughness map is stored in the green channel. Metallic map is stored " "in the blue channel. The alpha channel is ignored." msgstr "" "指定遮蔽/粗糙度/金屬度(ORM)紋理,為 [ORMMaterial3D] 中 [member ao_texture]、" "[member roughness_texture] 與 [member metallic_texture] 的更有效率替代方案:紅" "通道存環境遮蔽、綠通道存粗糙度、藍通道存金屬度,Alpha 通道忽略。" msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "粒子圖集的水平影格數;僅於 [constant BILLBOARD_PARTICLES] 模式下可用。" msgid "" "If [code]true[/code], particle animations are looped. Only enabled when using " "[constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "若設為 [code]true[/code],粒子動畫將循環播放;僅於 [constant " "BILLBOARD_PARTICLES] 模式下可用。" msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "粒子圖集的垂直影格數;僅於 [constant BILLBOARD_PARTICLES] 模式下可用。" msgid "The point size in pixels. See [member use_point_size]." msgstr "點大小(像素);參見 [member use_point_size]。" msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "淡出距離;數值越大,物件完全淡出所需距離越長。" msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" "若設為 [code]true[/code],啟用近距離淡出效果;圖元會依與指定物件的距離逐漸隱" "形。" msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts transparency " "based on light from behind the object.\n" "[b]Note:[/b] Refraction is implemented using the screen texture. Only opaque " "materials will appear in the refraction, since transparent materials do not " "appear in the screen texture." msgstr "" "若設為 [code]true[/code],啟用折射效果,依據物件後方的影像扭曲透明區域。\n" "[b]注意:[/b]折射透過螢幕貼圖實作,僅不透明材質會出現在該貼圖中,因此透明材質" "不會被折射顯示。" msgid "The strength of the refraction effect." msgstr "折射強度。" msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied by " "[member refraction_scale]." msgstr "控制每圖元折射強度的紋理,會與 [member refraction_scale] 相乘。" msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored refraction in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "設定折射資訊位於 [member refraction_texture] 的哪個通道。可將多種資料整合於單" "張紋理,例如:紅通道折射、藍通道粗糙度、綠通道環境遮蔽,以降低貼圖數量。" msgid "Sets the strength of the rim lighting effect." msgstr "邊緣光強度。" msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "若設為 [code]true[/code],啟用邊緣光效果,使斜視角度下的表面更亮。\n" "[b]注意:[/b]當 [member shading_mode] 設為 [constant SHADING_MODE_UNSHADED] 時" "邊緣光不會顯示。" msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "控制每圖元邊緣光強度的紋理,會與 [member rim] 相乘。" msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" "邊緣光中光源色與反照率混合比率;[code]0[/code] 表示完全使用光源色,[code]1[/" "code] 則完全使用反照率,一般取中間值效果最佳。" msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" "表面粗糙度;[code]0[/code] 為完全鏡面, [code]1[/code] 則完全模糊。另見 " "[member metallic]。" msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "控制每圖元粗糙度的紋理,會與 [member roughness] 相乘。" msgid "" "Specifies the channel of the [member roughness_texture] in which the " "roughness information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "設定粗糙度資訊位於 [member roughness_texture] 的哪個通道。可將多種資料整合於單" "張紋理,例如:紅通道金屬度、藍通道粗糙度、綠通道環境遮蔽,以降低貼圖數量。" msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" "vertex lighting is faster, making it the best choice for mobile applications, " "however it looks considerably worse than per-pixel. Unshaded rendering is the " "fastest, but disables all interactions with lights." msgstr "" "設定著色方式:逐圖元、逐頂點或無光照。逐頂點光照較快,適合行動裝置,但品質明顯" "不如逐圖元;無光照最快,但完全不受光源影響。" msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" "若設為 [code]true[/code],啟用「Shadow to Opacity」模式:光照會改寫 Alpha,使" "陰影區域不透明、其它區域透明。可用於在 AR 畫面上覆蓋陰影。" msgid "" "The method for rendering the specular blob.\n" "[b]Note:[/b] [member specular_mode] only applies to the specular blob. It " "does not affect specular reflections from the sky, screen-space reflections, " "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" "鏡面亮斑的繪製方式。\n" "[b]注意:[/b][member specular_mode] 僅影響鏡面亮斑,不會影響天空、螢幕空間反" "射、[VoxelGI]、SDFGI 或 [ReflectionProbe] 的反射;若也需停用那些反射,請將 " "[member metallic_specular] 設為 [code]0.0[/code]。" msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges. Subsurface " "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]." msgstr "" "若設為 [code]true[/code],啟用次表面散射,模擬光線穿透、散射並離開物體表面。品" "質由 [member ProjectSettings.rendering/environment/subsurface_scattering/" "subsurface_scattering_quality] 控制。" msgid "" "If [code]true[/code], subsurface scattering will use a special mode optimized " "for the color and density of human skin, such as boosting the intensity of " "the red channel in subsurface scattering." msgstr "" "若設為 [code]true[/code],次表面散射會啟用專為人類皮膚優化的模式,例如增強紅色" "通道。" msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " "also controlled by [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], which is set globally." msgstr "" "次表面散射強度;其深度由全域設定 [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_scale] 決定。" msgid "" "Texture used to control the subsurface scattering strength. Stored in the red " "texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "控制次表面散射強度的紋理(紅通道),會與 [member subsurf_scatter_strength] 相" "乘。" msgid "The intensity of the subsurface scattering transmittance effect." msgstr "次表面散射透射強度。" msgid "" "The color to multiply the subsurface scattering transmittance effect with. " "Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "與次表面散射透射效果相乘的顏色;[member subsurf_scatter_skin_mode] 為 " "[code]true[/code] 時忽略。" msgid "The depth of the subsurface scattering transmittance effect." msgstr "次表面散射透射深度。" msgid "" "If [code]true[/code], enables subsurface scattering transmittance. Only " "effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also " "[member backlight_enabled]." msgstr "" "若設為 [code]true[/code],啟用次表面散射透射;僅在 [member " "subsurf_scatter_enabled] 為 [code]true[/code] 時有效。另見 [member " "backlight_enabled]。" msgid "" "The texture to use for multiplying the intensity of the subsurface scattering " "transmittance intensity. See also [member subsurf_scatter_texture]. Ignored " "if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "用來乘上次表面散射透射強度的紋理;亦參見 [member subsurf_scatter_texture]。若 " "[member subsurf_scatter_skin_mode] 為 [code]true[/code] 則忽略。" msgid "" "Filter flags for the texture.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " "filtering, even if nearest-neighbor filtering is selected here. This is to " "ensure the heightmap effect looks as intended. If you need sharper height " "transitions between pixels, resize the heightmap texture in an image editor " "with nearest-neighbor filtering." msgstr "" "紋理篩選方式。\n" "[b]注意:[/b][member heightmap_texture] 一律使用線性取樣,即使此處選擇最近鄰。" "若需更銳利的高度階梯,請在影像編輯器中以最近鄰縮放高度圖。" msgid "" "If [code]true[/code], the texture repeats when exceeding the texture's size. " "See [constant FLAG_USE_TEXTURE_REPEAT]." msgstr "" "若設為 [code]true[/code],紋理座標超出範圍時會重複;參見 [constant " "FLAG_USE_TEXTURE_REPEAT]。" msgid "" "The material's transparency mode. Some transparency modes will disable shadow " "casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] " "has a greater performance impact compared to opaque rendering. See also " "[member blend_mode]." msgstr "" "材質透明度模式。部分模式會停用投射陰影;除 [constant TRANSPARENCY_DISABLED] 外" "的任何模式都比不透明渲染更耗效能。另見 [member blend_mode]。" msgid "" "If [code]true[/code] use [member fov_override] to override the [Camera3D]'s " "field of view angle." msgstr "" "若設為 [code]true[/code],使用 [member fov_override] 覆寫 [Camera3D] 的視野角" "度。" msgid "" "If [code]true[/code], enables parts of the shader required for " "[GPUParticles3D] trails to function. This also requires using a mesh with " "appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling " "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" "若設為 [code]true[/code],啟用 [GPUParticles3D] 尾跡所需的著色器代碼;需配合 " "[RibbonTrailMesh] 或 [TubeTrailMesh] 等具蒙皮的網格。若在非 [GPUParticles3D] " "網格材質上啟用將導致材質繪製錯誤。" msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-based " "rather than triangle-based. See also [member point_size]." msgstr "" "若設為 [code]true[/code],允許修改繪製點大小。\n" "[b]注意:[/b]僅對以點為單位的幾何(非三角形)有效;另見 [member point_size]。" msgid "" "If [code]true[/code] use [member z_clip_scale] to scale the object being " "rendered towards the camera to avoid clipping into things like walls." msgstr "" "若設為 [code]true[/code],透過 [member z_clip_scale] 朝鏡頭縮放物體以避免穿" "牆。" msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be added " "to [code]UV[/code] in the vertex function. This can be used to offset a " "texture. The Z component is used when [member uv1_triplanar] is enabled, but " "it is not used anywhere else." msgstr "" "[code]UV[/code] 偏移量,於頂點函式加至 [code]UV[/code];可用來移動紋理。Z 分量" "僅在啟用 [member uv1_triplanar] 時使用。" msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function. The Z component is used when [member " "uv1_triplanar] is enabled, but it is not used anywhere else." msgstr "" "[code]UV[/code] 縮放比例,於頂點函式乘上 [code]UV[/code];Z 分量僅在啟用 " "[member uv1_triplanar] 時使用。" msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture coordinates. " "It reads from the source texture 3 times, once for each axis and then blends " "between the results based on how closely the pixel aligns with each axis. " "This is often used for natural features to get a realistic blend of " "materials. Because triplanar texturing requires many more texture reads per-" "pixel it is much slower than normal UV texturing. Additionally, because it is " "blending the texture between the three axes, it is unsuitable when you are " "trying to achieve crisp texturing." msgstr "" "若設為 [code]true[/code],不使用 [code]UV[/code],改以三平面取樣決定貼圖方式。" "三平面會根據表面法向對三個軸各取紋理一次,並依像素對軸的對齊度混合結果,常用於" "自然地形以獲得平滑過渡。但因每像素需多次取樣,效能遠低於一般 UV;亦因混合導致" "邊緣變軟,不適合需要銳利貼圖的場合。" msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" "數值越低混合越柔和,數值越高混合越銳利。\n" "[b]注意:[/b][member uv1_triplanar_sharpness] 會被限制於 [code]0.0[/code] 至 " "[code]150.0[/code] 之間,超出範圍可能導致畫面破損。" msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" "若設為 [code]true[/code],[code]UV[/code] 的三平面在世界座標計算;另見 " "[member uv1_triplanar]。" msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv2_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" "[code]UV2[/code] 偏移量,於頂點函式加至 [code]UV2[/code];可用來移動第二組紋理" "座標。Z 分量僅在啟用 [member uv2_triplanar] 時使用。" msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function. The Z component is used when [member " "uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" "[code]UV2[/code] 縮放比例,於頂點函式乘上 [code]UV2[/code];Z 分量僅在啟用 " "[member uv2_triplanar] 時使用。" msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture coordinates. " "It reads from the source texture 3 times, once for each axis and then blends " "between the results based on how closely the pixel aligns with each axis. " "This is often used for natural features to get a realistic blend of " "materials. Because triplanar texturing requires many more texture reads per-" "pixel it is much slower than normal UV texturing. Additionally, because it is " "blending the texture between the three axes, it is unsuitable when you are " "trying to achieve crisp texturing." msgstr "" "若設為 [code]true[/code],不使用 [code]UV2[/code],改用三平面取樣。原理與 " "[code]UV[/code] 版本相同,效能成本亦相同,不再贅述。" msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" "數值越低混合越柔和,數值越高混合越銳利。\n" "[b]注意:[/b][member uv2_triplanar_sharpness] 會被限制於 [code]0.0[/code] 至 " "[code]150.0[/code] 之間,超出範圍可能導致畫面破損。" msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in " "world space rather than object local space. See also [member uv2_triplanar]." msgstr "" "若設為 [code]true[/code],[code]UV2[/code] 的三平面在世界座標計算;另見 " "[member uv2_triplanar]。" msgid "" "If [code]true[/code], vertex colors are considered to be stored in sRGB color " "space and are converted to linear color space during rendering. If " "[code]false[/code], vertex colors are considered to be stored in linear color " "space and are rendered as-is. See also [member albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" "若設為 [code]true[/code],視頂點色為 sRGB,渲染時轉為線性;若為 [code]false[/" "code] 則視為線性色並直接使用。另見 [member albedo_texture_force_srgb]。\n" "[b]注意:[/b]僅在 Forward+ 與 Mobile 管線有效,Compatibility 無效。" msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "若設為 [code]true[/code],將頂點色用作反照率。" msgid "" "Scales the object being rendered towards the camera to avoid clipping into " "things like walls. This is intended to be used for objects that are fixed " "with respect to the camera like player arms, tools, etc. Lighting and shadows " "will continue to work correctly when this setting is adjusted, but screen-" "space effects like SSAO and SSR may break with lower scales. Therefore, try " "to keep this setting as close to [code]1.0[/code] as possible." msgstr "" "將物件朝鏡頭縮放,以避免近距離穿牆;適用於固定在視角上的物件(例如玩家手臂、工" "具)。光照與陰影仍能正常運作,但像 SSAO、SSR 等螢幕空間效果在縮放過小時可能失" "真,因此請盡量接近 [code]1.0[/code]。" msgid "Texture specifying per-pixel color." msgstr "指定每圖元顏色的紋理。" msgid "Texture specifying per-pixel metallic value." msgstr "指定每圖元金屬度的紋理。" msgid "Texture specifying per-pixel roughness value." msgstr "指定每圖元粗糙度的紋理。" msgid "Texture specifying per-pixel emission color." msgstr "指定每圖元自發光顏色的紋理。" msgid "Texture specifying per-pixel normal vector." msgstr "指定每圖元法向量的紋理。" msgid "Texture specifying per-pixel bent normal vector." msgstr "指定每圖元彎曲法向量的紋理。" msgid "Texture specifying per-pixel rim value." msgstr "指定每圖元邊緣光值的紋理。" msgid "Texture specifying per-pixel clearcoat value." msgstr "指定每圖元透明漆(Clearcoat)值的紋理。" msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "指定每圖元流向,用於 [member anisotropy] 的紋理。" msgid "Texture specifying per-pixel ambient occlusion value." msgstr "指定每圖元環境遮蔽值的紋理。" msgid "Texture specifying per-pixel height." msgstr "指定每圖元高度的紋理。" msgid "Texture specifying per-pixel subsurface scattering." msgstr "指定每圖元次表面散射的紋理。" msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "指定每圖元次表面散射透射率的紋理。" msgid "Texture specifying per-pixel backlight color." msgstr "指定每圖元背光顏色的紋理。" msgid "Texture specifying per-pixel refraction strength." msgstr "指定每圖元折射強度的紋理。" msgid "Texture specifying per-pixel detail mask blending value." msgstr "指定每圖元細節遮罩混合值的紋理。" msgid "Texture specifying per-pixel detail color." msgstr "指定每圖元細節顏色的紋理。" msgid "Texture specifying per-pixel detail normal." msgstr "指定每圖元細節法線的紋理。" msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "同時存有環境遮蔽、粗糙度與金屬度的紋理。" msgid "Represents the size of the [enum TextureParam] enum." msgstr "代表 [enum TextureParam] 列舉的大小。" msgid "" "The texture filter reads from the nearest pixel only. This makes the texture " "look pixelated from up close, and grainy from a distance (due to mipmaps not " "being sampled)." msgstr "紋理僅取最鄰近像素,近看呈現馬賽克,遠處因未取樣 mipmap 而顯得顆粒。" msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " "texture look smooth from up close, and grainy from a distance (due to mipmaps " "not being sampled)." msgstr "紋理在最鄰近 4 像素間插值,近看平滑,遠處因未取樣 mipmap 仍顆粒。" msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "is [code]true[/code]). This makes the texture look pixelated from up close, " "and smooth from a distance." msgstr "" "紋理取最鄰近像素,並在兩層最鄰近的 mipmap 間插值(或僅取最近 mipmap,取決於 " "[member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter])。近看仍帶像素感,遠處則較平滑。" msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "is [code]true[/code]). This makes the texture look smooth from up close, and " "smooth from a distance." msgstr "" "紋理在最近 4 像素與最近 2 層 mipmap 間皆進行插值(或僅取最近 mipmap,依設定而" "定),近看與遠看皆平滑;一般建議使用此模式。" msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " "angle between the surface and the camera view. This makes the texture look " "pixelated from up close, and smooth from a distance. Anisotropic filtering " "improves texture quality on surfaces that are almost in line with the camera, " "but is slightly slower. The anisotropic filtering level can be changed by " "adjusting [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" "依表面與鏡頭角度選取最鄰近像素並於兩層 mipmap 間插值(或僅取最近 mipmap),近" "看帶像素感,遠看平滑。各向異性篩選可提升與鏡頭幾乎平行表面的貼圖品質,效能稍" "降;程度可在 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 調整。" msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" "在最鄰近 4 像素與 2 層 mipmap 間插值,並依表面與鏡頭角度最佳化;近遠皆平滑。各" "向異性篩選能改善斜視角貼圖品質但稍慢,可於 [member ProjectSettings.rendering/" "textures/default_filters/anisotropic_filtering_level] 設定等級。" msgid "Represents the size of the [enum TextureFilter] enum." msgstr "代表 [enum TextureFilter] 列舉的大小。" msgid "Use [code]UV[/code] with the detail texture." msgstr "使用 [code]UV[/code] 與細節紋理。" msgid "Use [code]UV2[/code] with the detail texture." msgstr "使用 [code]UV2[/code] 與細節紋理。" msgid "The material will not use transparency. This is the fastest to render." msgstr "該材質將不使用透明度。算繪最快。" msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." msgstr "該材質將使用紋理的 Alpha 值作為透明度。算繪最慢,並會停用陰影投射。" msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque. The opaque portions will be rendered in the depth prepass. This is " "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" "該材質會將所有低於閾值的值截斷,其餘部分保持不透明。不透明部分會在深度預通道中" "算繪。這比 Alpha 混合快,但比完全不透明稍慢,並支援投射陰影。" msgid "" "The material will cut off all values below a spatially-deterministic " "threshold, the rest will remain opaque. This is faster to render than alpha " "blending, but slower than opaque rendering. This also supports casting " "shadows. Alpha hashing is suited for hair rendering." msgstr "" "該材質會將所有低於空間確定性閾值的值截斷,其餘部分保持不透明。這比 Alpha 混合" "快,但比完全不透明稍慢,並支援投射陰影。Alpha 雜湊適合於頭髮算繪。" msgid "" "The material will use the texture's alpha value for transparency, but will " "discard fragments with an alpha of less than 0.99 during the depth prepass " "and fragments with an alpha less than 0.1 during the shadow pass. This also " "supports casting shadows." msgstr "" "該材質將使用紋理的 Alpha 值作為透明度,但在深度預通道階段會丟棄 Alpha 小於 " "0.99 的片段,在陰影通道期間丟棄 Alpha 小於 0.1 的片段。支援投射陰影。" msgid "Represents the size of the [enum Transparency] enum." msgstr "代表 [enum Transparency] 列舉的大小。" msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." msgstr "該物件不會接收陰影。算繪速度最快,但會停用與光源的所有互動。" msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." msgstr "物件將逐圖元著色,適用於需要寫實光照效果的情況。" msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality." msgstr "物件將逐頂點著色。當你需要較省效能的著色器且不在意畫質時很實用。" msgid "Represents the size of the [enum ShadingMode] enum." msgstr "代表 [enum ShadingMode] 列舉的大小。" msgid "Constant for setting [member emission_enabled]." msgstr "用於設定 [member emission_enabled] 的常數。" msgid "Constant for setting [member normal_enabled]." msgstr "用於設定 [member normal_enabled] 的常數。" msgid "Constant for setting [member rim_enabled]." msgstr "用於設定 [member rim_enabled] 的常數。" msgid "Constant for setting [member clearcoat_enabled]." msgstr "用於設定 [member clearcoat_enabled] 的常數。" msgid "Constant for setting [member anisotropy_enabled]." msgstr "用於設定 [member anisotropy_enabled] 的常數。" msgid "Constant for setting [member ao_enabled]." msgstr "用於設定 [member ao_enabled] 的常數。" msgid "Constant for setting [member heightmap_enabled]." msgstr "用於設定 [member heightmap_enabled] 的常數。" msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "用於設定 [member subsurf_scatter_enabled] 的常數。" msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "用於設定 [member subsurf_scatter_transmittance_enabled] 的常數。" msgid "Constant for setting [member backlight_enabled]." msgstr "用於設定 [member backlight_enabled] 的常數。" msgid "Constant for setting [member refraction_enabled]." msgstr "用於設定 [member refraction_enabled] 的常數。" msgid "Constant for setting [member detail_enabled]." msgstr "用於設定 [member detail_enabled] 的常數。" msgid "Constant for setting [member bent_normal_enabled]." msgstr "用於設定 [member bent_normal_enabled] 的常數。" msgid "Represents the size of the [enum Feature] enum." msgstr "代表 [enum Feature] 列舉的大小。" msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "預設混合模式。依物件的 Alpha 值,將其顏色混到背景上。" msgid "The color of the object is added to the background." msgstr "物件的顏色加算到背景中。" msgid "The color of the object is subtracted from the background." msgstr "從背景中減去物件的顏色。" msgid "The color of the object is multiplied by the background." msgstr "物件的顏色與背景相乘。" msgid "" "The color of the object is added to the background and the alpha channel is " "used to mask out the background. This is effectively a hybrid of the blend " "mix and add modes, useful for effects like fire where you want the flame to " "add but the smoke to mix. By default, this works with unshaded materials " "using premultiplied textures. For shaded materials, use the " "[code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated " "as well." msgstr "" "物件的顏色會加算到背景,並以 Alpha 通道遮罩背景。此模式結合了混合與加算,適合" "如火焰般希望火苗加亮、煙霧則正常混合的效果。預設可搭配未著色材質和預乘 " "(Premultiplied) 紋理使用;若材質有光照,請在著色器中使用 " "[code]PREMUL_ALPHA_FACTOR[/code] 以同時調整光照。" msgid "Disables Alpha AntiAliasing for the material." msgstr "停用此材質的 Alpha 抗鋸齒。" msgid "" "Enables AlphaToCoverage. Alpha values in the material are passed to the " "AntiAliasing sample mask." msgstr "啟用 AlphaToCoverage。材質中的 Alpha 值會傳遞到抗鋸齒取樣遮罩中。" msgid "" "Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/" "code]. Alpha values in the material are passed to the AntiAliasing sample " "mask." msgstr "" "啟用 AlphaToCoverage,並將所有非零 Alpha 值強制為 [code]1[/code]。材質中的 " "Alpha 值會傳遞到抗鋸齒取樣遮罩中。" msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" "預設深度繪製模式:僅在不透明預通道(若啟用)與不透明主通道期間,為不透明物件寫" "入深度。" msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" "[b]Note:[/b] This does not influence whether transparent objects are included " "in the depth prepass or not. For that, see [enum Transparency]." msgstr "" "物件會在不透明與透明通道皆寫入深度。靠近相機的透明物件可能遮蔽後方的其他透明物" "件。\n" "[b]注意:[/b]此設定不影響透明物件是否參與深度預通道,相關設定請見 [enum " "Transparency]。" msgid "" "Objects will not write their depth to the depth buffer, even during the depth " "prepass (if enabled)." msgstr "物件不會將深度寫入深度緩衝,包含已啟用的深度預通道階段。" msgid "" "Default cull mode. The back of the object is culled when not visible. Back " "face triangles will be culled when facing the camera. This results in only " "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" "預設剔除模式:背面在不可見時被剔除。面向相機時會剔除背面三角形,因此僅繪製正" "面。對封閉網格而言,只有外表面可見。" msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" "面向相機時會剔除正面三角形,因此僅繪製背面。對封閉網格而言,將看到其內部而非外" "部。" msgid "" "No face culling is performed; both the front face and back face will be " "visible." msgstr "不進行面剔除;正反面皆可見。" msgid "" "Disables the depth test, so this object is drawn on top of all others drawn " "before it. This puts the object in the transparent draw pass where it is " "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" "停用深度測試,該物件會被繪製在之前所有內容之上,並進入透明通道以與其他物件依距" "離排序。之後繪製的物件仍可能蓋過它,同時也不會寫入深度。" msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "將 [code]ALBEDO[/code] 設為網格內的每頂點顏色。" msgid "" "Vertex colors are considered to be stored in sRGB color space and are " "converted to linear color space during rendering. See also [member " "vertex_color_is_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" "頂點色視為以 sRGB 色域儲存,算繪時會轉換到線性色域。另見 [member " "vertex_color_is_srgb]。\n" "[b]注意:[/b]僅於 Forward+ 與 Mobile 管線中生效。" msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" "使用點大小調整圖元點尺寸,並將反照率紋理取樣由 [code]UV[/code] 改為 " "[code]POINT_COORD[/code]。" msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "依深度縮放,使物件在畫面上大小恆定。" msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost when " "billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" "著色器會保留網格原有縮放,否則做公告板時縮放會遺失。僅於 [member " "billboard_mode] 設為 [constant BILLBOARD_ENABLED] 時適用。" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "將所有原本以 [code]UV[/code] 取樣的紋理改為三平面取樣。" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "將所有原本以 [code]UV2[/code] 取樣的紋理改為三平面取樣。" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "使用 [code]UV2[/code] 座標取樣 [member ao_texture]。" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "使用 [code]UV2[/code] 座標取樣 [member emission_texture]。" msgid "" "Forces the shader to convert albedo from sRGB space to linear space. See also " "[member albedo_texture_force_srgb]." msgstr "" "強制著色器將反照率由 sRGB 轉為線性空間。另見 [member " "albedo_texture_force_srgb]。" msgid "Disables receiving shadows from other objects." msgstr "停用接收其他物件的陰影。" msgid "Disables receiving ambient light." msgstr "停用接收環境光。" msgid "Enables the shadow to opacity feature." msgstr "啟用「陰影轉不透明度」功能。" msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" "當 UV 超出 0–1 時允許紋理重複。如果使用線性過濾模式,取樣器跨越紋理邊界時可能" "在邊緣產生偽影。" msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "反轉從深度紋理讀取的值,將其轉為高度值(高度圖)。" msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "啟用「皮膚模式」以改進用於人體皮膚時的次表面散射效果。" msgid "" "Enables parts of the shader required for [GPUParticles3D] trails to function. " "This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" "啟用 [GPUParticles3D] 尾跡所需的著色器部分。需配合具蒙皮的網格(如 " "[RibbonTrailMesh]、[TubeTrailMesh])。若在非 [GPUParticles3D] 材質上啟用,將導" "致算繪錯誤。" msgid "Enables multichannel signed distance field rendering shader." msgstr "啟用多通道 SDF(Signed Distance Field)算繪著色器。" msgid "Disables receiving depth-based or volumetric fog." msgstr "停用接收深度式或體積式霧效。" msgid "Disables specular occlusion." msgstr "停用鏡面遮蔽。" msgid "Enables using [member z_clip_scale]." msgstr "啟用 [member z_clip_scale]。" msgid "Enables using [member fov_override]." msgstr "啟用 [member fov_override]。" msgid "Represents the size of the [enum Flags] enum." msgstr "代表 [enum Flags] 列舉的大小。" msgid "Default diffuse scattering algorithm." msgstr "預設漫反射散射演算法。" msgid "Diffuse scattering ignores roughness." msgstr "漫散射忽略粗糙度。" msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "在粗糙度增大時,將 Lambert 延伸至超過 90°。" msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "使用硬斷差的光照,平滑度受粗糙度影響。" msgid "" "Default specular blob.\n" "[b]Note:[/b] Forward+ uses multiscattering for more accurate reflections, " "although the impact of multiscattering is more noticeable on rough metallic " "surfaces than on smooth, non-metallic surfaces.\n" "[b]Note:[/b] Mobile and Compatibility don't perform multiscattering for " "performance reasons. Instead, they perform single scattering, which means " "rough metallic surfaces may look slightly darker than intended." msgstr "" "預設鏡面斑點。\n" "[b]注意:[/b]Forward+ 會使用多重散射以獲得更精確的反射,其影響在粗糙金屬表面尤" "為明顯。\n" "[b]注意:[/b]Mobile 與 Compatibility 管線為了效能僅做單次散射,因此粗糙金屬表" "面可能會略暗。" msgid "Toon blob which changes size based on roughness." msgstr "依粗糙度改變大小的 Toon 鏡面斑點。" msgid "" "No specular blob. This is slightly faster to render than other specular modes." msgstr "無鏡面斑點,比其他鏡面模式稍快。" msgid "Billboard mode is disabled." msgstr "已停用公告板模式。" msgid "The object's Z axis will always face the camera." msgstr "物件的 Z 軸永遠朝向相機。" msgid "The object's X axis will always face the camera." msgstr "物件的 X 軸永遠朝向相機。" msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" "The [member ParticleProcessMaterial.anim_speed_min] or [member " "CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero " "for the animation to play." msgstr "" "當此材質被指派給 [GPUParticles3D] 或 [CPUParticles3D] 節點時,將用於粒子系統的" "翻頁動畫,並啟用 [code]particles_anim_*[/code] 屬性。\n" "為了讓動畫播放,[member ParticleProcessMaterial.anim_speed_min] 或 [member " "CPUParticles3D.anim_speed_min] 必須設為大於 0 的值。" msgid "Used to read from the red channel of a texture." msgstr "讀取紋理的紅色通道。" msgid "Used to read from the green channel of a texture." msgstr "讀取紋理的綠色通道。" msgid "Used to read from the blue channel of a texture." msgstr "讀取紋理的藍色通道。" msgid "Used to read from the alpha channel of a texture." msgstr "讀取紋理的 Alpha 通道。" msgid "" "Used to read from the linear (non-perceptual) average of the red, green and " "blue channels of a texture." msgstr "讀取紋理 R、G、B 通道的線性(非感知)平均值。" msgid "Adds the emission color to the color from the emission texture." msgstr "將自發光顏色加到自發光紋理顏色上。" msgid "Multiplies the emission color by the color from the emission texture." msgstr "將自發光顏色乘以自發光紋理顏色。" msgid "Do not use distance fade." msgstr "不使用距離淡化。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "依各像素與相機的距離,用 Alpha 通道平滑淡出物件。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this can " "be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "依各像素與相機的距離,透過抖動方式平滑淡出。抖動依固定圖樣丟棄像素,達到無需透" "明即可淡出的效果,在部分硬體上比 [constant DISTANCE_FADE_PIXEL_ALPHA] 更快。" msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this can " "be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" "依物件與相機的距離,以抖動方式平滑淡出。抖動依固定圖樣丟棄像素,可在不啟用透明" "的情況下淡出;在某些硬體上比 [constant DISTANCE_FADE_PIXEL_ALPHA] 與 " "[constant DISTANCE_FADE_PIXEL_DITHER] 更快。" msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "用於表示 3D 旋轉與縮放的 3×3 矩陣。" msgid "" "The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " "matrix: [member x], [member y], and [member z]. The length of each axis " "([method Vector3.length]) influences the basis's scale, while the direction " "of all axes influence the rotation. Usually, these axes are perpendicular to " "one another. However, when you rotate any axis individually, the basis " "becomes sheared. Applying a sheared basis to a 3D model will make the model " "appear distorted.\n" "A [Basis] is:\n" "- [b]Orthogonal[/b] if its axes are perpendicular to each other.\n" "- [b]Normalized[/b] if the length of every axis is [code]1.0[/code].\n" "- [b]Uniform[/b] if all axes share the same length (see [method get_scale]).\n" "- [b]Orthonormal[/b] if it is both orthogonal and normalized, which allows it " "to only represent rotations (see [method orthonormalized]).\n" "- [b]Conformal[/b] if it is both orthogonal and uniform, which ensures it is " "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" "[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " "use different direction conventions. For more information, see the " "[url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/" "model_export_considerations.html#d-asset-direction-conventions]3D asset " "direction conventions[/url] tutorial.\n" "[b]Note:[/b] The basis matrices are exposed as [url=https://" "www.mindcontrol.org/~hplus/graphics/matrix-layout.html]column-major[/url] " "order, which is the same as OpenGL. However, they are stored internally in " "row-major order, which is the same as DirectX." msgstr "" "[Basis] 內建的 [Variant] 型別是一個 3×3 [url=https://en.wikipedia.org/wiki/" "Matrix_(mathematics)]矩陣[/url],用來表示 3D 旋轉、縮放與斜切,常與 " "[Transform3D] 一起使用。\n" "[Basis] 由三個軸向量組成,分別為矩陣的三欄:[member x]、[member y] 與 [member " "z]。\n" "每個軸向量的長度([method Vector3.length])決定縮放,而軸向量的方向決定旋轉。" "通常三軸互相垂直;若單獨旋轉其中任一軸,基底便會產生斜切,套用在 3D 模型上就會" "出現失真。\n" "[Basis] 可能具備下列性質:\n" "- [b]正交(Orthogonal)[/b]:三軸互相垂直。\n" "- [b]正規化(Normalized)[/b]:每軸長度皆為 [code]1.0[/code]。\n" "- [b]等比例(Uniform)[/b]:三軸長度相同(參閱 [method get_scale])。\n" "- [b]正交正規(Orthonormal)[/b]:同時正交且正規化,只能表示旋轉(參閱 " "[method orthonormalized])。\n" "- [b]共形(Conformal)[/b]:同時正交且等比例,確保無失真。\n" "如需概念導讀,請參閱教學文件:[url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]矩陣與變換[/url]。\n" "[b]注意:[/b] Godot 採用[url=https://en.wikipedia.org/wiki/Right-hand_rule]右" "手座標系[/url]。以內建元件 [Camera3D] 為例,-Z 代表向前、+X 向右、+Y 向上、+Z " "向後。其他物件可能有不同方向慣例,詳見教學:[url=$DOCS_URL/tutorials/" "assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-" "direction-conventions]3D 資產方向慣例[/url]。\n" "[b]注意:[/b] 基矩陣在腳本層以 [url=https://www.mindcontrol.org/~hplus/" "graphics/matrix-layout.html]欄優先[/url](column-major)方式公開,與 OpenGL 相" "同;內部則以列優先(row-major)存放,與 DirectX 相同。" msgid "Matrices and transforms" msgstr "矩陣與變換" msgid "Using 3D transforms" msgstr "使用 3D 變換" msgid "Matrix Transform Demo" msgstr "矩陣變換示範" msgid "2.5D Game Demo" msgstr "2.5D 遊戲示範" msgid "" "Constructs a [Basis] identical to [constant IDENTITY].\n" "[b]Note:[/b] In C#, this constructs a [Basis] with all of its components set " "to [constant Vector3.ZERO]." msgstr "" "建構一個與 [constant IDENTITY] 完全相同的 [Basis]。\n" "[b]注意:[/b] 在 C# 中,這會建構一個所有分量皆為 [constant Vector3.ZERO] 的 " "[Basis]。" msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "建構指定 [Basis] 的複本。" msgid "" "Constructs a [Basis] that only represents rotation, rotated around the [param " "axis] by the given [param angle], in radians. The axis must be a normalized " "vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " "IDENTITY] basis. With more than one angle consider using [method from_euler], " "instead." msgstr "" "建構一個僅表示旋轉的 [Basis],其旋轉為:繞 [param axis] 轉動 [param angle] 弧" "度。 [param axis] 必須是正規化向量。\n" "[b]注意:[/b] 這等同於對 [constant IDENTITY] 呼叫 [method rotated]。若需同時指" "定多個軸向角度,請改用 [method from_euler]。" msgid "" "Constructs a [Basis] that only represents rotation from the given " "[Quaternion].\n" "[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " "this, conversions from [Basis] to [Quaternion] cannot always be reversed." msgstr "" "根據指定的 [Quaternion] 建構一個僅表示旋轉的 [Basis]。\n" "[b]注意:[/b] 四元數 [i]只[/i] 儲存旋轉資訊,不含縮放,因此由 [Basis] 轉換為 " "[Quaternion] 後不一定能完整還原。" msgid "" "Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " "matrix." msgstr "使用三個軸向量建構 [Basis];這三個向量即為矩陣的三個欄。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " "of this basis's matrix. For advanced math, this number can be used to " "determine a few attributes:\n" "- If the determinant is exactly [code]0.0[/code], the basis is not invertible " "(see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" "[b]Note:[/b] If the basis's scale is the same for every axis, its determinant " "is always that scale by the power of 2." msgstr "" "傳回此基矩陣的[url=https://en.wikipedia.org/wiki/Determinant]行列式值" "(determinant)[/url]。該值可用於判斷下列性質:\n" "- 行列式若為 [code]0.0[/code],代表矩陣無法取逆(參閱 [method inverse])。\n" "- 行列式若為負,代表基底包含負縮放。\n" "[b]注意:[/b] 若三軸縮放相同,行列式必為「縮放值的二次方」。" msgid "" "Constructs a new [Basis] that only represents rotation from the given " "[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" "url], in radians.\n" "- The [member Vector3.x] should contain the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] should contain the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] should contain the angle around the [member z] axis " "(roll).\n" "[codeblocks]\n" "[gdscript]\n" "# Creates a Basis whose z axis points down.\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Prints (0.0, -1.0, 0.0)\n" "[/gdscript]\n" "[csharp]\n" "// Creates a Basis whose z axis points down.\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Prints (0, -1, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The order of each consecutive rotation can be changed with [param order] (see " "[enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." msgstr "" "以指定的 [Vector3] [url=https://en.wikipedia.org/wiki/Euler_angles]歐拉角[/" "url](弧度制)建立新的僅含旋轉之 [Basis]。\n" "- [member Vector3.x]:繞 X 軸(俯仰,pitch)角度。\n" "- [member Vector3.y]:繞 Y 軸(偏航,yaw)角度。\n" "- [member Vector3.z]:繞 Z 軸(翻滾,roll)角度。\n" "[codeblocks]\n" "[gdscript]\n" "# 建立一個 Z 軸朝下的 Basis。\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "print(my_basis.z) # 印出 (0.0, -1.0, 0.0)\n" "[/gdscript]\n" "[csharp]\n" "// 建立一個 Z 軸朝下的 Basis。\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "GD.Print(myBasis.Z); // 印出 (0, -1, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "可透過 [param order](參閱 [enum EulerOrder])改變連續旋轉的順序。預設使用 " "YXZ 慣例([constant EULER_ORDER_YXZ]):先繞 Y(偏航),再繞 X(俯仰),最後" "繞 Z(翻滾)。與之相反的方法 [method get_euler] 會反向解析。" msgid "" "Constructs a new [Basis] that only represents scale, with no rotation or " "shear, from the given [param scale] vector.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Prints (2.0, 0.0, 0.0)\n" "print(my_basis.y) # Prints (0.0, 4.0, 0.0)\n" "print(my_basis.z) # Prints (0.0, 0.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (2, 0, 0)\n" "GD.Print(myBasis.Y); // Prints (0, 4, 0)\n" "GD.Print(myBasis.Z); // Prints (0, 0, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " "[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." msgstr "" "以指定的 [param scale] 向量建立新的 [Basis],僅含縮放,不含旋轉與斜切。\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "print(my_basis.x) # 印出 (2.0, 0.0, 0.0)\n" "print(my_basis.y) # 印出 (0.0, 4.0, 0.0)\n" "print(my_basis.z) # 印出 (0.0, 0.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "GD.Print(myBasis.X); // 印出 (2, 0, 0)\n" "GD.Print(myBasis.Y); // 印出 (0, 4, 0)\n" "GD.Print(myBasis.Z); // 印出 (0, 0, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 線性代數中,該矩陣亦稱為[url=https://en.wikipedia.org/wiki/" "Diagonal_matrix]對角矩陣[/url]。" msgid "" "Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia.org/" "wiki/Euler_angles]Euler angles[/url], in radians. For the returned value:\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" "The order of each consecutive rotation can be changed with [param order] (see " "[enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" "[b]Note:[/b] For this method to return correctly, the basis needs to be " "[i]orthonormal[/i] (see [method orthonormalized]).\n" "[b]Note:[/b] Euler angles are much more intuitive but are not suitable for 3D " "math. Because of this, consider using the [method get_rotation_quaternion] " "method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" "以 [Vector3] 形式(弧度)回傳此基底的旋轉歐拉角:\n" "- [member Vector3.x]:繞 X 軸(俯仰,pitch)。\n" "- [member Vector3.y]:繞 Y 軸(偏航,yaw)。\n" "- [member Vector3.z]:繞 Z 軸(翻滾,roll)。\n" "可用 [param order](參閱 [enum EulerOrder])決定計算順序。預設為 YXZ 慣例" "([constant EULER_ORDER_YXZ]):先算 Z(roll),再算 X(pitch),最後算 Y" "(yaw)。與之相反的 [method from_euler] 解析時會反向。\n" "[b]注意:[/b] 要正確取得值,基底需先 [i]正交正規化[/i](參閱 [method " "orthonormalized])。\n" "[b]注意:[/b] 歐拉角直觀但不適合複雜 3D 運算,如需穩定運算建議改用 [method " "get_rotation_quaternion] 取得 [Quaternion]。\n" "[b]注意:[/b] 在檢視器面板中,如 [member Node3D.rotation],旋轉通常以度數歐拉" "角顯示。" msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quaternions are much more suitable for 3D math but are less " "intuitive. For user interfaces, consider using the [method get_euler] method, " "which returns Euler angles." msgstr "" "以 [Quaternion] 形式回傳此基底的旋轉。\n" "[b]注意:[/b] 四元數較適用於 3D 計算,但不直觀;若用於 UI 顯示,可改用 " "[method get_euler] 取得歐拉角。" msgid "" "Returns the length of each axis of this basis, as a [Vector3]. If the basis " "is not sheared, this value is the scaling factor. It is not affected by " "rotation.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(2, 0, 0),\n" "\tVector3(0, 4, 0),\n" "\tVector3(0, 0, 8)\n" ")\n" "# Rotating the Basis in any way preserves its scale.\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "\n" "print(my_basis.get_scale()) # Prints (2.0, 4.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tVector3(2.0f, 0.0f, 0.0f),\n" "\tVector3(0.0f, 4.0f, 0.0f),\n" "\tVector3(0.0f, 0.0f, 8.0f)\n" ");\n" "// Rotating the Basis in any way preserves its scale.\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "\n" "GD.Print(myBasis.Scale); // Prints (2, 4, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If the value returned by [method determinant] is negative, the " "scale is also negative." msgstr "" "以 [Vector3] 回傳此基底各軸向量的長度。若基底無斜切,此值即為縮放倍率,並不受" "旋轉影響。\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(2, 0, 0),\n" "\tVector3(0, 4, 0),\n" "\tVector3(0, 0, 8)\n" ")\n" "# 不論如何旋轉,縮放皆會保持。\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "print(my_basis.get_scale()) # 印出 (2.0, 4.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(2.0f, 0.0f, 0.0f),\n" "\tnew Vector3(0.0f, 4.0f, 0.0f),\n" "\tnew Vector3(0.0f, 0.0f, 8.0f)\n" ");\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "GD.Print(myBasis.Scale); // 印出 (2, 4, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 若 [method determinant] 為負,縮放亦為負值。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." msgstr "" "傳回此基矩陣的[url=https://en.wikipedia.org/wiki/Invertible_matrix]逆矩陣[/" "url]。" msgid "" "Returns [code]true[/code] if this basis is conformal. A conformal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]uniform[/i] (the axes share the same length). This method can be " "especially useful during physics calculations." msgstr "" "若此基底為共形(同時 [i]正交[/i] 且 [i]等比例[/i]),則回傳 [code]true[/" "code]。在物理運算中檢查此性質特別實用。" msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." msgstr "" "如果該基和 [param b] 近似相等,則返回 [code]true[/code],判斷方法是在每個向量" "分量上呼叫 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this basis is finite, by calling [method " "@GlobalScope.is_finite] on all vector components." msgstr "" "如果該基是有限的,則返回 [code]true[/code],判斷方法是在每個向量分量上呼叫 " "[method @GlobalScope.is_finite]。" msgid "" "Creates a new [Basis] with a rotation such that the forward axis (-Z) points " "towards the [param target] position.\n" "By default, the -Z axis (camera forward) is treated as forward (implies +X is " "right). If [param use_model_front] is [code]true[/code], the +Z axis (asset " "front) is treated as forward (implies +X is left) and points toward the " "[param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The returned basis is " "orthonormalized (see [method orthonormalized]).\n" "The [param target] and the [param up] cannot be [constant Vector3.ZERO], and " "shouldn't be colinear to avoid unintended rotation around local Z axis." msgstr "" "建立新的 [Basis],其旋轉使得前向軸 (-Z) 指向 [param target] 位置。\n" "預設情況下,-Z 為前向(攝影機前),+X 為右;若 [param use_model_front] 設為 " "[code]true[/code],則改以 +Z 為前向(模型前),+X 為左,並同樣指向 [param " "target]。\n" "上軸 (+Y) 會盡量貼近 [param up] 向量,同時保持與前向軸垂直。回傳的基底已進行 " "正交正規化(參閱 [method orthonormalized])。\n" "[param target] 與 [param up] 皆不得為 [constant Vector3.ZERO],且兩向量不應共" "線,否則可能導致繞本地 Z 軸的非預期旋轉。" msgid "" "Returns the orthonormalized version of this basis. An orthonormal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]normalized[/i] (the axes have a length of [code]1.0[/code]), which also " "means it can only represent a rotation.\n" "It is often useful to call this method to avoid rounding errors on a rotating " "basis:\n" "[codeblocks]\n" "[gdscript]\n" "# Rotate this Node3D every frame.\n" "func _process(delta):\n" "\tbasis = basis.rotated(Vector3.UP, TAU * delta)\n" "\tbasis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" "\tbasis = basis.orthonormalized()\n" "[/gdscript]\n" "[csharp]\n" "// Rotate this Node3D every frame.\n" "public override void _Process(double delta)\n" "{\n" "\tBasis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" "\t\t\t.Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" "\t\t\t.Orthonormalized();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳此基底的正交正規化版本。正交正規基底同時 [i]正交[/i](三軸互相垂直)且 [i]" "正規化[/i](每軸長度為 [code]1.0[/code]),因此只能表示純旋轉。\n" "在不斷旋轉的基底上,定期呼叫此方法可避免累積的浮點誤差:\n" "[codeblocks]\n" "[gdscript]\n" "# 每幀旋轉此 Node3D\n" "func _process(delta):\n" "\tbasis = basis.rotated(Vector3.UP, TAU * delta)\n" "\tbasis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" "\tbasis = basis.orthonormalized()\n" "[/gdscript]\n" "[csharp]\n" "// 每幀旋轉此 Node3D\n" "public override void _Process(double delta)\n" "{\n" "\tBasis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" "\t\t\t.Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" "\t\t\t.Orthonormalized();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a copy of this basis rotated around the given [param axis] by the " "given [param angle] (in radians).\n" "The [param axis] must be a normalized vector (see [method " "Vector3.normalized]). If [param angle] is positive, the basis is rotated " "counter-clockwise around the axis.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "\n" "my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis " "(yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " "axis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " "axis (roll).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "\n" "myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis " "(yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " "axis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " "axis (roll).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳繞 [param axis] 旋轉 [param angle] 弧度後的基底副本。\n" "[param axis] 必須為正規化向量(參閱 [method Vector3.normalized])。若 [param " "angle] 為正,則以左手方向(逆時針)旋轉。\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "my_basis = my_basis.rotated(Vector3.UP, angle) # 繞上軸(偏航)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # 繞右軸(俯仰)\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # 繞後軸(翻滾)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "myBasis = myBasis.Rotated(Vector3.Up, angle); // 繞上軸(偏航)\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // 繞右軸(俯仰)\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // 繞後軸(翻滾)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns this basis with each axis's components scaled by the given [param " "scale]'s components.\n" "The basis matrix's rows are multiplied by [param scale]'s components. This " "operation is a global scale (relative to the parent).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 1, 1),\n" "\tVector3(2, 2, 2),\n" "\tVector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Prints (0.0, 2.0, -2.0)\n" "print(my_basis.y) # Prints (0.0, 4.0, -4.0)\n" "print(my_basis.z) # Prints (0.0, 6.0, -6.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 1.0f, 1.0f),\n" "\tnew Vector3(2.0f, 2.0f, 2.0f),\n" "\tnew Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (0, 2, -2)\n" "GD.Print(myBasis.Y); // Prints (0, 4, -4)\n" "GD.Print(myBasis.Z); // Prints (0, 6, -6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳將此基底各軸向量分量分別乘以 [param scale] 對應分量後的結果。\n" "矩陣的列會乘上 [param scale],此動作屬全域縮放(相對於父節點)。\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 1, 1),\n" "\tVector3(2, 2, 2),\n" "\tVector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "print(my_basis.x) # 印出 (0.0, 2.0, -2.0)\n" "print(my_basis.y) # 印出 (0.0, 4.0, -4.0)\n" "print(my_basis.z) # 印出 (0.0, 6.0, -6.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 1.0f, 1.0f),\n" "\tnew Vector3(2.0f, 2.0f, 2.0f),\n" "\tnew Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" "GD.Print(myBasis.X); // 印出 (0, 2, -2)\n" "GD.Print(myBasis.Y); // 印出 (0, 4, -4)\n" "GD.Print(myBasis.Z); // 印出 (0, 6, -6)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Performs a spherical-linear interpolation with the [param to] basis, given a " "[param weight]. Both this basis and [param to] should represent a rotation.\n" "[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " "with a [Tween]:\n" "[codeblock]\n" "var start_basis = Basis.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _ready():\n" "\tcreate_tween().tween_method(interpolate, 0.0, 1.0, " "5.0).set_trans(Tween.TRANS_EXPO)\n" "\n" "func interpolate(weight):\n" "\tbasis = start_basis.slerp(target_basis, weight)\n" "[/codeblock]" msgstr "" "以球面線性插值(SLERP)方式,依 [param weight] 在此基底與 [param to] 之間插" "值。兩者都應只表示旋轉。\n" "[b]範例:[/b] 使用 [Tween] 在一段時間內平滑地將 [Node3D] 旋轉到目標基底:\n" "[codeblock]\n" "var start_basis = Basis.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _ready():\n" "\tcreate_tween().tween_method(interpolate, 0.0, 1.0, " "5.0).set_trans(Tween.TRANS_EXPO)\n" "\n" "func interpolate(weight):\n" "\tbasis = start_basis.slerp(target_basis, weight)\n" "[/codeblock]" msgid "" "Returns the transposed dot product between [param with] and the [member x] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.x.dot(vector)[/code]." msgstr "" "回傳 [param with] 與 [member x] 軸之間的轉置點積(參閱 [method " "transposed])。\n" "等同於 [code]basis.x.dot(vector)[/code]。" msgid "" "Returns the transposed dot product between [param with] and the [member y] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.y.dot(vector)[/code]." msgstr "" "回傳 [param with] 與 [member y] 軸之間的轉置點積(參閱 [method " "transposed])。\n" "等同於 [code]basis.y.dot(vector)[/code]。" msgid "" "Returns the transposed dot product between [param with] and the [member z] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.z.dot(vector)[/code]." msgstr "" "回傳 [param with] 與 [member z] 軸之間的轉置點積(參閱 [method " "transposed])。\n" "等同於 [code]basis.z.dot(vector)[/code]。" msgid "" "Returns the transposed version of this basis. This turns the basis matrix's " "columns into rows, and its rows into columns.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 2, 3),\n" "\tVector3(4, 5, 6),\n" "\tVector3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "\n" "print(my_basis.x) # Prints (1.0, 4.0, 7.0)\n" "print(my_basis.y) # Prints (2.0, 5.0, 8.0)\n" "print(my_basis.z) # Prints (3.0, 6.0, 9.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 2.0f, 3.0f),\n" "\tnew Vector3(4.0f, 5.0f, 6.0f),\n" "\tnew Vector3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "\n" "GD.Print(myBasis.X); // Prints (1, 4, 7)\n" "GD.Print(myBasis.Y); // Prints (2, 5, 8)\n" "GD.Print(myBasis.Z); // Prints (3, 6, 9)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "回傳此基底的轉置矩陣,將原本的欄轉為列、列轉為欄。\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 2, 3),\n" "\tVector3(4, 5, 6),\n" "\tVector3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "print(my_basis.x) # 印出 (1.0, 4.0, 7.0)\n" "print(my_basis.y) # 印出 (2.0, 5.0, 8.0)\n" "print(my_basis.z) # 印出 (3.0, 6.0, 9.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 2.0f, 3.0f),\n" "\tnew Vector3(4.0f, 5.0f, 6.0f),\n" "\tnew Vector3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "GD.Print(myBasis.X); // 印出 (1, 4, 7)\n" "GD.Print(myBasis.Y); // 印出 (2, 5, 8)\n" "GD.Print(myBasis.Z); // 印出 (3, 6, 9)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "The basis's X axis, and the column [code]0[/code] of the matrix.\n" "On the identity basis, this vector points right ([constant Vector3.RIGHT])." msgstr "" "基底的 X 軸暨矩陣第 [code]0[/code] 欄。\n" "在單位基底中,此向量指向右方([constant Vector3.RIGHT])。" msgid "" "The basis's Y axis, and the column [code]1[/code] of the matrix.\n" "On the identity basis, this vector points up ([constant Vector3.UP])." msgstr "" "基底的 Y 軸暨矩陣第 [code]1[/code] 欄。\n" "在單位基底中,此向量指向上方([constant Vector3.UP])。" msgid "" "The basis's Z axis, and the column [code]2[/code] of the matrix.\n" "On the identity basis, this vector points back ([constant Vector3.BACK])." msgstr "" "基底的 Z 軸暨矩陣第 [code]2[/code] 欄。\n" "在單位基底中,此向量指向後方([constant Vector3.BACK])。" msgid "" "The identity [Basis]. This is an orthonormal basis with no rotation, no " "shear, and a scale of [constant Vector3.ONE]. This also means that:\n" "- The [member x] points right ([constant Vector3.RIGHT]);\n" "- The [member y] points up ([constant Vector3.UP]);\n" "- The [member z] points back ([constant Vector3.BACK]).\n" "[codeblock]\n" "var basis = Basis.IDENTITY\n" "print(\"| X | Y | Z\")\n" "print(\"| %.f | %.f | %.f\" % [basis.x.x, basis.y.x, basis.z.x])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.y, basis.y.y, basis.z.y])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.z, basis.y.z, basis.z.z])\n" "# Prints:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "If a [Vector3] or another [Basis] is transformed (multiplied) by this " "constant, no transformation occurs.\n" "[b]Note:[/b] In GDScript, this constant is equivalent to creating a " "[constructor Basis] without any arguments. It can be used to make your code " "clearer, and for consistency with C#." msgstr "" "單位 [Basis]。此基底為正交正規,無旋轉、無斜切,縮放為 [constant " "Vector3.ONE]。因此:\n" "- [member x] 向右([constant Vector3.RIGHT])。\n" "- [member y] 向上([constant Vector3.UP])。\n" "- [member z] 向後([constant Vector3.BACK])。\n" "[codeblock]\n" "var basis = Basis.IDENTITY\n" "print(\"| X | Y | Z\")\n" "print(\"| %.f | %.f | %.f\" % [basis.x.x, basis.y.x, basis.z.x])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.y, basis.y.y, basis.z.y])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.z, basis.y.z, basis.z.z])\n" "# 印出:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "若將任何 [Vector3] 或 [Basis] 與此常數相乘,結果不會產生任何變換。\n" "[b]注意:[/b] 在 GDScript 中,此常數等同於不帶參數建構 [constructor Basis],可" "使程式碼更易讀,並與 C# 行為一致。" msgid "" "When any basis is multiplied by [constant FLIP_X], it negates all components " "of the [member x] axis (the X column).\n" "When [constant FLIP_X] is multiplied by any basis, it negates the [member " "Vector3.x] component of all axes (the X row)." msgstr "" "任意基底右乘 [constant FLIP_X] 時,會反轉 [member x] 軸(X 欄)的所有分量。\n" "[constant FLIP_X] 左乘任意基底時,會反轉所有軸的 [member Vector3.x] 分量(X " "列)。" msgid "" "When any basis is multiplied by [constant FLIP_Y], it negates all components " "of the [member y] axis (the Y column).\n" "When [constant FLIP_Y] is multiplied by any basis, it negates the [member " "Vector3.y] component of all axes (the Y row)." msgstr "" "任意基底右乘 [constant FLIP_Y] 時,會反轉 [member y] 軸(Y 欄)的所有分量。\n" "[constant FLIP_Y] 左乘任意基底時,會反轉所有軸的 [member Vector3.y] 分量(Y " "列)。" msgid "" "When any basis is multiplied by [constant FLIP_Z], it negates all components " "of the [member z] axis (the Z column).\n" "When [constant FLIP_Z] is multiplied by any basis, it negates the [member " "Vector3.z] component of all axes (the Z row)." msgstr "" "任意基底右乘 [constant FLIP_Z] 時,會反轉 [member z] 軸(Z 欄)的所有分量。\n" "[constant FLIP_Z] 左乘任意基底時,會反轉所有軸的 [member Vector3.z] 分量(Z " "列)。" msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are not " "equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "若兩個 [Basis] 矩陣的對應分量不相等,回傳 [code]true[/code]。\n" "[b]注意:[/b] 由於浮點精度誤差,建議改用 [method is_equal_approx] 進行比較以提" "升可靠性。" msgid "" "Transforms (multiplies) the [param right] basis by this basis.\n" "This is the operation performed between parent and child [Node3D]s." msgstr "" "將 [param right] 基底乘以此基底(右乘)。\n" "此運算與父子 [Node3D] 之間的變換相同。" msgid "" "Transforms (multiplies) the [param right] vector by this basis, returning a " "[Vector3].\n" "[codeblocks]\n" "[gdscript]\n" "# Basis that swaps the X/Z axes and doubles the scale.\n" "var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" "print(my_basis * Vector3(1, 2, 3)) # Prints (4.0, 2.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "// Basis that swaps the X/Z axes and doubles the scale.\n" "var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new " "Vector3(0, 0, 2));\n" "GD.Print(myBasis * new Vector3(1, 2, 3)); // Prints (4, 2, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "將向量 [param right] 乘以此基底並回傳 [Vector3] 結果。\n" "[codeblocks]\n" "[gdscript]\n" "# 可交換 X/Z 並將縮放加倍的 Basis\n" "var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" "print(my_basis * Vector3(1, 2, 3)) # 印出 (4.0, 2.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "// 可交換 X/Z 並將縮放加倍的 Basis\n" "var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new " "Vector3(0, 0, 2));\n" "GD.Print(myBasis * new Vector3(1, 2, 3)); // 印出 (4, 2, 6)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "將此 [Basis] 所有分量乘以指定 [float],等比例改變三軸尺寸。" msgid "" "Multiplies all components of the [Basis] by the given [int]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "將此 [Basis] 所有分量乘以指定 [int],等比例改變三軸尺寸。" msgid "" "Divides all components of the [Basis] by the given [float]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "將此 [Basis] 所有分量除以指定 [float],等比例改變三軸尺寸。" msgid "" "Divides all components of the [Basis] by the given [int]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "將此 [Basis] 所有分量除以指定 [int],等比例改變三軸尺寸。" msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are " "exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "若兩個 [Basis] 矩陣的對應分量完全相同,回傳 [code]true[/code]。\n" "[b]注意:[/b] 由於浮點精度誤差,建議改用 [method is_equal_approx] 進行比較以提" "升可靠性。" msgid "" "Accesses each axis (column) of this basis by their index. Index [code]0[/" "code] is the same as [member x], index [code]1[/code] is the same as [member " "y], and index [code]2[/code] is the same as [member z].\n" "[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " "[i]not[/i] the columns. For the same behavior as scripting languages, use the " "[code]set_column[/code] and [code]get_column[/code] methods." msgstr "" "透過索引存取此基底的各軸(欄)。索引 [code]0[/code] 等同 [member x]、[code]1[/" "code] 等同 [member y]、[code]2[/code] 等同 [member z]。\n" "[b]注意:[/b] 在 C++ 中,該運算子會存取矩陣的列,而[i]非[/i]欄;若要與腳本語言" "行為一致,請使用 [code]set_column[/code] 與 [code]get_column[/code]。" msgid "Boolean matrix." msgstr "布林矩陣。" msgid "" "A two-dimensional array of boolean values, can be used to efficiently store a " "binary matrix (every matrix element takes only one bit) and query the values " "using natural cartesian coordinates." msgstr "" "布林值二維陣列,可以用來高效儲存二進位矩陣(每個矩陣元素只占一個比特位),並使" "用自然的笛卡爾座標查詢數值。" msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "建立一個指定尺寸的點陣圖,用 [code]false[/code] 填充。" msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [param threshold] or less, and [code]true[/code] in " "other case." msgstr "" "建立一個配對給定圖像大小的點陣圖,如果該點陣圖的 Alpha 值等於或小於 [param " "threshold],則點陣圖的每個元素都被設定為 [code]false[/code];否則被設定為 " "[code]true[/code]。" msgid "Returns bitmap's value at the specified position." msgstr "返回點陣圖在指定位置的值。" msgid "Returns bitmap's dimensions." msgstr "返回點陣圖的尺寸。" msgid "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "返回設定為 [code]true[/code] 的點陣圖元素的數量。" msgid "" "Applies morphological dilation or erosion to the bitmap. If [param pixels] is " "positive, dilation is applied to the bitmap. If [param pixels] is negative, " "erosion is applied to the bitmap. [param rect] defines the area where the " "morphological operation is applied. Pixels located outside the [param rect] " "are unaffected by [method grow_mask]." msgstr "" "對點陣圖進行形態學膨脹或腐蝕操作。如果 [param pixels] 為正,則對點陣圖執行膨" "脹。如果 [param pixels] 為負,則對點陣圖執行腐蝕。[param rect] 定義進行形態學" "操作的區域。位於 [param rect]] 之外的圖元不會被 [method grow_mask] 影響。" msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " "It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) " "reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] is passed to RDP to control how accurately the polygons cover " "the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" "建立一個多邊形 [Array],以覆蓋點陣圖的矩形部分。它使用行進方塊演算法,然後使" "用 Ramer-Douglas-Peucker(RDP)減少頂點數。每個多邊形都被描述為其頂點的 " "[PackedVector2Array]。\n" "要獲取覆蓋整個點陣圖的多邊形,請傳遞:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] 被傳遞給 RDP,以控制多邊形覆蓋點陣圖的準確程度:[param " "epsilon] 越低,對應的多邊形中的點越多。" msgid "Resizes the image to [param new_size]." msgstr "將該圖像的大小修改為 [param new_size]。" msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "將點陣圖中指定位置的元素設定為指定值。" msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "將點陣圖的矩形部分設定為指定值。" msgid "A joint used with [Skeleton2D] to control and animate other nodes." msgstr "與 [Skeleton2D] 一起使用的關節,能夠控制並動畫其他節點。" msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" "You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with " "the [Polygon2D] UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" "[Bone2D] 層級結構可以綁定到 [Skeleton2D] 上,控制並動畫其他 [Node2D] 節點。\n" "你可以使用 [Bone2D] 和 [Skeleton2D] 節點對使用 [Polygon2D] UV 編輯器建立的 2D " "網格進行動畫。\n" "每個骨骼都有一個 [member rest] 變換,你可以用 [method apply_rest] 來重設到這個" "變換。這些放鬆姿勢是相對於骨骼的父節點而言的。\n" "如果在編輯器中,你可以使用功能表選項設定整個骨架的放鬆姿勢,從程式碼中,你需要" "遍曆骨骼來設定它們各自的放鬆姿勢。" msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " "[Bone2D] children, then it cannot autocalculate these values and will print a " "warning." msgstr "" "如果該 [Bone2D] 存在骨骼子節點,則返回是否要使用第一個 [Bone2D] 子節點自動計算" "其長度和骨骼角度。如果沒有 [Bone2D] 子節點,則無法自動計算這些值,會列印一條警" "告。" msgid "" "Returns the angle of the bone in the [Bone2D].\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " "is the rotation of the bone shown by the gizmo, which is unaffected by the " "[Bone2D]'s [member Node2D.transform]." msgstr "" "返回 [Bone2D] 中骨骼的角度。\n" "[b]注意:[/b]這與 [Bone2D] 的旋轉不同。骨骼角度是小工具顯示的骨骼旋轉,不受 " "[Bone2D] 的 [member Node2D.transform] 的影響。" msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "返回節點在整個骨架中的索引號。見 [Skeleton2D]。" msgid "Returns the length of the bone in the [Bone2D] node." msgstr "返回 [Bone2D] 節點中骨骼的長度。" msgid "" "When set to [code]true[/code], the [Bone2D] node will attempt to " "automatically calculate the bone angle and length using the first child " "[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " "automatically calculate these values and will print a warning." msgstr "" "當設定為 [code]true[/code] 時,該 [Bone2D] 節點將嘗試使用第一個子 [Bone2D] 節" "點(如果存在)自動計算骨骼角度和長度。如果不存在子節點,[Bone2D] 將無法自動計" "算這些值,並將輸出一條警告。" msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " "is the rotation of the bone shown by the gizmo, which is unaffected by the " "[Bone2D]'s [member Node2D.transform]." msgstr "" "設定 [Bone2D] 節點的骨骼角度。這通常設定為從 [Bone2D] 節點到子 [Bone2D] 節點的" "旋轉。\n" "[b]注意:[/b]這與 [Bone2D] 的旋轉不同。骨骼角度是 [Bone2D] 小工具顯示的骨骼旋" "轉,不受 [Bone2D] 的 [member Node2D.transform] 的影響。" msgid "Sets the length of the bone in the [Bone2D]." msgstr "設定該 [Bone2D] 中骨骼的長度。" msgid "" "Rest transform of the bone. You can reset the node's transforms to this value " "using [method apply_rest]." msgstr "" "骨骼的放鬆變換。你可以使用 [method apply_rest] 將節點的變換重設為這個值。" msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in its " "parent [Skeleton3D]." msgstr "對父級 [Skeleton3D] 中某個骨骼的 3D 變換進行複製或覆蓋的節點。" msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " "that the [BoneAttachment3D] node will either dynamically copy or override the " "3D transform of the selected bone." msgstr "" "這個節點能夠選中 [Skeleton3D] 中的某個骨骼並附加到這個骨骼上。這樣 " "[BoneAttachment3D] 節點就能夠動態複製或覆蓋所選骨骼的 3D 變換。" msgid "The index of the attached bone." msgstr "所附著骨骼的索引。" msgid "The name of the attached bone." msgstr "所附著骨骼的名稱。" msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." msgstr "" "描述骨骼名稱的對應,用於將 [Skeleton3D] 重定向至 [SkeletonProfile] 中定義的通" "用名稱。" msgid "" "This class contains a dictionary that uses a list of bone names in " "[SkeletonProfile] as key names.\n" "By assigning the actual [Skeleton3D] bone name as the key value, it maps the " "[Skeleton3D] to the [SkeletonProfile]." msgstr "" "這個類中有一個字典,使用 [SkeletonProfile] 中的骨骼名稱作為鍵名。\n" "將實際的 [Skeleton3D] 骨骼名稱賦為鍵值後,就會將 [Skeleton3D] 對應到 " "[SkeletonProfile]。" msgid "Retargeting 3D Skeletons" msgstr "重定向 3D 骨架" msgid "" "Returns a profile bone name having [param skeleton_bone_name]. If not found, " "an empty [StringName] will be returned.\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" "返回具有 [param skeleton_bone_name] 的輪廓骨骼名稱。如果沒有找到,將返回一個空" "的 [StringName]。\n" "在重定向過程中,返回的骨骼名稱是目標骨架的骨骼名稱。" msgid "" "Returns a skeleton bone name is mapped to [param profile_bone_name].\n" "In the retargeting process, the returned bone name is the bone name of the " "source skeleton." msgstr "" "返回與配置中的某個骨骼名稱 [param profile_bone_name] 對應的骨架中的骨骼名" "稱。\n" "在重定向過程中,設定的骨骼名稱是源骨架中骨骼的名稱。" msgid "" "Maps a skeleton bone name to [param profile_bone_name].\n" "In the retargeting process, the setting bone name is the bone name of the " "source skeleton." msgstr "" "將骨架中的某個骨骼名稱對應到配置中的骨骼名稱 [param profile_bone_name]。\n" "在重定向過程中,設定的骨骼名稱是源骨架中骨骼的名稱。" msgid "" "A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are " "synchronized with it." msgstr "對應目標的 [SkeletonProfile]。[BoneMap] 中的鍵名與此同步。" msgid "" "This signal is emitted when change the key value in the [BoneMap]. This is " "used to validate mapping and to update [BoneMap] editor." msgstr "" "[BoneMap] 中的鍵值發生改變時發出此訊號。用於驗證對應和更新 [BoneMap] 編輯器。" msgid "" "This signal is emitted when change the value in profile or change the " "reference of profile. This is used to update key names in the [BoneMap] and " "to redraw the [BoneMap] editor." msgstr "" "配置中的值發生改變或配置的引用發生改變時發出此訊號。用於更新 [BoneMap] 中的鍵" "名、重繪 [BoneMap] 編輯器。" msgid "A built-in boolean type." msgstr "內建布林型別。" msgid "" "The [bool] is a built-in [Variant] type that may only store one of two " "values: [code]true[/code] or [code]false[/code]. You can imagine it as a " "switch that can be either turned on or off, or as a binary digit that can " "either be 1 or 0.\n" "Booleans can be directly used in [code]if[/code], and other conditional " "statements:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" "\tlaunch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" "\tLaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "All comparison operators return booleans ([code]==[/code], [code]>[/code], " "[code]<=[/code], etc.). As such, it is not necessary to compare booleans " "themselves. You do not need to add [code]== true[/code] or [code]== false[/" "code].\n" "Booleans can be combined with the logical operators [code]and[/code], " "[code]or[/code], [code]not[/code] to create complex conditions:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" "\tlaunch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" "\tplay_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" "\tLaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" "\tPlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In modern programming languages, logical operators are evaluated " "in order. All remaining conditions are skipped if their result would have no " "effect on the final value. This concept is known as [url=https://" "en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] " "and can be useful to avoid evaluating expensive conditions in some " "performance-critical cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" "[bool] 是內建 [Variant] 型別,只能儲存兩個值之一:[code]true[/code] 或 " "[code]false[/code]你可以把它想像成一個可以打開或關閉的開關,或者是一個可以是1" "或0的二進制數字。\n" "布林值可以直接用在[code]if[/code]和其他條件敘述:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" "\tlaunch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" "\tLaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]所有比較運算子都傳回布林值([code]==[/code]、[code]>[/code]、" "[code]<=[/code] 等) 。因此,沒有必要比較布林值本身。您不需要新增 [code]== " "true[/code] 或 [code]== false[/code]。\n" "布林值可以與邏輯運算子 [code]and[/code]、[code]or[/code]、[code]not[/code] 組" "合來建立複雜的條件:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" "\tlaunch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" "\tplay_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" "\tLaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" "\tPlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b] 在現代程式語言中,邏輯運算子依序求值。如果剩餘條件的結果對最終值" "沒有影響,則將跳過所有剩餘條件。這個概念被稱為[url=https://en.wikipedia.org/" "wiki/Short-Circuit_evaluation]短路評估[/url],可用於避免在某些性能關鍵的情況下" "評估昂貴的條件。\n" "[b]注意:[/b] 依照慣例,傳回布林值的內建方法和屬性通常定義為是非問題、單一形容" "詞或類似的([method String.is_empty]、[method Node.can_process]、 [member " "Camera2D.enabled]等)。" msgid "Constructs a [bool] set to [code]false[/code]." msgstr "建構設為 [code]0[/code] 的 [int]。" msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "建構給定 [bool] 的副本。" msgid "" "Cast a [float] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" "將 [float] 值轉換為布林值。如果傳入 [code]0.0[/code],本方法將返回 " "[code]false[/code],傳入其他值則返回 [code]true[/code]。" msgid "" "Cast an [int] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0[/code], and [code]true[/code] for all other values." msgstr "" "將 [int] 值轉換為布林值。如果傳入 [code]0[/code],本方法將返回 [code]false[/" "code],傳入其他值則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the two booleans are not equal. That is, one is " "[code]true[/code] and the other is [code]false[/code]. This operation can be " "seen as a logical XOR." msgstr "" "如果兩個布林值不同,即一個是 [code]true[/code],另一個是 [code]false[/code]," "則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." msgstr "" "如果左運算元為 [code]false[/code] 且右運算元為 [code]true[/code],則返回 " "[code]true[/code]。" msgid "" "Returns [code]true[/code] if the two booleans are equal. That is, both are " "[code]true[/code] or both are [code]false[/code]. This operation can be seen " "as a logical EQ or XNOR." msgstr "" "如果兩個布林值相等,即都為 [code]true[/code] 或都為 [code]false[/code],則返" "回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." msgstr "" "如果左運算元為 [code]true[/code] 且右運算元為 [code]false[/code],則返回 " "[code]true[/code]。" msgid "A container that arranges its child controls horizontally or vertically." msgstr "將子控制項橫向或縱向排列的容器。" msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" "將子控制項橫向或縱向排列的容器,會在這些控制項的最小尺寸發生改變時自動重排。" msgid "" "Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/" "code], it will insert the [Control] node in front of all other children." msgstr "" "新增 [Control] 節點作為間隔。如果 [param begin] 為 [code]true[/code],則會將" "該 [Control] 節點新增到所有其他節點之前。" msgid "" "The alignment of the container's children (must be one of [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])." msgstr "" "該容器子節點的對齊方式(必須是 [constant ALIGNMENT_BEGIN]、[constant " "ALIGNMENT_CENTER]、[constant ALIGNMENT_END] 之一)。" msgid "" "If [code]true[/code], the [BoxContainer] will arrange its children " "vertically, rather than horizontally.\n" "Can't be changed when using [HBoxContainer] and [VBoxContainer]." msgstr "" "如果為 [code]true[/code],則該 [BoxContainer] 會將子節點垂直排列,否則會水平排" "列。\n" "使用 [HBoxContainer] 和 [VBoxContainer] 時無法改變。" msgid "" "The child controls will be arranged at the beginning of the container, i.e. " "top if orientation is vertical, left if orientation is horizontal (right for " "RTL layout)." msgstr "" "子控制項會被排列在該容器的開頭,如果是垂直朝向則為頂部,如果是水平朝向則為左側" "(RTL 佈局時為右側)。" msgid "The child controls will be centered in the container." msgstr "子控制項會在該容器裡居中。" msgid "" "The child controls will be arranged at the end of the container, i.e. bottom " "if orientation is vertical, right if orientation is horizontal (left for RTL " "layout)." msgstr "" "子控制項會被排列在該容器的末尾,如果是垂直朝向則為底部,如果是水平朝向則為右側" "(RTL 佈局時為左側)。" msgid "The space between the [BoxContainer]'s elements, in pixels." msgstr "[BoxContainer] 元素之間的距離,單位為圖元。" msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "生成軸對齊盒 [PrimitiveMesh]。" msgid "" "Generate an axis-aligned box [PrimitiveMesh].\n" "The box's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" "[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may " "stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" "生成軸對齊盒 [PrimitiveMesh]。\n" "這個盒子的 UV 佈局是以 3×2 的方式排列的,允許單獨對每個面進行貼圖。要在所有的" "面上套用相同的紋理,請將材質的 UV 屬性改為 [code]Vector3(3, 2, 1)[/code]。這樣" "做等價於在頂點著色器中新增 [code]UV *= vec2(3.0, 2.0)[/code]。\n" "[b]注意:[/b]當使用很大且有紋理的 [BoxMesh] 時(例如作為地板),你可能會發現 " "UV 偶爾抖動的問題,這取決於相機的角度。要解決此問題,請增加 [member " "subdivide_depth]、[member subdivide_height] 和 [member subdivide_width],直到" "你不再注意到 UV 抖動。" msgid "The box's width, height and depth." msgstr "該盒子的寬度、高度和深度。" msgid "Number of extra edge loops inserted along the Z axis." msgstr "沿 Z 軸插入的額外邊緣環的數量。" msgid "Number of extra edge loops inserted along the Y axis." msgstr "沿 Y 軸插入的額外邊緣環的數量。" msgid "Number of extra edge loops inserted along the X axis." msgstr "沿 X 軸插入的額外邊緣環的數量。" msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]." msgstr "與 [OccluderInstance3D] 中的遮擋剔除一起使用的長方體形狀。" msgid "" "[BoxOccluder3D] stores a cuboid shape that can be used by the engine's " "occlusion culling system.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "[BoxOccluder3D] 儲存一個長方體形狀,可供引擎的遮擋剔除系統使用。\n" "有關設定遮擋剔除的說明,請參閱 [OccluderInstance3D] 的文件。" msgid "The box's size in 3D units." msgstr "以 3D 單位表示的盒子大小。" msgid "A 3D box shape used for physics collision." msgstr "用於物理碰撞的 3D 盒形資源。" msgid "" "A 3D box shape, intended for use in physics. Usually used to provide a shape " "for a [CollisionShape3D].\n" "[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " "faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " "[SphereShape3D]." msgstr "" "3D 盒子形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n" "[b]性能:[/b][BoxShape3D] 可以快速偵測碰撞,比 [CapsuleShape3D] 和 " "[CylinderShape3D] 快,但比 [SphereShape3D] 慢。" msgid "3D Kinematic Character Demo" msgstr "3D 動力學角色演示" msgid "A themed button that can contain text and an icon." msgstr "按鈕,支援主題,能夠包含文字和圖示。" msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." msgstr "" "啟用後,將在保持按鈕圖示長寬比的前提下對該圖示進行擴充/收縮,從而適應按鈕的大" "小。另見 [theme_item icon_max_width]。" msgid "Flat buttons don't display decoration." msgstr "平面按鈕不顯示裝飾。" msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [theme_item h_separation] theme " "property and [code]content_margin_*[/code] properties of the used " "[StyleBox]es." msgstr "" "按鈕的圖示,如果文字存在,則圖示將被放置在文字之前。\n" "要編輯圖示的邊距和間距,請使用 [theme_item h_separation] 主題屬性,和所用 " "[StyleBox] 的 [code]content_margin_*[/code] 屬性。" msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " "center of a button. Uses the same [enum HorizontalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "指定圖示在按鈕上水平對齊的方式應該為左對齊、右對齊還是居中對齊。請使用與文字對" "齊相同的 [enum HorizontalAlignment] 常數。如果水平居中並且垂直居中,則文字將被" "繪製在圖示之上。" msgid "" "Language code used for line-breaking and text shaping algorithms, if left " "empty current locale is used instead." msgstr "語言程式碼,用於斷行和文字塑形演算法,如果留空則使用目前區域設定。" msgid "The button's text that will be displayed inside the button's area." msgstr "該按鈕的文字,將顯示在按鈕的區域內。" msgid "Base text writing direction." msgstr "基礎文字書寫方向。" msgid "" "Specifies if the icon should be aligned vertically to the top, bottom, or " "center of a button. Uses the same [enum VerticalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "指定圖示在按鈕上垂直對齊的方式應該為頂端對齊、底部對齊還是居中對齊。請使用與文" "字對齊相同的 [enum VerticalAlignment] 常數。如果水平居中並且垂直居中,則文本將" "被繪製在圖示之上。" msgid "Default text [Color] of the [Button]." msgstr "該 [Button] 的預設文字 [Color]。" msgid "Text [Color] used when the [Button] is disabled." msgstr "該 [Button] 處於禁用狀態時,使用的文字 [Color]。" msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal text " "color of the button. Disabled, hovered, and pressed states take precedence " "over this color." msgstr "" "該 [Button] 處於聚焦狀態時,使用的文字 [Color]。只替換該按鈕的正常文字顏色。禁" "用、懸停、按下狀態優先於這個顏色。" msgid "Text [Color] used when the [Button] is being hovered." msgstr "該 [Button] 處於懸停狀態時,使用的文字 [Color]。" msgid "Text [Color] used when the [Button] is being hovered and pressed." msgstr "該 [Button] 處於懸停並按下狀態時,使用的文字 [Color]。" msgid "The tint of text outline of the [Button]." msgstr "該 [Button] 的文字輪廓的色調。" msgid "Text [Color] used when the [Button] is being pressed." msgstr "該 [Button] 處於按下狀態時,使用的文字 [Color] 。" msgid "Icon modulate [Color] used when the [Button] is disabled." msgstr "該 [Button] 處於禁用狀態時,使用的圖示調變 [Color]。" msgid "" "Icon modulate [Color] used when the [Button] is focused. Only replaces the " "normal modulate color of the button. Disabled, hovered, and pressed states " "take precedence over this color." msgstr "" "該 [Button] 處於聚焦狀態時,使用的圖示調變 [Color]。僅替換該按鈕的正常調變顏" "色。禁用、懸停和按下狀態優先於這個顏色。" msgid "Icon modulate [Color] used when the [Button] is being hovered." msgstr "該 [Button] 處於懸停狀態時,使用的圖示調變[Color]。" msgid "" "Icon modulate [Color] used when the [Button] is being hovered and pressed." msgstr "該 [Button] 處於懸停並按下按下狀態時,使用的圖示調變 [Color]。" msgid "Default icon modulate [Color] of the [Button]." msgstr "該 [Button] 的預設圖示調變 [Color]。" msgid "Icon modulate [Color] used when the [Button] is being pressed." msgstr "該 [Button] 處於按下狀態時,使用的圖示調變 [Color]。" msgid "" "The horizontal space between [Button]'s icon and text. Negative values will " "be treated as [code]0[/code] when used." msgstr "" "[Button] 的圖示和文字之間的水平間距。使用時會將負值當作 [code]0[/code]。" msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member " "FontFile.multichannel_signed_distance_field] enabled, its [member " "FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of " "[theme_item outline_size] for outline rendering to look correct. Otherwise, " "the outline may appear to be cut off earlier than intended." msgstr "" "文字輪廓的大小。\n" "[b]注意:[/b]如果使用啟用了 [member " "FontFile.multichannel_signed_distance_field] 的字形,其 [member " "FontFile.msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍" "[/i],輪廓算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "[Font] of the [Button]'s text." msgstr "該 [Button] 文字的 [Font]。" msgid "Font size of the [Button]'s text." msgstr "該 [Button] 文字的字形大小。" msgid "[StyleBox] used when the [Button] is disabled." msgstr "該 [Button] 處於禁用狀態時使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is disabled (for right-to-left layouts)." msgstr "該 [OptionButton] 處於禁用狀態時使用的 [StyleBox](用於從右至左佈局)。" msgid "[StyleBox] used when the [Button] is being hovered." msgstr "該 [Button] 處於懸停狀態時使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is being hovered (for right-to-left " "layouts)." msgstr "該 [OptionButton] 處於懸停狀態時使用的 [StyleBox](用於從右至左佈局)。" msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time." msgstr "該 [Button] 處於按下狀態時使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time (for right-to-left layouts)." msgstr "該 [OptionButton] 處於按下狀態時使用的 [StyleBox](用於從右至左佈局)。" msgid "Default [StyleBox] for the [Button]." msgstr "該 [Button] 的預設 [StyleBox]。" msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)." msgstr "該 [OptionButton] 的預設 [StyleBox](用於從右至左佈局)。" msgid "[StyleBox] used when the [Button] is being pressed." msgstr "該 [Button] 處於按下狀態時使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is being pressed (for right-to-left " "layouts)." msgstr "該 [OptionButton] 處於按下狀態時使用的 [StyleBox](用於從右至左佈局)。" msgid "" "A group of buttons that doesn't allow more than one button to be pressed at a " "time." msgstr "不允許同時按下多個按鈕的按鈕的一個群組。" msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " "treated like radio buttons: No more than one button can be pressed at a time. " "Some types of buttons (such as [CheckBox]) may have a special appearance in " "this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" "[BaseButton] 衍生按鈕的群組。[ButtonGroup] 中的按鈕被視為選項按鈕:同一時間最" "多只能按下一個按鈕。某些型別的按鈕(例如 [CheckBox])在該狀態下可能會有特殊的" "外觀。\n" "[ButtonGroup] 的每個成員都應該將 [member BaseButton.toggle_mode] 設定為 " "[code]true[/code]。" msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." msgstr "" "返回元素型別為 [Button] 的 [Array],這些 [Button] 將其作為 [ButtonGroup](見 " "[member BaseButton.button_group])。" msgid "Returns the current pressed button." msgstr "返回目前按下的按鈕。" msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." msgstr "如果為 [code]true[/code],則可以取消按下該 [ButtonGroup] 中的所有按鈕。" msgid "Emitted when one of the buttons of the group is pressed." msgstr "當該組中的某個按鈕被按下時發出。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一個方法或一個獨立函式的內建型別。" msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "建構空的 [Callable],沒有綁定物件和方法。" msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "建構給定 [Callable] 的副本。" msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied by " "[method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "返回該 [Callable] 的副本,綁定其中的一個或多個參數。呼叫時,被綁定的參數在提供" "給 [method call] 的參數[i]之後[/i]傳遞。另見 [method unbind]。\n" "[b]注意:[/b]這個方法與其他類似方法鏈式呼叫時,參數列表的修改順序是從右至左" "的。" msgid "" "Returns a copy of this [Callable] with one or more arguments bound, reading " "them from an array. When called, the bound arguments are passed [i]after[/i] " "the arguments supplied by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "返回該 [Callable] 的副本,綁定其中的一個或多個參數,參數從陣列中讀取。呼叫時," "被綁定的參數在提供給 [method call] 的參數[i]之後[/i]傳遞。另見 [method " "unbind]。\n" "[b]注意:[/b]這個方法與其他類似方法鏈式呼叫時,參數列表的修改順序是從右至左" "的。" msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" "呼叫該 [Callable] 所代表的方法。可以傳遞參數,必須與該方法的簽章相配對。" msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." msgstr "" "呼叫該 [Callable] 所代表的方法。與 [method call] 不同,這個方法需要所有參數都" "放在 [param arguments] [Array] 之中。" msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or [code]" "\"\"[/code]." msgstr "" "返回該 [Callable] 所代表的方法的名稱。如果該可呼叫體是 lambda 函式,則返回該函" "式的名稱。" msgid "Returns the object on which this [Callable] is called." msgstr "返回該 [Callable] 所呼叫的物件。" msgid "" "Returns the ID of this [Callable]'s object (see [method " "Object.get_instance_id])." msgstr "返回該 [Callable] 中對象的 ID(見 [method Object.get_instance_id])。" msgid "" "Returns the 32-bit hash value of this [Callable]'s object.\n" "[b]Note:[/b] [Callable]s with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the callables are equal, because different " "callables can have identical hash values due to hash collisions. The engine " "uses a 32-bit hash algorithm for [method hash]." msgstr "" "返回該 [Callable] 對象的 32 位元雜湊值。\n" "[b]注意:[/b]內容相同的 [Callable] 雜湊值始終相同。反之則不然,返回的雜湊值相" "同[i]並不[/i]意味著可呼叫體相等,因為不同的可呼叫體可能由於雜湊衝突而具有相同" "的雜湊值。引擎在 [method hash] 中使用 32 位雜湊演算法。" msgid "" "Returns [code]true[/code] if this [Callable] is a standard callable. This " "method is the opposite of [method is_custom]. Returns [code]false[/code] if " "this callable is a lambda function." msgstr "" "如果該 [Callable] 為標準可呼叫體,則返回 [code]true[/code]。這個方法與 " "[method is_custom] 相對。如果該可呼叫體為 lambda 函式,則返回 [code]false[/" "code]。" msgid "" "Returns [code]true[/code] if the callable's object exists and has a valid " "method name assigned, or is a custom callable." msgstr "" "如果該可呼叫體的物件存在,且分配了有效的方法名,或者為自訂可呼叫體,則返回 " "[code]true[/code]。" msgid "" "Perform an RPC (Remote Procedure Call) on all connected peers. This is used " "for multiplayer and is normally not available, unless the function being " "called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " "[method Node.rpc_config]). Calling this method on unsupported functions will " "result in an error. See [method Node.rpc]." msgstr "" "在所有已連接的對等體上執行 RPC(Remote Procedure Call,遠端程式呼叫)。用於多" "人遊戲,一般不可用,除非所呼叫的函式有 [i]RPC[/i] 標記(使用 [annotation " "@GDScript.@rpc] 或 [method Node.rpc_config])。在不支援的方法上呼叫該方法會導" "致出錯。見 [method Node.rpc]。" msgid "" "Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer " "documentation for reference). This is used for multiplayer and is normally " "not available unless the function being called has been marked as [i]RPC[/i] " "(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this " "method on unsupported functions will result in an error. See [method " "Node.rpc_id]." msgstr "" "在指定的對等體 ID(請參閱多人遊戲文件)上執行 RPC(Remote Procedure Call,遠程" "程式呼叫)。用於多人遊戲,一般不可用,除非所呼叫的函式有 [i]RPC[/i] 標記(使" "用 [annotation @GDScript.@rpc] 或 [method Node.rpc_config])。在不支援的方法上" "呼叫該方法會導致出錯。見 [method Node.rpc_id]。" msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " "callable in a context that attempts to pass more arguments than this callable " "can handle, e.g. a signal with a fixed number of arguments. See also [method " "bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" "func _ready():\n" "\tfoo.unbind(1).call(1, 2) # Calls foo(1).\n" "\tfoo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it does " "not change the arguments from bind.\n" "[/codeblock]" msgstr "" "返回這個 [Callable] 的副本,解綁了一些參數。換句話說,呼叫新的可呼叫體時,用戶" "提供的最後幾個參數會被忽略,忽略幾個由 [param argcount] 決定。剩餘的參數會被傳" "遞給該可呼叫體。這樣傳入的參數就能夠比原本可呼叫體所能處理的參數要多,例如帶有" "固定數量參數的訊號。另見 [method bind]。\n" "[b]注意:[/b]這個方法與其他類似方法鏈式呼叫時,參數列表的修改順序是從右至左" "的。\n" "[codeblock]\n" "func _ready():\n" "\tfoo.unbind(1).call(1, 2) # 呼叫 foo(1).\n" "\tfoo.bind(3, 4).unbind(1).call(1, 2) # 呼叫 foo(1, 3, 4),注意改動的不是 " "bind 中的參數。\n" "[/codeblock]" msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "如果兩個 [Callable] 呼叫的目標不同,則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if both [Callable]s invoke the same custom target." msgstr "如果兩個 [Callable] 呼叫的自訂目標相同,則返回 [code]true[/code]。" msgid "Calls the specified method after optional delay." msgstr "在可選的延遲之後呼叫指定的方法。" msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method Tween.tween_callback] for more usage information.\n" "The tweener will finish automatically if the callback's target object is " "freed.\n" "[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " "[CallbackTweener]. Any [CallbackTweener] created manually will not function " "correctly." msgstr "" "[CallbackTweener] 可用於在補間序列中呼叫方法。更多用法資訊請參閱 [method " "Tween.tween_callback]。\n" "[b]注意:[/b]建立 [CallbackTweener] 的唯一正確方法是 [method " "Tween.tween_callback]。任何手動建立的 [CallbackTweener] 都無法正常工作。" msgid "Camera node for 2D scenes." msgstr "2D 場景的相機節點。" msgid "2D Isometric Demo" msgstr "2D 等軸演示" msgid "Aligns the camera to the tracked node." msgstr "將相機與追蹤的節點對齊。" msgid "Forces the camera to update scroll immediately." msgstr "強制相機立即更新滾動。" msgid "" "Returns the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " "[member drag_right_margin]." msgstr "" "返回指定邊 [enum Side] 的邊距。另見 [member drag_bottom_margin]、[member " "drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" msgid "" "Returns the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "返回指定邊 [enum Side] 的相機極限。另見 [member limit_bottom]、[member " "limit_top]、[member limit_left] 和 [member limit_right]。" msgid "" "Returns the center of the screen from this camera's point of view, in global " "coordinates.\n" "[b]Note:[/b] The exact targeted position of the camera may be different. See " "[method get_target_position]." msgstr "" "返回該 [Camera2D] 視角下的螢幕中心位置,使用全域座標。\n" "[b]注意:[/b]相機實際的目標位置可能與此不同。見 [method get_target_position]。" msgid "" "Returns this camera's target position, in global coordinates.\n" "[b]Note:[/b] The returned value is not the same as [member " "Node2D.global_position], as it is affected by the drag properties. It is also " "not the same as the current position if [member position_smoothing_enabled] " "is [code]true[/code] (see [method get_screen_center_position])." msgstr "" "返回該相機的目標位置,使用全域座標。\n" "[b]注意:[/b]返回值與 [member Node2D.global_position] 不同,因為會受到拖動屬性" "的影響。如果 [member position_smoothing_enabled] 為 [code]true[/code] ,也不等" "同於目前位置(見 [method get_screen_center_position])。" msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " "[method Viewport.get_camera_2d])." msgstr "" "如果該 [Camera2D] 為活動相機,則返回 [code]true[/code](見 [method " "Viewport.get_camera_2d])。" msgid "" "Forces this [Camera2D] to become the current active one. [member enabled] " "must be [code]true[/code]." msgstr "" "強制該 [Camera2D] 成為目前的活動相機。[member enabled] 必須為 [code]true[/" "code]。" msgid "" "Sets the camera's position immediately to its current smoothing destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" "將相機的位置立即設定為其目前平滑的目標位置。\n" "當 [member position_smoothing_enabled] 為 [code]false[/code] 時,本方法無效。" msgid "" "Sets the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " "[member drag_right_margin]." msgstr "" "設定指定邊 [enum Side] 的邊距。另見 [member drag_bottom_margin]、[member " "drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" msgid "" "Sets the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "設定指定邊 [enum Side] 的相機極限。另見 [member limit_bottom]、[member " "limit_top]、[member limit_left] 和 [member limit_right]。" msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" "連接到 [Camera2D] 的自訂 [Viewport] 節點。如果為 [code]null[/code] 或者不是 " "[Viewport],則使用預設的視口。" msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" "拖動相機所需的下邊距。值為 [code]1[/code] 時,相機僅在到達螢幕底部邊緣時移動。" msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "(left and right) drag margins. If [code]false[/code], the camera moves " "horizontally regardless of margins." msgstr "" "如果為 [code]true[/code],相機僅在到達水平(左或右)拖動邊距時移動。如果為 " "[code]false[/code],則相機水平移動時不考慮邊距。" msgid "" "The relative horizontal drag offset of the camera between the right " "([code]-1[/code]) and left ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial horizontal drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_horizontal_enabled] is [code]true[/code] or the drag " "margins are changed." msgstr "" "相機在右側([code]-1[/code])和左側([code]1[/code])拖動邊距之間的相對水平拖" "動偏移量。\n" "[b]注意:[/b]用於設定初始水平拖動偏移量;確定目前偏移量;或強制目前偏移量。當 " "[member drag_horizontal_enabled] 為 [code]true[/code] 或更改拖動邊距時,它不會" "自動更新。" msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" "拖動相機所需的左邊距。值為 [code]1[/code] 時,相機僅在到達螢幕左側邊緣時移動。" msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" "拖動相機所需的右邊距。值為 [code]1[/code] 時,相機僅在到達螢幕右側邊緣時移動。" msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" "拖動相機所需的上邊距。值為 [code]1[/code] 時,相機僅在到達螢幕頂部邊緣時移動。" msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" "如果為 [code]true[/code],相機僅在達到垂直(頂部及底部)拖動邊距時才移動。如果" "為 [code]false[/code],相機會垂直移動而不管邊距。" msgid "" "The relative vertical drag offset of the camera between the bottom ([code]-1[/" "code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " "are changed." msgstr "" "相機在底部([code]-1[/code])和頂部([code]1[/code])拖動邊距之間的相對垂直拖" "動偏移量。\n" "[b]注意:[/b]用於設定初始垂直拖動偏移量;確定目前偏移量;或強制目前偏移量。當 " "[member drag_vertical_enabled] 為 [code]true[/code] 或更改拖動邊距時,它不會自" "動更新。" msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "如果為 [code]true[/code],在編輯器中繪製相機的拖動邊距矩形。" msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "如果為 [code]true[/code],在編輯器中繪製相機的極限矩形。" msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "如果為 [code]true[/code],在編輯器中繪製相機的畫面矩形。" msgid "" "Controls whether the camera can be active or not. If [code]true[/code], the " "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " "[code]false[/code], the next enabled [Camera2D] in the scene tree will become " "active." msgstr "" "控制該相機是否可以啟動。如果為 [code]true[/code],當該 [Camera2D] 進入場景樹並" "且目前沒有活動的相機時,它將成為主相機(參見 [method " "Viewport.get_camera_2d])。\n" "當該相機目前處於活動狀態且 [member enabled] 被設定為 [code]false[/code] 時,則" "場景樹中下一個啟用的 [Camera2D] 將變為活動狀態。" msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" "如果為 [code]true[/code] ,相機的算繪視圖不會受到其 [member Node2D.rotation] " "和 [member Node2D.global_rotation] 的影響。" msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "底部滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可" "以把視圖推過該極限。" msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "左側滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可" "以把視圖推過該極限。" msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "右側滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可" "以把視圖推過該極限。" msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member position_smoothing_enabled] is " "[code]false[/code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" "如果為 [code]true[/code],相機會在達到極限時平滑地停止。\n" "如果 [member position_smoothing_enabled] 為 [code]false[/code],則該屬性無" "效。\n" "[b]注意:[/b]要立即將相機的位置更新到限制範圍內而不進行平滑,即使啟用了該設" "置,也要呼叫 [method reset_smoothing]。" msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value, " "but [member offset] can push the view past the limit." msgstr "" "頂部滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可" "以把視圖推過該極限。" msgid "" "The camera's relative offset. Useful for looking around or camera shake " "animations. The offsetted camera can go past the limits defined in [member " "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" "相機的相對偏移量。用於環顧四周或相機抖動動畫。偏移後的相機可以超過 [member " "limit_top]、[member limit_bottom]、[member limit_left] 和 [member " "limit_right] 中定義的限制。" msgid "" "If [code]true[/code], the camera's view smoothly moves towards its target " "position at [member position_smoothing_speed]." msgstr "" "如果為 [code]true[/code],相機的視圖會以 [member position_smoothing_speed] 的" "速度,平滑地移向其目標位置。" msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" "當 [member position_smoothing_enabled] 為 [code]true[/code] 時,相機平滑效果的" "速度,單位為每秒圖元。" msgid "" "If [code]true[/code], the camera's view smoothly rotates, via asymptotic " "smoothing, to align with its target rotation at [member " "rotation_smoothing_speed].\n" "[b]Note:[/b] This property has no effect if [member ignore_rotation] is " "[code]true[/code]." msgstr "" "如果為 [code]true[/code],相機的視圖會通過漸近平滑的方式平滑地旋轉,以 " "[member rotation_smoothing_speed] 的速度與其目標旋轉對齊。\n" "[b]注意:[/b]如果 [member ignore_rotation] 為 [code]true[/code],則該屬性無" "效。" msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" "當 [member rotation_smoothing_enabled] 為 [code]true[/code] 時,相機旋轉平滑效" "果的角度漸近速度。" msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "相機的位置是固定的,所以左上角總是在原點。" msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "相機的位置要考慮垂直/水平偏移和螢幕尺寸。" msgid "" "The camera updates during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "相機在物理影格期間更新(見 [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" msgid "" "The camera updates during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "相機在程序影格期間更新(見 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" msgid "Camera node, displays from a point of view." msgstr "相機節點,會從某個角度進行顯示。" msgid "" "[Camera3D] is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" "[Camera3D] 是一個特殊節點,用於顯示從其目前位置可見的內容。相機在最近的 " "[Viewport] 節點中註冊自己(當樹上行)。每個視口中只能有一個啟動的相機。如果在" "樹上沒有可用的視口,相機將在全域視口中註冊。換句話說,相機只是用來為 " "[Viewport] 提供 3D 顯示能力的,如果沒有,則在該 [Viewport](或更高層視口)中註" "冊的場景無法顯示。" msgid "" "If this is the current camera, remove it from being current. If [param " "enable_next] is [code]true[/code], request to make the next camera current, " "if any." msgstr "" "如果這是目前相機,則將其從目前相機中移除。如果 [param enable_next] 為 " "[code]true[/code],則請求使下一個相機(如果有)成為目前相機。" msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" "返回該相機用於算繪至關聯視口的投影矩陣。相機必須是場景樹的一部分才能正常工作。" msgid "Returns the camera's RID from the [RenderingServer]." msgstr "從 [RenderingServer] 返回該相機的 RID。" msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) and " "horizontal ([member h_offset]) offsets; and any other adjustments made to the " "position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" "返回該相機的變換,該變換會加上垂直([member v_offset])和水平([member " "h_offset])偏移;以及 [XRCamera3D] 等子類別相機對相機位置和方向所做的任何其他" "調整。" msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" "返回是否啟用了 [member cull_mask] 的指定層,該層由一個介於 1 和 20 之間的給定 " "[param layer_number] 指定。" msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" "以世界空間單位將相機的視錐平面作為 [Plane] 陣列按以下順序返回:near、far、" "left、top、right、bottom。不要與 [member frustum_offset] 混淆。" msgid "" "Returns the RID of a pyramid shape encompassing the camera's view frustum, " "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" "返回包含該相機視錐的錐體形狀的 RID,忽略相機的近處平面。錐體的尖端代表該相機的" "位置。" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." msgstr "" "如果給定位置在相機後面(連結圖的藍色部分),則返回 [code]true[/code]。" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" "camera3d_position_frustum.png]查看此圖[/url]以瞭解位置查詢方法的概述。\n" "[b]注意:[/b]返回 [code]false[/code] 的位置可能仍然在相機的視野之外。" msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://" "raw.githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "如果給定位置在相機的視錐內(位於連結圖中的綠色部分),則返回 [code]true[/" "code]。[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" "camera3d_position_frustum.png]查看此圖[/url]以瞭解位置查詢方法的概述。" msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" "使此相機成為 [Viewport] 的目前相機(見類的說明)。如果相機節點在場景樹之外,一" "旦新增,它將嘗試成為目前相機。" msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" "返回從螢幕點位置沿相機方向的法向量。正交相機會被正規化。透視相機考慮到透視、螢" "幕寬度/高度等因素。" msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" "返回世界空間中的 3D 點,該點對應到平面上 [Viewport] 矩形中的給定 2D 座標,該平" "面是距相機到場景的給定 [param z_depth] 距離。" msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "返回世界空間中的法線向量,即通過逆相機投影將點投影到 [Viewport] 矩形上的結果。" "這對於以(原點,法線)的形式投射光線,以進行物件相交或拾取很有用。" msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "返回世界空間中的 3D 位置,即通過逆相機投影將點投影到 [Viewport] 矩形上的結果。" "這對於以(原點,法線)的形式投射光線,以進行物件相交或拾取很有用。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member cull_mask], given a [param layer_number] between 1 and 20." msgstr "" "基於 [param value],啟用或禁用 [member cull_mask] 中的指定層,該層由一個介於 " "1 和 20 之間的給定 [param layer_number] 指定。" msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and " "the [param z_near] and [param z_far] clip planes in world space units. See " "also [member frustum_offset]." msgstr "" "通過指定的以世界空間單位為單位的 [param size]、[param offset]、以及 [param " "z_near] 和 [param z_far] 裁剪平面,將相機投影設定為視錐模式(見 [constant " "PROJECTION_FRUSTUM])。另見 [member frustum_offset]。" msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle " "in degrees, and the [param z_near] and [param z_far] clip planes in world " "space units." msgstr "" "通過指定的以度為單位的 [param fov](視野)角度,以及以世界空間單位為單位的 " "[param z_near] 和 [param z_far] 裁剪平面,將相機投影設定為透視模式(參見 " "[constant PROJECTION_PERSPECTIVE])。" msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use " "[method is_position_behind] to prevent them from appearing if the 3D point is " "behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not " "get_viewport().get_camera_3d().is_position_behind(global_transform.origin)\n" "control.position = " "get_viewport().get_camera_3d().unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" "返回對應到世界空間中給定 3D 點的 [Viewport] 矩形中的 2D 座標。\n" "[b]注意:[/b]當使用它在 3D 視口上定位 GUI 元素時,如果 3D 點在相機後面,請使" "用 [method is_position_behind] 來防止它們出現:\n" "[codeblock]\n" "# 該程式碼塊是從 Node3D 繼承的腳本的一部分。\n" "# `control` 是對從 Control 繼承的節點的引用。\n" "control.visible = not " "get_viewport().get_camera_3d().is_position_behind(global_transform.origin)\n" "control.position = " "get_viewport().get_camera_3d().unproject_position(global_transform.origin)\n" "[/codeblock]" msgid "The [CameraAttributes] to use for this camera." msgstr "該相機所使用的 [CameraAttributes]。" msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " "the engine and aren't exposed in the editor. Setting [member cull_mask] using " "a script allows you to toggle those reserved layers, which can be useful for " "editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " "into account to determine what contributes to global illumination. If this is " "an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member " "Light3D.light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to " "exclude them from global illumination." msgstr "" "剔除遮罩,描述該相機算繪了哪些 [member VisualInstance3D.layers]。預設情況下," "20 個使用者可見層全都被算繪。\n" "[b]注意:[/b]由於 [member cull_mask] 允許總共儲存 32 個層,因此另外 12 個層僅" "供引擎內部使用,不會在編輯器中公開。使用腳本設定 [member cull_mask] 允許你切換" "那些保留層,這對編輯器外掛程式很有用。\n" "要使用腳本更輕鬆地調整 [member cull_mask],請使用 [method " "get_cull_mask_value] 和 [method set_cull_mask_value]。\n" "[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 將始終考慮所有層以確定對全域光照" "有貢獻的內容。如果這是一個問題,請將網格的 [member " "GeometryInstance3D.gi_mode] 設定為 [constant " "GeometryInstance3D.GI_MODE_DISABLED],並將燈光的 [member " "Light3D.light_bake_mode] 設定為 [constant Light3D.BAKE_DISABLED],以將它們從全" "域光照中排除。" msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera3D] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" "如果為 [code]true[/code],則祖級 [Viewport] 正在使用這個相機。\n" "如果場景中有多個相機,總會有一個被設為目前相機。例如,假設場景中存在兩個 " "[Camera3D] 節點並且只有一個為目前相機,那麼如果把某一個相機的 [member " "current] 設為 [code]false[/code] 就會導致另一個相機被設為目前相機。" msgid "The [Environment] to use for this camera." msgstr "此相機要使用的 [Environment]。" msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis. Higher values allow the camera to see further away, while " "decreasing [member far] can improve performance if it results in objects " "being partially or fully culled." msgstr "" "該相機相對於其局部 Z 軸到遠剔除邊界的距離。較高的值允許相機看得更遠,而減少 " "[member far] 如果會導致物件被部分或完全剔除,則可以提高性能。" msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" "相機的視錐偏移。可以更改預設值,以建立如 [url=https://zdoom.org/wiki/Y-" "shearing]Y-shearing[/url] 一樣的“傾斜的視錐”效果。\n" "[b]注意:[/b]僅在 [member projection] 為 [constant PROJECTION_FRUSTUM] 時有" "效。" msgid "The horizontal (X) offset of the camera viewport." msgstr "相機視口的水平(X)偏移量。" msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be either " "[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "在 [member fov]/[member size] 調整時要鎖定的軸。可以是 [constant KEEP_WIDTH] " "或 [constant KEEP_HEIGHT]。" msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis. Lower values allow the camera to see objects more up close to " "its origin, at the cost of lower precision across the [i]entire[/i] range. " "Values lower than the default can lead to increased Z-fighting." msgstr "" "該相機相對於其局部 Z 軸到近剔除邊界的距離。較低的值允許相機看到更靠近其原點的" "物件,但代價是[i]整個[/i]範圍內的精度較低。低於預設值的值會導致 Z 衝突增加。" msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived size." msgstr "" "相機的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物體與相機局部空" "間的Z距離會影響其感知的大小。" msgid "" "The camera's size in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" "該相機的大小,單位為米,描述的是完整的寬度或者高度,取決於 [member " "keep_aspect]。僅適用於正交和視錐模式。" msgid "The vertical (Y) offset of the camera viewport." msgstr "相機視口的垂直(Y)偏移量。" msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "透視投影。物體距離相機螢幕越遠顯示就越小。" msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "正交投影,又稱正交投影。物體無論距離多遠,在螢幕上都保持相同的大小。" msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" "視錐投影。通過該模式可以調整 [member frustum_offset] 來建立“傾斜的視錐”效果。" msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" "保留水平長寬比,也稱為 Vert- 縮放。這通常是在縱向模式下運作的專案的最佳選擇," "因為較高的縱橫比將從更寬的垂直視場中受益。" msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" "保留垂直長寬比,也稱為 Hor+ 縮放。這通常是在橫向模式下運作的專案的最佳選擇,因" "為較寬的縱橫比會自動從較寬的水平視場中受益。" msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" "通過追蹤在 [code]_process[/code] 中改變的物體位置來類比[url=https://" "zh.wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效應" "[/url]。與這些物體相比,該相機的相對速度的變化會影響音訊的感知方式(改變音訊" "的 [member AudioStreamPlayer3D.pitch_scale])。" msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" "通過追蹤在 [code]_process[/code] 中改變的物體位置來類比[url=https://" "zh.wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效應" "[/url]。與這些物體相比,該相機的相對速度的變化會影響音訊的感知方式(改變音訊" "的 [member AudioStreamPlayer3D.pitch_scale])。" msgid "Parent class for camera settings." msgstr "相機設定的父類。" msgid "" "Controls camera-specific attributes such as depth of field and exposure " "override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " "settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" "控制相機的特定屬性,如景深和曝光覆蓋。\n" "當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置," "這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當" "在 [Camera3D] 中使用時,它將覆蓋 [WorldEnvironment] 中設定的任何 " "[CameraAttributes]。當在 [VoxelGI] 或 [LightmapGI] 中使用時,將只會使用曝光設" "置。\n" "另請參閱 [Environment] 瞭解一般的 3D 環境設定。\n" "這是一個由 [CameraAttributesPhysical] 和 [CameraAttributesPractical] 繼承的純" "虛類。" msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the scene " "renderer. If [code]true[/code], the renderer will automatically determine the " "exposure setting to adapt to the scene's illumination and the observed light." msgstr "" "如果為 [code]true[/code],啟用場景算繪器的色調對應自動曝光模式。如果為 " "[code]true[/code],算繪器將自動確定曝光設定,以適應場景的照明和觀察到的光線。" msgid "" "The scale of the auto exposure effect. Affects the intensity of auto exposure." msgstr "自動曝光效果的比例。影響自動曝光的強度。" msgid "" "The speed of the auto exposure effect. Affects the time needed for the camera " "to perform auto exposure." msgstr "自動曝光效果的速度。影響相機執行自動曝光所需的時間。" msgid "" "Multiplier for the exposure amount. A higher value results in a brighter " "image." msgstr "曝光量的乘數。較高的值會產生較亮的圖像。" msgid "Physically-based camera settings." msgstr "基於物理的相機設定。" msgid "" "[CameraAttributesPhysical] is used to set rendering settings based on a " "physically-based camera's settings. It is responsible for exposure, auto-" "exposure, and depth of field.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], " "[member Camera3D.near], [member Camera3D.fov], and [member " "Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], " "only the exposure settings will be used.\n" "The default settings are intended for use in an outdoor environment, tips for " "settings for use in an indoor environment can be found in each setting's " "documentation.\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "[CameraAttributesPhysical] 用於根據基於物理的相機的設定來設定算繪設定。它負責" "曝光、自動曝光、以及景深。\n" "當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置," "這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當" "在 [Camera3D] 中使用時,它將覆蓋 [WorldEnvironment] 中設定的任何 " "[CameraAttributes],並將覆蓋 [Camera3D] 的 [member Camera3D.far]、[member " "Camera3D.near]、[member Camera3D.fov]、以及 [member Camera3D.keep_aspect] 屬" "性。當在 [VoxelGI] 或 [LightmapGI] 中使用時,將只會使用曝光設定。\n" "預設設定適用於室外環境,可在每個設定的文件中找到有關在室內環境中使用的設定的提" "示。\n" "[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "Physical light and camera units" msgstr "物理燈光與相機單位" msgid "" "Returns the vertical field of view that corresponds to the [member " "frustum_focal_length]. This value is calculated internally whenever [member " "frustum_focal_length] is changed." msgstr "" "返回對應於 [member frustum_focal_length] 的垂直視野。每當 [member " "frustum_focal_length] 發生變化時,該值都會在內部計算。" msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing below a certain " "brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "計算自動曝光時使用的最大亮度(單位:EV100)。在計算場景平均亮度時,顏色值將至" "少被鉗制在這個值上。這限制了自動曝光在低於一定的亮度進行曝光時,導致場景將保持" "明亮的一個截止點。" msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of the " "aperture. A high aperture setting will result in a smaller aperture which " "leads to a dimmer image and sharper focus. A low aperture results in a wide " "aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "相機光圈的大小,以 f 檔為單位進行測量。f 檔是相機焦距與光圈直徑之間的一個無單" "位比率。高光圈設定將產生一個更小的光圈,從而導致更暗的圖像和更清晰的焦點。低光" "圈會產生一個大光圈,讓更多的光線進入,從而產生一個更亮、更不聚焦的圖像。默認值" "適用於白天的室外(即與預設 [DirectionalLight3D] 一起使用),對於室內照明,2 " "到 4 之間的值更合適。\n" "僅在啟用 [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] 時可用。" msgid "" "Override value for [member Camera3D.far]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member " "Camera3D.attributes], it will override the [member Camera3D.far] property." msgstr "" "覆蓋 [member Camera3D.far] 的值。在內部計算景深時使用。當被附加到 [Camera3D] " "作為其 [member Camera3D.attributes] 時,它將覆蓋 [member Camera3D.fov] 屬性。" msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " "objects will be in focus. A smaller focal length will result in a wider field " "of view and a larger depth of field meaning more objects will be in focus. " "When attached to a [Camera3D] as its [member Camera3D.attributes], it will " "override the [member Camera3D.fov] property and the [member " "Camera3D.keep_aspect] property." msgstr "" "相機鏡頭和相機光圈之間的距離,單位:毫米。控制視野和景深。較大的焦距會導致較小" "的視野和較窄的景深,這意味著更少的對象將在焦點中。較小的焦距會導致更寬的視野和" "更大的景深,這意味著更多的物體將在焦點中。當被附加到 [Camera3D] 作為其 " "[member Camera3D.attributes] 時,它將覆蓋 [member Camera3D.fov] 屬性和 " "[member Camera3D.keep_aspect] 屬性。" msgid "" "Distance from camera of object that will be in focus, measured in meters. " "Internally this will be clamped to be at least 1 millimeter larger than " "[member frustum_focal_length]." msgstr "" "將在焦點中的物體與相機的距離,以米為單位進行測量。在內部,這將被鉗制為至少比 " "[member frustum_focal_length] 大 1 毫米。" msgid "" "Override value for [member Camera3D.near]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member " "Camera3D.attributes], it will override the [member Camera3D.near] property." msgstr "" "覆蓋 [member Camera3D.near] 的值。在內部計算景深時使用。當被附加到 [Camera3D] " "作為其 [member Camera3D.attributes] 時,它將覆蓋 [member Camera3D.near] 屬性。" msgid "Camera settings in an easy to use format." msgstr "相機設定,格式比較易用。" msgid "" "Controls camera-specific attributes such as auto-exposure, depth of field, " "and exposure override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " "settings will be used." msgstr "" "控制相機的特定屬性,如自動曝光、景深、以及曝光覆蓋。\n" "當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置," "這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當" "在 [Camera3D] 中使用時,它將覆蓋 [WorldEnvironment] 中設定的任何 " "[CameraAttributes]。當在 [VoxelGI] 或 [LightmapGI] 中使用時,只會使用曝光設" "置。" msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing below a certain " "brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "計算自動曝光時使用的最大感光度(單位:ISO)。在計算場景平均亮度時,顏色值將至" "少被鉗制在這個值上。這限制了自動曝光在低於一定的亮度進行曝光時,導致場景將保持" "明亮的一個截止點。" msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing above a certain " "brightness, resulting in a cut off point where the scene will remain dark." msgstr "" "計算自動曝光時使用的最小感光度(單位:ISO)。在計算場景平均亮度時,顏色值將至" "少被鉗制在這個值上。這限制了自動曝光在超過一定的亮度進行曝光時,導致場景將保持" "黑暗的一個截止點。" msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" "距離該 [Camera3D] 比該值遠的對象將因景深效果而變得模糊。以米為單位進行測量。" msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "為比 [member dof_blur_far_distance] 更遠的對象啟用景深模糊。模糊強度由 " "[member dof_blur_amount] 控制並由 [member dof_blur_far_transition] 調變。\n" "[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " "dof_blur_amount]. When negative, uses physically-based scaling so depth of " "field effect will scale from 0 at [member dof_blur_far_distance] and will " "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" "當為正數時,距離超過該值(從 [member dof_blur_far_distance] 開始)時,模糊效果" "將從 0 縮放到 [member dof_blur_amount]。當為負數時,使用基於物理的縮放,因此景" "深效果將在 [member dof_blur_far_distance] 處從 0 開始縮放,並且隨著物件遠離該 " "[Camera3D],將以物理上準確的方式增加該效果。" msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" "距離該 [Camera3D] 比該值近的對象將因景深效果而變得模糊。以米為單位進行測量。" msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "為比 [member dof_blur_near_distance] 更近的對象啟用景深模糊。模糊強度由 " "[member dof_blur_amount] 控制並由 [member dof_blur_near_transition] 調變。\n" "[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " "uses physically-based scaling so depth of field effect will scale from 0 at " "[member dof_blur_near_distance] and will increase in a physically accurate " "way as objects get closer to the [Camera3D]." msgstr "" "當為正數時,距離超過該值且截止到 [member dof_blur_near_distance] 時,模糊效果" "將從 0 縮放到 [member dof_blur_amount]。當為負數時,使用基於物理的縮放,因此景" "深效果將在 [member dof_blur_near_distance] 處從 0 開始縮放,並且隨著物件靠近" "該 [Camera3D],將以物理上準確的方式增加該效果。" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "通過相機源,你可以存取連接到裝置的單個物理相機。" msgid "Returns feed image data type." msgstr "返回源圖像的資料型別。" msgid "Returns the unique ID for this feed." msgstr "返回該源的唯一ID。" msgid "Returns the camera's name." msgstr "返回相機的名稱。" msgid "Returns the position of camera on the device." msgstr "返回裝置上的相機位置。" msgid "If [code]true[/code], the feed is active." msgstr "如果為 [code]true[/code],則源是啟動的。" msgid "The transform applied to the camera's image." msgstr "套用於相機圖像的變換。" msgid "No image set for the feed." msgstr "沒有為該源設定圖像。" msgid "Feed supplies RGB images." msgstr "源提供 RGB 圖像。" msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "源提供的 YCbCr 圖像需要轉換成 RGB 圖像。" msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "源提供單獨的 Y 和 CbCr 圖像,需要合併並轉換為 RGB。" msgid "Unspecified position." msgstr "未指定座標。" msgid "Camera is mounted at the front of the device." msgstr "相機安裝在了裝置前部。" msgid "Camera is mounted at the back of the device." msgstr "相機安裝在了裝置後部。" msgid "Server keeping track of different cameras accessible in Godot." msgstr "追蹤 Godot 中可存取的不同攝像頭的伺服器。" msgid "Adds the camera [param feed] to the camera server." msgstr "將相機源 [param feed] 新增到相機伺服器中。" msgid "Returns an array of [CameraFeed]s." msgstr "返回一個 [CameraFeed] 陣列。" msgid "" "Returns the [CameraFeed] corresponding to the camera with the given [param " "index]." msgstr "返回與給定索引 [param index] 的相機對應的 [CameraFeed]。" msgid "Returns the number of [CameraFeed]s registered." msgstr "返回註冊的 [CameraFeed] 的數量。" msgid "Removes the specified camera [param feed]." msgstr "移除指定的相機源 [param feed]。" msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "當新增 [CameraFeed] 時發出(例如插入網路攝像頭時)。" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "當移除 [CameraFeed] 時發出(例如拔掉網路攝像頭時)。" msgid "The RGBA camera image." msgstr "RGBA 相機圖像。" msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 相機圖像。" msgid "The Y component camera image." msgstr "Y 分量相機圖像。" msgid "The CbCr component camera image." msgstr "CbCr 分量相機圖像。" msgid "Texture provided by a [CameraFeed]." msgstr "由 [CameraFeed] 提供的紋理。" msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a " "shader." msgstr "" "該紋理可以存取 [CameraFeed] 提供的相機紋理。\n" "[b]注意:[/b]許多相機提供的都是 YCbCr 圖像,需要在著色器中進行轉換。" msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "我們要顯示圖像的 [CameraFeed] 的 ID。" msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "給予存取 [CameraFeed] 的活動屬性的便利屬性。" msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" "我們要存取 [CameraFeed] 中的哪個圖像,如果相機圖像被分割成 Y 和 CbCr 分量,這" "一點很重要。" msgid "Merges several 2D nodes into a single draw operation." msgstr "將若干 2D 節點合併至單次繪製操作。" msgid "" "Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It " "allows to e.g. draw overlapping translucent 2D nodes without blending (set " "[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this " "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " "overrides the builtin shader. To duplicate the behavior of the builtin shader " "in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" "\tvec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" "\tif (c.a > 0.0001) {\n" "\t\tc.rgb /= c.a;\n" "\t}\n" "\n" "\tCOLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both " "utilize the backbuffer, children of a [CanvasGroup] who have their [member " "CanvasItem.clip_children] set to anything other than [constant " "CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly." msgstr "" "[CanvasGroup] 的所有子 [CanvasItem] 節點會作為一個單獨的物件繪製。它允許在不混" "合的情況下繪製重疊的半透明 2D 節點(設定 [CanvasGroup] 的 [member " "CanvasItem.self_modulate] 屬性來實作這一效果)。\n" "[b]注意:[/b][CanvasGroup] 使用一個自訂著色器從背景緩衝區讀取以繪製其子節點。" "為 [CanvasGroup] 指定一個 [Material] 會覆蓋內建著色器。要在自訂 [Shader] 中複" "製內建著色器的行為,請使用以下方法:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" "\tvec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" "\tif (c.a > 0.0001) {\n" "\t\tc.rgb /= c.a;\n" "\t}\n" "\n" "\tCOLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]注意:[/b]由於 [CanvasGroup] 和 [member CanvasItem.clip_children] 都使用後" "台緩衝區,因此 [CanvasGroup] 的子級如果將其 [member CanvasItem.clip_children] " "設定為 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他值將無法正常工" "作。" msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " "the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer " "used which can increase performance, however if [member use_mipmaps] is " "enabled, a small margin may result in mipmap errors at the edge of the " "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" "設定用於擴充該 [CanvasGroup] 清除矩形的邊距大小。會對該 [CanvasGroup] 所使用的" "後臺緩衝的區域進行擴充。邊距較小時可以減少後臺緩衝的區域大小,從而提升性能,但" "如果啟用了 [member use_mipmaps],較小的邊距可能在該 [CanvasGroup] 邊緣造成 " "mipmap 錯誤。因此,這個值應該儘量調小,但是如果畫布組的邊緣出現問題,就應該將" "其調大。" msgid "" "Sets the size of a margin used to expand the drawable rect of this " "[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect " "around its children then expanding that rect by [member fit_margin]. This " "increases both the backbuffer area used and the area covered by the " "[CanvasGroup] both of which can reduce performance. This should be kept as " "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" "設定用於擴充該 [CanvasGroup] 繪圖矩形的邊距大小。確定該 [CanvasGroup] 大小的方" "法是:首先框定子節點的矩形區域,然後將該矩形按照 [member fit_margin] 進行擴" "展。會增大該 [CanvasGroup] 所使用的後臺緩衝的區域,也會增大該 [CanvasGroup] 所" "覆蓋的面積,兩者都會降低性能。這個值應該儘量調小,僅在需要時調大(例如自定義著" "色器效果)。" msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " "the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] " "attached to the [CanvasGroup]. Generating mipmaps has a performance cost so " "this should not be enabled unless required." msgstr "" "如果為 [code]true[/code],則會在繪製該 [CanvasGroup] 之前為其後臺緩衝計算 " "mipmap,附加到該 [CanvasGroup] 的自訂 [ShaderMaterial] 就可以使用 mipmap。" "Mipmap 的生成會造成性能消耗,所以應在必要時才啟用。" msgid "Abstract base class for everything in 2D space." msgstr "2D 空間中所有物件的抽象基底類別。" msgid "Viewport and canvas transforms" msgstr "Viewport 和畫布變換" msgid "Custom drawing in 2D" msgstr "2D 的自訂繪製" msgid "" "Called when [CanvasItem] has been requested to redraw (after [method " "queue_redraw] is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" "當 [CanvasItem] 被請求重繪時呼叫(手動呼叫或者引擎呼叫 [method queue_redraw] " "之後)。\n" "對應於 [method Object._notification] 中的 [constant NOTIFICATION_DRAW] 通知。" msgid "" "Subsequent drawing commands will be ignored unless they fall within the " "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" "後續的繪製命令將被忽略,除非它們位於指定的動畫切片內。這是實作在背景上迴圈而不" "是不斷重繪的動畫的更快方法。" msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " "subsequent drawing commands will be visible). If you don't care about this " "particular use case, usage of this function after submitting the slices is " "not required." msgstr "" "通過 [method draw_animation_slice] 提交所有動畫切片後,該函式可以被用來將繪製" "恢復到其預設狀態(所有後續繪製命令都將可見)。如果不關心這個特定用例,則不需要" "在提交切片後使用該函式。" msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" "用所提供的紋理以 2D 方式繪製一個 [MultiMesh]。相關文件請參考 " "[MultiMeshInstance2D]。" msgid "" "Returns the global transform matrix of this item, i.e. the combined transform " "up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that " "either has no parent, has non-[CanvasItem] parent or it has [member " "top_level] enabled." msgstr "" "返回該專案的全域變換矩陣,即到最頂層的 [CanvasItem] 節點的綜合變換。最頂層的專" "案是一個 [CanvasItem],它要麼沒有父級,要麼有非 [CanvasItem] 父級,或者要麼它" "啟用了 [member top_level]。" msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " "to the [Viewport]s coordinate system." msgstr "返回從該 [CanvasItem] 的局部坐標系到 [Viewport] 坐標系的變換。" msgid "Get the value of a shader parameter as set on this instance." msgstr "獲取在該實例上設定的著色器參數值。" msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "返回該 [CanvasItem] 中滑鼠的位置,使用該 [CanvasItem] 的局部坐標系。" msgid "" "Returns the transform of this [CanvasItem] in global screen coordinates (i.e. " "taking window position into account). Mostly useful for editor plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" "返回該 [CanvasItem] 在全域螢幕座標中的變換(即考慮視窗位置)。主要用於編輯器外" "掛程式。\n" "如果視窗是嵌入的,則等於 [method get_global_transform](參見 [member " "Viewport.gui_embed_subwindows])。" msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "如果該 [CanvasItem] 目前是可見的,則將其隱藏。相當於將 [member visible] 設為 " "[code]false[/code]。" msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" "將該 [CanvasItem] 加入重繪佇列。空閒時,如果 [CanvasItem] 可見,則會發送 " "[constant NOTIFICATION_DRAW] 並呼叫 [method _draw]。即便多次呼叫這個方法,每影" "格也都只會發生[b]一次[/b]繪製。" msgid "" "Set the value of a shader uniform for this instance only ([url=$DOCS_URL/" "tutorials/shaders/shader_reference/shading_language.html#per-instance-" "uniforms]per-instance uniform[/url]). See also [method " "ShaderMaterial.set_shader_parameter] to assign a uniform on all instances " "using the same [ShaderMaterial].\n" "[b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, " "it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than " "[code]uniform ...[/code] in the shader code.\n" "[b]Note:[/b] [param name] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector)." msgstr "" "設定著色器 Uniform 的值,僅限此實例 ([url=$DOCS_URL/tutorials/shaders/" "shader_reference/shading_language.html#per-instance-uniforms]每實例 Uniform[/" "url])。另請參閱 [method ShaderMaterial.set_shader_parameter],以在使用相同 " "[ShaderMaterial] 的所有實例上指派 Uniform。\n" "[b]注意:[/b] 著色器 Uniform 若要能夠按每個實例指派,它在著色器程式碼中 [i]必" "須[/i] 定義為 [code]instance uniform ...[/code],而非 [code]uniform ...[/" "code]。\n" "[b]注意:[/b] [param name] 區分大小寫,且必須與程式碼中 Uniform 的名稱完全相" "符 (而非屬性檢視器中大寫的名稱)。" msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" "設定或清除算繪可見層上的單個位。這簡化了對該 [CanvasItem] 的可見層的編輯。" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "該 [CanvasItem] 的算繪層,用於回應 [Light2D] 節點。" msgid "The material applied to this [CanvasItem]." msgstr "套用於這個 [CanvasItem] 的材質。" msgid "" "The color applied to this [CanvasItem]. This property does affect child " "[CanvasItem]s, unlike [member self_modulate] which only affects the node " "itself." msgstr "" "套用於這個 [CanvasItem] 的顏色。這個屬性會影響子級 [CanvasItem],與只會影響節" "點自身的 [member self_modulate] 不同。" msgid "" "If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform " "from parent [CanvasItem]s. Its draw order will also be changed to make it " "draw on top of other [CanvasItem]s that do not have [member top_level] set to " "[code]true[/code]. The [CanvasItem] will effectively act as if it was placed " "as a child of a bare [Node]." msgstr "" "如果為 [code]true[/code],則該 [CanvasItem] [i]不會[/i]繼承父級 [CanvasItem] " "的變換。它的繪製順序也會發生改變,會在其他沒有將 [member top_level] 設定為 " "[code]true[/code] 的 [CanvasItem] 之上繪製。效果和把該 [CanvasItem] 作為裸 " "[Node] 的子級一樣。" msgid "" "The rendering layer in which this [CanvasItem] is rendered by [Viewport] " "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" "[Viewport] 節點算繪該 [CanvasItem] 時所使用的算繪層。只有 [CanvasItem] 及其所" "有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會算繪此 " "[CanvasItem]。" msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " "NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" "當該 [CanvasItem] 必須重繪時發出,發生在相關的 [constant NOTIFICATION_DRAW] 通" "知[i]之後[/i],呼叫 [method _draw] [i]之前[/i]。\n" "[b]注意:[/b]延遲連接無法使用 [code]draw_*[/code] 方法進行繪製。" msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "要求繪製該 [CanvasItem](見 [method _draw])。" msgid "The [CanvasItem] has entered the canvas." msgstr "該 [CanvasItem] 已進入畫布。" msgid "The [CanvasItem] has exited the canvas." msgstr "該 [CanvasItem] 已退出畫布。" msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "該 [CanvasItem] 將從其父級繼承篩檢程式。" msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "代表 [enum TextureRepeat] 列舉的大小。" msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "代表 [enum ClipChildrenMode] 列舉的大小。" msgid "A material for [CanvasItem]s." msgstr "[CanvasItem]的材質。" msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting behaviors " "for textures. Use a [ShaderMaterial] to more fully customize a material's " "interactions with a [CanvasItem]." msgstr "" "[CanvasItemMaterial]提供了一種修改與CanvasItem相關聯的紋理的方法。他們專注於描" "述紋理的混合和照明行為。使用[ShaderMaterial]可以更全面地自訂材質與[CanvasItem]" "的互動。" msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "將材質的算繪套用於基礎紋理的方式。" msgid "The manner in which material reacts to lighting." msgstr "材質對照明的反應方式。" msgid "" "The number of columns in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "[GPUParticles2D] 或 [CPUParticles2D] 指定給 [Texture2D] 的精靈表中擁有的列" "數。\n" "[b]注意:[/b]該屬性只有在 [member particles_animation] 為 [code]true[/code] " "時,才會在編輯器中被使用和可見。" msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],粒子動畫將迴圈播放。\n" "[b]注意:[/b]該屬性只有在 [member particles_animation]為 [code]true[/code] " "時,才會在編輯器中被使用和可見。" msgid "" "The number of rows in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "[GPUParticles2D] 或 [CPUParticles2D] 指定給 [Texture2D] 的精靈表中擁有的行" "數。\n" "[b]注意:[/b]該屬性只有在 [member particles_animation] 為 [code]true[/code] " "時,才會在編輯器中被使用和可見。" msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member " "ParticleProcessMaterial.anim_speed_max] or [member " "CPUParticles2D.anim_speed_max] should also be set to a positive value for the " "animation to play.\n" "This property (and other [code]particles_anim_*[/code] properties that depend " "on it) has no effect on other types of nodes." msgstr "" "如果 [code]true[/code] ,在分配給 [GPUParticles2D] 和 [CPUParticles2D] 節點" "時,啟用基於精靈表的動畫功能。[member ParticleProcessMaterial.anim_speed_max] " "或 [member CPUParticles2D.anim_speed_max] 也應該設定為正值,才能播放動畫。\n" "這個屬性(以及其他依賴它的 [code]particles_anim_*[/code] 屬性)對其他型別的節" "點沒有影響。" msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "混合混合模式。假設顏色與 Alpha 值(不透明度)無關。" msgid "Additive blending mode." msgstr "新增混合模式。" msgid "Subtractive blending mode." msgstr "減去混合模式。" msgid "Multiplicative blending mode." msgstr "正片疊底混合模式。" msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "混合混合模式。假定顏色已預先乘以 Alpha 值(不透明度)。" msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "使用光敏和非光敏材料屬性算繪材質。" msgid "Render the material as if there were no light." msgstr "將材質算繪成沒有光的樣子。" msgid "Render the material as if there were only light." msgstr "將材質算繪成只有光的樣子。" msgid "A node used for independent rendering of objects within a 2D scene." msgstr "用於 2D 場景中的物件的獨立算繪的節點。" msgid "Canvas layers" msgstr "畫布層" msgid "Returns the RID of the canvas used by this layer." msgstr "返回此層使用的畫布的 RID。" msgid "" "Returns the transform from the [CanvasLayer]s coordinate system to the " "[Viewport]s coordinate system." msgstr "返回從 [CanvasLayer] 坐標系到 [Viewport] 坐標系的變換。" msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "隱藏該 [CanvasLayer] 下的所有 [CanvasItem]。相當於將 [member visible] 設為 " "[code]false[/code]。" msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "顯示該 [CanvasLayer] 下的所有 [CanvasItem]。相當於將 [member visible] 設為 " "[code]true[/code]。" msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" "分配給該 [CanvasLayer] 的自訂 [Viewport] 節點。如果為 [code]null[/code],則使" "用預設的視口。" msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" "使用 [member follow_viewport_enabled] 時縮放圖層。移入到前景的圖層應具有增加的" "縮放,而移入到背景的圖層應具有減小的縮放。" msgid "The layer's base offset." msgstr "圖層的基本偏移量。" msgid "The layer's rotation in radians." msgstr "圖層的旋轉弧度。" msgid "The layer's scale." msgstr "圖層的縮放。" msgid "The layer's transform." msgstr "圖層的變換。" msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" "為 [code]false[/code] 時,該 [CanvasLayer] 下的所有 [CanvasItem] 都會被隱" "藏。\n" "與 [member CanvasItem.visible] 不同,[CanvasLayer] 的顯示與否不會傳播到其內部" "的層。" msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "當該層的可見性發生變化時觸發。請參閱 [member visible]。" msgid "A node that applies a color tint to a canvas." msgstr "將一種色調套用於一張畫布的節點。" msgid "" "[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " "be used to tint a canvas, but [CanvasLayer]s can be used to render things " "independently." msgstr "" "[CanvasModulate] 將一種色調套用於一張畫布上的所有節點。一張畫布只有一個可用於" "為畫布著色,但 [CanvasLayer] 可用於獨立算繪事物。" msgid "2D lights and shadows" msgstr "2D 燈光和陰影" msgid "The tint color to apply." msgstr "要套用的色調顏色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "用於 2D 算繪的紋理,帶有可選的法線和鏡面貼圖。" msgid "2D Lights and Shadows" msgstr "2D 燈光和陰影" msgid "" "The diffuse (color) texture to use. This is the main texture you want to set " "in most cases." msgstr "要使用的漫反射(顏色)紋理。這是你在大多數情況下要設定的主要紋理。" msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "要使用的法線貼圖紋理。僅在有 [Light2D] 影響該 [CanvasTexture] 時才有可見的效" "果。\n" "[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" "法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。" msgid "" "The multiplier for specular reflection colors. The [Light2D]'s color is also " "taken into account when determining the reflection color. Only has a visible " "effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "鏡面反射顏色的乘數。在確定反射顏色時,[Light2D] 的顏色也會被考慮在內。只有在 " "[Light2D] 影響到這個 [CanvasTexture] 時才有可見的效果。" msgid "" "The specular exponent for [Light2D] specular reflections. Higher values " "result in a more glossy/\"wet\" look, with reflections becoming more " "localized and less visible overall. The default value of [code]1.0[/code] " "disables specular reflections entirely. Only has a visible effect if " "[Light2D]s are affecting this [CanvasTexture]." msgstr "" "用於 [Light2D] 鏡面反射的鏡面指數。更高的值會產生更有光澤或更加“濕潤”的外觀," "反射變得更局部,且整體上不太明顯。預設值為 [code]1.0[/code] ,將完全禁用鏡面反" "射。只有在 [Light2D] 影響到這個 [CanvasTexture] 時才會有可見的效果。" msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " "grayscale or colored texture, with brighter areas resulting in a higher " "[member specular_shininess] value. Using a colored [member specular_texture] " "allows controlling specular shininess on a per-channel basis. Only has a " "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "用於 [Light2D] 鏡面反射的鏡面貼圖。這應該是一個灰度或彩色紋理,更亮的區域會產" "生更高的 [member specular_shininess] 值。使用彩色 [member specular_texture] 允" "許在每個通道的基礎上控制鏡面反射光澤度。僅當 [Light2D] 影響該 [CanvasTexture] " "時才有可見的效果。" msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "繪製該 [CanvasTexture] 時所使用的紋理篩選模式。" msgid "The texture repeat mode to use when drawing this [CanvasTexture]." msgstr "繪製該 [CanvasTexture] 時所使用的紋理重複模式。" msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "表示膠囊狀 [PrimitiveMesh] 的類。" msgid "Number of radial segments on the capsule mesh." msgstr "膠囊網格上的徑向線段數。" msgid "Number of rings along the height of the capsule." msgstr "沿膠囊高度的環數。" msgid "A 2D capsule shape used for physics collision." msgstr "用於物理碰撞的 2D 膠囊形狀。" msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but " "it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" "2D 膠囊形狀,旨在用於物理學。通常用於為 [CollisionShape2D] 提供形狀。\n" "[b]性能:[/b][CapsuleShape2D] 可以快速檢查碰撞,但比 [RectangleShape2D] 和 " "[CircleShape2D] 慢。" msgid "A 3D capsule shape used for physics collision." msgstr "用於物理碰撞的 3D 膠囊形狀。" msgid "" "A 3D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" "3D 膠囊形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n" "[b]性能:[/b][CapsuleShape3D] 可以快速檢查碰撞。比 [CylinderShape3D] 快,但比 " "[SphereShape3D] 和 [BoxShape3D] 慢。" msgid "A container that keeps child controls in its center." msgstr "將子控制項保持在其中心的容器。" msgid "" "[CenterContainer] is a container that keeps all of its child controls in its " "center at their minimum size." msgstr "" "[CenterContainer] 是一種容器,它將其所有子控制項以最小尺寸保持在其中心。" msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "如果為 [code]true[/code],會將子節點相對於 [CenterContainer] 的左上角居中。" msgid "A 2D physics body specialized for characters moved by script." msgstr "專門用於通過腳本移動的角色的 2D 物理物體。" msgid "" "[CharacterBody2D] is a specialized class for physics bodies that are meant to " "be user-controlled. They are not affected by physics at all, but they affect " "other physics bodies in their path. They are mainly used to provide high-" "level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for " "highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody2D] is simpler to configure." msgstr "" "[CharacterBody2D] 是針對使用者控制的物理體的特化類。它們不會受到物理的影響,但" "會影響路徑上的其他物理體。除了由 [method PhysicsBody2D.move_and_collide] 提供" "的常見的碰撞偵測之外,它們主要用於提供移動對象的高階 API,能夠偵測牆壁和斜坡" "([method move_and_slide] 方法)。因此適用於需要高度可配置的物理體,因為通常是" "使用者控制的角色,所以必須按照特定的方式移動、與世界發生碰撞。\n" "如果是移動平臺等不需要複雜移動和碰撞偵測的遊戲物件,[AnimatableBody2D] 更方便" "配置。" msgid "Kinematic character (2D)" msgstr "運動學角色(2D)" msgid "Using CharacterBody2D" msgstr "使用 CharacterBody2D" msgid "2D Kinematic Character Demo" msgstr "2D 運動學角色演示" msgid "" "Allows to manually apply a snap to the floor regardless of the body's " "velocity. This function does nothing when [method is_on_floor] returns " "[code]true[/code]." msgstr "" "允許手動套用向地板的吸附,無論該物體的速度多大。[method is_on_floor] 返回 " "[code]true[/code] 時這個函式什麼都不做。" msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " "when sliding occurs, and this method return the last one, which is useful to " "retrieve the current direction of the movement." msgstr "" "返回最近一次呼叫 [method move_and_slide] 時施加給該 [CharacterBody2D] 的最後一" "次運動。如果發生了滑動,則該移動可以拆分為多次運動,此方法返回的是最後一次,可" "用於獲取目前的移動方向。" msgid "" "Returns a [KinematicCollision2D], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "返回 [KinematicCollision2D],包含最近一次呼叫 [method move_and_slide] 時發生的" "最後一次運動的相關資訊。" msgid "" "Returns the linear velocity of the platform at the last collision point. Only " "valid after calling [method move_and_slide]." msgstr "" "返回位於最近一次碰撞點的平臺線速度。僅在呼叫 [method move_and_slide] 後有效。" msgid "" "Returns the travel (position delta) that occurred during the last call to " "[method move_and_slide]." msgstr "返回最近一次呼叫 [method move_and_slide] 所產生的運動(位置差異量)。" msgid "" "Returns the current real velocity since the last call to [method " "move_and_slide]. For example, when you climb a slope, you will move " "diagonally even though the velocity is horizontal. This method returns the " "diagonal movement, as opposed to [member velocity] which returns the " "requested velocity." msgstr "" "返回最近一次呼叫 [method move_and_slide] 之後的目前真實速度。例如,即便速度為" "水平方向,爬坡時你也會斜向移動。此方法返回的就是那個斜向移動,與返回請求速度" "的 [member velocity] 相對。" msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" "返回最近一次呼叫 [method move_and_slide] 時,該物體發生碰撞並改變方向的次數。" msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "如果最近一次呼叫 [method move_and_slide] 時,該物體和天花板發生了碰撞,則返回 " "[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“天花板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "如果最近一次呼叫 [method move_and_slide] 時,該物體僅和天花板發生了碰撞,則返" "回 [code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“天花板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "如果最近一次呼叫 [method move_and_slide] 時,該物體和地板發生了碰撞,則返回 " "[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“地板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with the floor on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "如果最近一次呼叫 [method move_and_slide] 時,該物體僅和地板發生了碰撞,則返回 " "[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“地板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "如果最近一次呼叫 [method move_and_slide] 時,該物體和牆壁發生了碰撞,則返回 " "[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“牆壁”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with a wall on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "如果最近一次呼叫 [method move_and_slide] 時,該物體僅和牆壁發生了碰撞,則返回 " "[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“牆壁”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body (by default only on floor) rather than " "stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], " "it will also be affected by the motion of the other body. You can use this to " "make moving and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "The general behavior and available properties change according to the [member " "motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "根據 [member velocity] 移動該物體。該物體如果與其他物體發生碰撞,則會沿著對方" "滑動(預設只在地板上滑動),不會立即停止移動。如果對方是 [CharacterBody2D] 或 " "[RigidBody2D],還會受到對方運動的影響。可以用於製作移動、旋轉的平臺,也可用於" "推動其他節點。\n" "發生滑動碰撞時會改變 [member velocity]。要獲取最後一次碰撞,請呼叫 [method " "get_last_slide_collision],要獲取碰撞的更多資訊,請使用 [method " "get_slide_collision]。\n" "該物體接觸到移動平臺時,平臺的速度會自動加入到該物體的運動中。平臺運動所造成的" "碰撞始終為所有滑動碰撞中的第一個。\n" "通用行為和可用屬性會根據 [member motion_mode] 發生改變。\n" "如果該物體發生了碰撞,則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "" "If [code]true[/code], the body will be able to move on the floor only. This " "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" "如果為 [code]true[/code],則該物體將只能在地板上移動。此選項能夠避免在牆壁上行" "走,但允許沿牆壁向下滑動。" msgid "" "If [code]false[/code] (by default), the body will move faster on downward " "slopes and slower on upward slopes.\n" "If [code]true[/code], the body will always move at the same speed on the " "ground no matter the slope. Note that you need to use [member " "floor_snap_length] to stick along a downward slope at constant speed." msgstr "" "如果為 [code]false[/code](預設),則該物體在下坡時會移動得更快,在上坡時會移" "動得更慢。\n" "如果為 [code]true[/code],則無論坡度如何,該物體在地面上都會以相同的速度移動。" "請注意,你需要使用 [member floor_snap_length] 以恒定速度粘著至向下的斜坡。" msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " "ceiling), rather than a wall, when calling [method move_and_slide]. The " "default value equals 45 degrees." msgstr "" "呼叫 [method move_and_slide] 時,斜坡仍被視為地板(或天花板)而不是牆壁的最大" "角度(單位為弧度)。預設值等於 45 度。" msgid "" "Sets a snapping distance. When set to a value different from [code]0.0[/" "code], the body is kept attached to slopes when calling [method " "move_and_slide]. The snapping vector is determined by the given distance " "along the opposite direction of the [member up_direction].\n" "As long as the snapping vector is in contact with the ground and the body " "moves against [member up_direction], the body will remain attached to the " "surface. Snapping is not applied if the body moves along [member " "up_direction], meaning it contains vertical rising velocity, so it will be " "able to detach from the ground when jumping or when the body is pushed up by " "something. If you want to apply a snap without taking into account the " "velocity, use [method apply_floor_snap]." msgstr "" "設定吸附距離。設為非 [code]0.0[/code] 值時,該物體在呼叫 [method " "move_and_slide] 時會保持附著到斜坡上。吸附向量會根據給定的距離和 [member " "up_direction] 反方向決定。\n" "只要吸附向量與地面有接觸,該物體就會逆 [member up_direction] 移動,保持附著到" "表面。如果該物體是沿著 [member up_direction] 移動的,則不會套用吸附,這樣跳躍" "時或者被其他物體推動時就能夠不再附著地面。如果想要在套用吸附時無視速度,請使" "用 [method apply_floor_snap]。" msgid "" "If [code]true[/code], the body will not slide on slopes when calling [method " "move_and_slide] when the body is standing still.\n" "If [code]false[/code], the body will slide on floor's slopes when [member " "velocity] applies a downward force." msgstr "" "如果為 [code]true[/code],則該物體靜止時,呼叫 [method move_and_slide] 不會讓" "它在斜坡上發生滑動。\n" "如果為 [code]false[/code],則 [member velocity] 施加向下的力時,該物體會在地板" "的斜坡上發生滑動。" msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" "用於偵測地板物體的碰撞層,該地板物體會被用作 [CharacterBody2D] 所要跟隨的移動" "平臺。預設情況下會偵測所有地板物體並傳播其速度。" msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all wall bodies are ignored." msgstr "" "用於偵測牆壁物體的碰撞層,該牆壁物體會被用作 [CharacterBody2D] 所要跟隨的移動" "平臺。預設情況下會忽略所有牆壁物體。" msgid "" "Extra margin used for collision recovery when calling [method " "move_and_slide].\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of character " "bodies." msgstr "" "額外邊距,用於在呼叫 [method move_and_slide] 時進行碰撞恢復。\n" "如果該物體與另一個物體至少有這麼近,就會認為它們正在碰撞,並在執行實際運動前推" "開。\n" "值較高時,對碰撞的偵測會更加靈活,有助於持續偵測牆壁和地板。\n" "值較低時,會強制碰撞演算法進行更精確的偵測,因此可以在特別需要精度的情況下使" "用,例如在非常低的縮放下避免可見的抖動,或者為了讓一堆角色物體的達到穩定。" msgid "" "If [code]true[/code], during a jump against the ceiling, the body will slide, " "if [code]false[/code] it will be stopped and will fall vertically." msgstr "" "如果為 [code]true[/code],則該物體在跳到天花板時會滑動;如果為 [code]false[/" "code],則會停止並垂直下落。" msgid "" "Current velocity vector in pixels per second, used and modified during calls " "to [method move_and_slide]." msgstr "" "目前速度向量,單位為圖元每秒,呼叫 [method move_and_slide] 期間會進行使用並修" "改。" msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode the " "body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" "請在牆壁、天花板、地板等概念有意義時套用。在該模式下,物體運動會對斜坡作出反應" "(加減速)。該模式適合平臺跳躍等側視角遊戲。" msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for top-down games." msgstr "" "請在沒有地板和天花板等概念時套用。所有碰撞都會作為 [code]on_wall[/code](撞" "牆)彙報。在該模式下,滑動時的速度恒定。該模式適合俯視角遊戲。" msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform." msgstr "離開移動平臺時,將最後的平臺速度新增到 [member velocity] 中。" msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform, but any downward motion is ignored. It's useful to keep full " "jump height even when the platform is moving down." msgstr "" "離開移動平臺時,將最後的平臺速度新增到 [member velocity] 中,但是忽略向下的運" "動。如果想要在平臺向下移動時保持完整的跳躍高度,就非常有用。" msgid "Do nothing when leaving a platform." msgstr "離開平臺時什麼也不做。" msgid "A 3D physics body specialized for characters moved by script." msgstr "專門用於通過腳本移動的角色的 3D 物理物體。" msgid "" "[CharacterBody3D] is a specialized class for physics bodies that are meant to " "be user-controlled. They are not affected by physics at all, but they affect " "other physics bodies in their path. They are mainly used to provide high-" "level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for " "highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody3D] is simpler to configure." msgstr "" "[CharacterBody3D] 是針對使用者控制的物理體的特化類。它們不會受到物理的影響,但" "會影響路徑上的其他物理體。除了由 [method PhysicsBody3D.move_and_collide] 提供" "的常見的碰撞偵測之外,它們主要用於提供移動對象的高階 API,能夠偵測牆壁和斜坡" "([method move_and_slide] 方法)。因此適用於需要高度可配置的物理體,因為通常是" "使用者控制的角色,所以必須按照特定的方式移動、與世界發生碰撞。\n" "如果是移動平臺等不需要複雜移動和碰撞偵測的遊戲物件,[AnimatableBody3D] 更方便" "配置。" msgid "" "Returns the last motion applied to the [CharacterBody3D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " "when sliding occurs, and this method return the last one, which is useful to " "retrieve the current direction of the movement." msgstr "" "返回最近一次呼叫 [method move_and_slide] 時施加給該 [CharacterBody3D] 的最後一" "次運動。如果發生了滑動,則該移動可以拆分為多次運動,此方法返回的是最後一次,可" "用於獲取目前的移動方向。" msgid "" "Returns a [KinematicCollision3D], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "返回 [KinematicCollision3D],包含最近一次呼叫 [method move_and_slide] 時發生的" "最後一次運動的相關資訊。" msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" "返回位於最近一次碰撞點的平臺角速度。僅在呼叫 [method move_and_slide] 後有效。" msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" "返回 [KinematicCollision3D],包含最近一次呼叫 [method move_and_slide] 時發生的" "碰撞信息。因為單次呼叫 [method move_and_slide] 可能發生多次碰撞,所以你必須指" "定碰撞索引,範圍為 0 到 ([method get_slide_collision_count] - 1)。" msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body rather than stop immediately. If the other " "body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the " "motion of the other body. You can use this to make moving and rotating " "platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " "get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "根據 [member velocity] 移動該物體。該物體如果與其他物體發生碰撞,則會沿著對方" "滑動,不會立即停止移動。如果對方是 [CharacterBody3D] 或 [RigidBody3D],還會受" "到對方運動的影響。可以用於製作移動、旋轉的平臺,也可用於推動其他節點。\n" "發生滑動碰撞時會改變 [member velocity]。要獲取最後一次碰撞,請呼叫 [method " "get_last_slide_collision],要獲取碰撞的更多資訊,請使用 [method " "get_slide_collision]。\n" "該物體接觸到移動平臺時,平臺的速度會自動加入到該物體的運動中。平臺運動所造成的" "碰撞始終為所有滑動碰撞中的第一個。\n" "如果該物體發生了碰撞,則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" "用於偵測地板物體的碰撞層,該地板物體會被用作 [CharacterBody3D] 所要跟隨的移動" "平臺。預設情況下會偵測所有地板物體並傳播其速度。" msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all wall bodies are ignored." msgstr "" "用於偵測牆壁物體的碰撞層,該牆壁物體會被用作 [CharacterBody3D] 所要跟隨的移動" "平臺。預設情況下會忽略所有牆壁物體。" msgid "" "Current velocity vector (typically meters per second), used and modified " "during calls to [method move_and_slide]." msgstr "" "目前速度向量(通常為米每秒),呼叫 [method move_and_slide] 期間會進行使用並修" "改。" msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode the " "body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" "請在牆壁、天花板、地板等概念有意義時套用。在該模式下,物體運動會對斜坡作出反應" "(加減速)。該模式適合平臺跳躍等地面遊戲。" msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for games without ground like " "space games." msgstr "" "請在沒有地板和天花板等概念時套用。所有碰撞都會作為 [code]on_wall[/code](撞" "牆)彙報。在該模式下,滑動時的速度恒定。該模式適合太空遊戲等沒有地面的遊戲。" msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "控制單個字元在 [RichTextEffect] 中的顯示方式。" msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "通過在此物件上設定各種屬性,可以控制單個字元在 [RichTextEffect] 中的顯示方式。" msgid "BBCode in RichTextLabel" msgstr "RichTextLabel 中的 BBCode" msgid "The color the character will be drawn with." msgstr "繪製字元所用的顏色。" msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member " "Node.process_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" "自 [RichTextLabel] 被新增到場景樹以來經過的時間(單位:秒)。時間在 " "[RichTextLabel] 暫停時停止(參見 [member Node.process_mode])。在 " "[RichTextLabel] 中的文字改變時重設。\n" "[b]注意:[/b]當 [RichTextLabel] 被隱藏時,時間仍在流逝。" msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" "包含在開頭的 BBCode 標記中傳遞的參數。預設情況下,參數是字串。如果它們的內容" "與 [bool]、[int]、[float] 之類的型別配對,它們將被自動轉換。格式為 " "[code]#rrggbb[/code] 或 [code]#rgb[/code] 的顏色程式碼將轉換為不透明的 " "[Color]。字串參數即使使用引號也不能包含空格。如果存在,引號也將出現在最終字符" "串中。\n" "例如,開頭的 BBCode 標籤 [code][example foo = hello bar = true baz = 42 color " "=#ffffff][/code] 將對應到以下 [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgid "The position offset the character will be drawn with (in pixels)." msgstr "繪製字元的位置偏移量(單位:圖元)。" msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " "alter the existing value to apply transforms on top of other effects." msgstr "" "目前字形的目前變換。它可以被覆寫(例如,透過從曲線驅動位置和旋轉)。您還可以更" "改現有值以在頂部應用變換其他影響。" msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], the " "character will be hidden. Characters around hidden characters will reflow to " "take the space of hidden characters. If this is not desired, set their " "[member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "如果為 [code]true[/code],將繪製字元。如果為 [code]false[/code],則隱藏字元。" "隱藏字元周圍的字元將回流以佔用隱藏字元的空間。如果不希望這樣做,可以將它們的 " "[member color] 設定為[code]Color(1, 1, 1, 0)[/code]。" msgid "A button that represents a binary choice." msgstr "代表二元選項的按鈕。" msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " "similar to [CheckButton] in functionality, but it has a different appearance. " "To follow established UX patterns, it's recommended to use [CheckBox] when " "toggling it has [b]no[/b] immediate effect on something. For example, it " "could be used when toggling it will only do something once a confirmation " "button is pressed.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." msgstr "" "[CheckBox] 允許使用者在僅有的兩個可能的選項中選擇一個。它在功能上類似於 " "[CheckButton],但外觀不同。為了遵循既定的 UX 模式,建議在切換而[b]不會[/b]立即" "對某些內容產生影響時使用 [CheckBox]。例如,切換後只會在按下確認按鈕後才執行某" "些操作時,就可以使用它。\n" "另見 [BaseButton],其中包含與該節點相關的通用屬性和方法。\n" "當 [member BaseButton.button_group] 指定 [ButtonGroup] 時,[CheckBox] 的外觀將" "變為選項按鈕,並使用各種 [code]radio_*[/code] 主題屬性。" msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "算繪勾選圖示時使用的垂直偏移量(單位:圖元)。" msgid "The check icon to display when the [CheckBox] is checked." msgstr "勾選圖示,該 [CheckBox] 被勾選時顯示。" msgid "" "The check icon to display when the [CheckBox] is checked and is disabled." msgstr "勾選圖示,該 [CheckBox] 被勾選且被禁用時顯示。" msgid "" "The check icon to display when the [CheckBox] is configured as a radio button " "and is checked." msgstr "勾選圖示,該 [CheckBox] 被配置為選項按鈕、被勾選時顯示。" msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button, is disabled, and is unchecked." msgstr "勾選圖示,該 [CheckBox] 被配置為選項按鈕、被禁用且未勾選時顯示。" msgid "" "The check icon to display when the [CheckBox] is configured as a radio button " "and is unchecked." msgstr "勾選圖示,該 [CheckBox] 被配置為選項按鈕、未勾選時顯示。" msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "勾選圖示,該 [CheckBox] 未勾選時顯示。" msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "勾選圖示,該 [CheckBox] 未勾選且被禁用時顯示。" msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " "when pressing it shows or hides advanced settings, without asking the user to " "confirm this action.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "[CheckButton] 是一種顯示為勾選欄位的切換按鈕。它在功能上類似於 [CheckBox],但" "外觀不同。為了遵循既定的 UX 模式,建議在切換後會[b]立即[/b]生效時使用 " "[CheckButton]。例如,如果切換後立即啟用/禁用設定而無需使用者按下確認按鈕時,就" "可以使用它。\n" "另見 [BaseButton],其中包含與該節點相關的通用屬性和方法。" msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "算繪切換圖示時使用的垂直偏移量(單位:圖元)。" msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." msgstr "切換圖示,該 [CheckButton] 被勾選時顯示(用於從左至右佈局)。" msgid "" "The icon to display when the [CheckButton] is checked and disabled (for left-" "to-right layouts)." msgstr "切換圖示,該 [CheckButton] 被勾選且被禁用時顯示(用於從左至右佈局)。" msgid "" "The icon to display when the [CheckButton] is checked and disabled (for right-" "to-left layouts)." msgstr "切換圖示,該 [CheckButton] 被勾選且被禁用時顯示(用於從右至左佈局)。" msgid "" "The icon to display when the [CheckButton] is checked (for right-to-left " "layouts)." msgstr "切換圖示,該 [CheckButton] 被勾選時顯示(用於從右至左佈局)。" msgid "" "The icon to display when the [CheckButton] is unchecked (for left-to-right " "layouts)." msgstr "切換圖示,該 [CheckButton] 未勾選時顯示(用於從左至右佈局)。" msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "left-to-right layouts)." msgstr "切換圖示,該 [CheckButton] 未勾選且被禁用時顯示(用於從左至右佈局)。" msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "right-to-left layouts)." msgstr "切換圖示,該 [CheckButton] 未勾選且被禁用時顯示(用於從右至左佈局)。" msgid "" "The icon to display when the [CheckButton] is unchecked (for right-to-left " "layouts)." msgstr "切換圖示,該 [CheckButton] 未勾選時顯示(用於從右至左佈局)。" msgid "A 2D circle shape used for physics collision." msgstr "2D 圓形,旨在用於物理學。" msgid "" "A 2D circle shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " "is faster than [RectangleShape2D] and [CapsuleShape2D]." msgstr "" "2D 圓形,旨在用於物理學。通常用於為 [CollisionShape2D] 提供形狀。\n" "[b]性能:[/b][CircleShape2D] 可以快速偵測碰撞。比 [RectangleShape2D] 和 " "[CapsuleShape2D] 快。" msgid "The circle's radius." msgstr "圓的半徑。" msgid "A class information repository." msgstr "類資訊的儲存庫。" msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" "如果可以從指定的 [param class] 產生實體物件,則返回 [code]true[/code],否則返" "回 [code]false[/code]。" msgid "Returns whether the specified [param class] is available or not." msgstr "返回指定的類 [param class] 是否可用。" msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." msgstr "" "返回一個陣列,其中包含 [param class] 或其祖先的 [param enum] 中的所有鍵。" msgid "Returns an array with all the enums of [param class] or its ancestry." msgstr "返回一個陣列,其中包含 [param class] 或其祖先的所有列舉。" msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" "返回 [param class] 或其父級的整數常數值 [param name]。如果找不到該常數,則總是" "返回0。" msgid "" "Returns which enum the integer constant [param name] of [param class] or its " "ancestry belongs to." msgstr "返回 [param class] 或其祖先的整數常數 [param name] 所屬的列舉。" msgid "" "Returns an array with the names all the integer constants of [param class] or " "its ancestry." msgstr "返回包含 [param class] 或其父級全部整數常數的名稱陣列。" msgid "" "Returns an array with all the methods of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is a " "[Dictionary] with the following keys: [code]args[/code], [code]default_args[/" "code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: " "(class_name, hint, hint_string, name, type, usage)[/code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" "如果 [param no_inheritance] 為 [code]false[/code],則返回包含 [param class] 或" "其祖先的所有方法的陣列。陣列的每個元素都是一個 [Dictionary],包含以下鍵:" "[code]args[/code]、[code]default_args[/code]、[code]flags[/code]、[code]id[/" "code]、[code]name[/code]、[code]return: (class_name, hint, hint_string, name, " "type, usage)[/code]。\n" "[b]注意:[/b]在匯出的發行版本中,除錯資訊不可用,因此返回的字典將僅包含方法名" "稱。" msgid "Returns the value of [param property] of [param object] or its ancestry." msgstr "返回 [param object] 或其父級 [param property] 的屬性值。" msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" "如果 [param no_inheritance] 為 [code]false[/code],則返回包含 [param class] 或" "其祖先的所有屬性的陣列。" msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code]." msgstr "" "返回 [param class] 或其祖先的 [param signal] 資料。返回值是具有以下鍵的 " "[Dictionary]:[code]args[/code]、[code]default_args[/code]、[code]flags[/" "code]、[code]id[/code]、[code]name[/code]、[code]return: (class_name, hint, " "hint_string, name, type, usage)[/code]。" msgid "" "Returns an array with all the signals of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is a " "[Dictionary] as described in [method class_get_signal]." msgstr "" "如果 [param no_inheritance] 為 [code]false[/code],則返回包含 [param class] 或" "其祖先的所有訊號的陣列。陣列的每個元素都是一個如 [method class_get_signal] 中" "所述的 [Dictionary]。" msgid "" "Returns whether [param class] or its ancestry has an enum called [param name] " "or not." msgstr "返回類 [param class] 或其祖類是否有名為 [param name] 的列舉。" msgid "" "Returns whether [param class] or its ancestry has an integer constant called " "[param name] or not." msgstr "返回類 [param class] 或其祖類是否有名為 [param name] 的整數常數。" msgid "" "Returns whether [param class] (or its ancestry if [param no_inheritance] is " "[code]false[/code]) has a method called [param method] or not." msgstr "" "返回類 [param class] 是否有名為 [param method] 的方法(如果 [param " "no_inheritance] 為 [code]false[/code] 則還會檢查其祖類)。" msgid "" "Returns whether [param class] or its ancestry has a signal called [param " "signal] or not." msgstr "返回類 [param class] 或其祖類是否有名為 [param signal] 的訊號。" msgid "Sets [param property] value of [param object] to [param value]." msgstr "將物件 [param object] 的 [param property] 屬性值設定為 [param value]。" msgid "Returns the parent class of [param class]." msgstr "返回 [param class] 的父類。" msgid "Creates an instance of [param class]." msgstr "建立 [param class] 的實例。" msgid "Returns whether this [param class] is enabled or not." msgstr "返回這個 [param class] 是否已啟用。" msgid "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "返回 [param inherits] 是否為 [param class] 的祖先。" msgid "A multiline text editor designed for editing code." msgstr "多行文字編輯器,針對編輯程式碼而設計。" msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " "numbers, line folding, code completion, indent management, and string/comment " "management.\n" "[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-" "to-right text direction to correctly display source code." msgstr "" "CodeEdit 是一種專門用於編輯純文字程式碼檔的 [TextEdit]。它包含了許多程式碼編輯" "器中的常見功能,如行號、折行、程式碼補全、縮進管理以及字串/注釋管理。\n" "[b]注意:[/b]無論使用什麼區域設定,[CodeEdit] 預設總是使用從左至右的文字方向來" "正確顯示原始程式碼。" msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" "新增一對括弧。\n" "開始和結束鍵都必須是符號。只有開始鍵必須是唯一的。" msgid "" "Submits an item to the queue of potential candidates for the autocomplete " "menu. Call [method update_code_completion_options] to update the list.\n" "[param location] indicates location of the option relative to the location of " "the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how " "to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" "向自動補全功能表的潛在候選佇列提交條目。請呼叫 [method " "update_code_completion_options] 來更新列表。\n" "[param location] 指示的是該選項相對於程式碼補全請求位置的位置。這個值如何設定" "見 [enum CodeEdit.CodeCompletionLocation]。\n" "[b]注意:[/b]這個列表將替換所有目前候選。" msgid "Cancels the autocomplete menu." msgstr "取消自動補全功能表。" msgid "Clears all bookmarked lines." msgstr "清除所有書簽行。" msgid "Clears all breakpointed lines." msgstr "清除所有中斷點行。" msgid "Removes all comment delimiters." msgstr "移除所有注釋分隔符號。" msgid "Clears all executed lines." msgstr "清除所有已執行的行。" msgid "Removes all string delimiters." msgstr "移除所有字串分隔符號。" msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" "Values of [code]-1[/code] convert the entire text." msgstr "" "將 [param from_line] 和 [param to_line] 之間的行縮進,轉換為 [member " "indent_use_spaces] 設定的定位字元或空格。\n" "值均為 [code]-1[/code] 將轉換整個文字。" msgid "" "Creates a new code region with the selection. At least one single line " "comment delimiter have to be defined (see [method add_comment_delimiter]).\n" "A code region is a part of code that is highlighted when folded and can help " "organize your script.\n" "Code region start and end tags can be customized (see [method " "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " "line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])" msgstr "" "使用選擇建立一個新的程式碼區域。至少必須定義一個單行註解分隔符號(請參閱" "[method add_comment_delimiter])。\n" "程式碼區域是程式碼的一部分,在折疊時會被反白顯示,可以幫助組織腳本。\n" "程式碼區域的開始和結束標記可以自訂(請參閱[method set_code_region_tags])。\n" "程式碼區域使用開始和結束標記(預設分別為 [code]region[/code] 和 " "[code]endregion[/code])進行分隔,前面有一行註解分隔符號。 (例如 " "[code]#region[/code] 和 [code]#endregion[/code])" msgid "" "Duplicates all lines currently selected with any caret. Duplicates the entire " "line beneath the current one no matter where the caret is within the line." msgstr "" "複製所有目前使用任何脫字符號選擇的行。無論脫字符號位於行內的何處,複製目前行下" "方的整行。" msgid "" "Folds all lines that are possible to be folded (see [method can_fold_line])." msgstr "折疊所有可能被折疊的行(參見 [method can_fold_line])。" msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "如果可能,折疊給定的行(參見 [method can_fold_line])。" msgid "Gets the matching auto brace close key for [param open_key]." msgstr "獲取 [param open_key] 相配對的括弧自動閉合鍵。" msgid "Gets all bookmarked lines." msgstr "獲取所有書簽行。" msgid "Gets all breakpointed lines." msgstr "獲取所有中斷點行。" msgid "" "Gets the completion option at [param index]. The return [Dictionary] has the " "following key-values:\n" "[code]kind[/code]: [enum CodeCompletionKind]\n" "[code]display_text[/code]: Text that is shown on the autocomplete menu.\n" "[code]insert_text[/code]: Text that is to be inserted when this item is " "selected.\n" "[code]font_color[/code]: Color of the text on the autocomplete menu.\n" "[code]icon[/code]: Icon to draw on the autocomplete menu.\n" "[code]default_value[/code]: Value of the symbol." msgstr "" "獲取在 [param index] 處的補全選項。返回的 [Dictionary] 有以下鍵值。\n" "[code]kind[/code]:[enum CodeCompletionKind]\n" "[code]display_text[/code] :在自動補全功能表上顯示的文字。\n" "[code]insert_text[/code] :當選中這個選項時要插入的文字。\n" "[code]font_color[/code]:自動補全功能表上文字的顏色。\n" "[code]icon[/code] :在自動補全功能表上繪製的圖示。\n" "[code]default_value[/code]:符號的值。" msgid "" "Gets all completion options, see [method get_code_completion_option] for " "return content." msgstr "獲取所有補全選項,返回值見 [method get_code_completion_option]。" msgid "Gets the index of the current selected completion option." msgstr "獲取目前已選定補全項的索引。" msgid "Returns the code region end tag (without comment delimiter)." msgstr "返回該地區的導覽層。" msgid "Returns the code region start tag (without comment delimiter)." msgstr "返回選區的原始起始列。" msgid "Gets the end key for a string or comment region index." msgstr "獲取字串或注釋塊索引的結束鍵。" msgid "" "If [param line] [param column] is in a string or comment, returns the end " "position of the region. If not or no end could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "如果 [param line] [param column] 是在一個字串或注釋中,則返回該區域的結束位元" "置。如果不在或未找到結束位置,則 [Vector2] 的兩個值都將是 [code]-1[/code] 。" msgid "Gets the start key for a string or comment region index." msgstr "獲取字串或注釋塊索引的開始鍵。" msgid "" "If [param line] [param column] is in a string or comment, returns the start " "position of the region. If not or no start could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "如果 [param line] [param column] 是在一個字串或注釋中,則返回該區域的起始位元" "置。如果不在或未找到開始位置,則 [Vector2] 的兩個值都將是 [code]-1[/code] 。" msgid "Gets all executing lines." msgstr "獲取所有正在執行的行。" msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "返回在插入符號位置帶有 [code]0xFFFF[/code] 字元的全文。" msgid "" "Returns the full text with char [code]0xFFFF[/code] at the cursor location." msgstr "返回在游標位置處帶有 [code]0xFFFF[/code] 字元的全文。" msgid "" "Returns the full text with char [code]0xFFFF[/code] at the specified location." msgstr "返回在插入符號位置帶有 [code]0xFFFF[/code] 字元的全文。" msgid "Returns [code]true[/code] if close key [param close_key] exists." msgstr "如果關閉鍵 [param close_key] 存在,則返回 [code]true[/code]。" msgid "Returns [code]true[/code] if open key [param open_key] exists." msgstr "如果打開鍵 [param open_key] 存在,則返回 [code]true[/code]。" msgid "Returns [code]true[/code] if comment [param start_key] exists." msgstr "如果注釋的 [param start_key] 存在,返回 [code]true[/code] 。" msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "如果字串的 [param start_key] 存在,返回 [code]true[/code] 。" msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" "如果 [param line] [param column] 在一條注釋中,則返回分隔符號索引。如果沒有提" "供 [param column],且整個 [param line] 是一條注釋,則將返回分隔符號索引。否則" "返回 [code]-1[/code]。" msgid "" "Returns the delimiter index if [param line] [param column] is in a string. If " "[param column] is not provided, will return the delimiter index if the entire " "[param line] is a string. Otherwise [code]-1[/code]." msgstr "" "如果 [param line] [param column] 在一條字串中,則返回分隔符號索引。如果沒有提" "供 [param column],且整個 [param line] 是一個字串,則將返回分隔符號索引。否則" "返回 [code]-1[/code]。" msgid "Removes the comment delimiter with [param start_key]." msgstr "移除帶有 [param start_key] 的注釋分隔符號。" msgid "Removes the string delimiter with [param start_key]." msgstr "移除帶有 [param start_key] 的字串分隔符號。" msgid "Sets the current selected completion option." msgstr "設定目前選定的補全選項。" msgid "Sets the code hint text. Pass an empty string to clear." msgstr "設定程式碼提示文字。傳遞一個空字串來清除。" msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "設定程式碼區域開始和結束標記(無註解分隔符號)。" msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "將 [signal symbol_validate] 發出的符號設定為有效搜尋。" msgid "Toggle the folding of the code block at the given line." msgstr "在給定行切換程式碼塊的折疊。" msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " "popup, if [param force] is [code]true[/code].\n" "[b]Note:[/b] This will replace all current candidates." msgstr "" "提交所有用 [method add_code_completion_option] 新增的補全選項。如果 [param " "force] 是 [code]true[/code],將嘗試強制彈出自動補全功能表 。\n" "[b]注意:[/b]這將取代所有目前的候補選項。" msgid "Sets prefixes that will trigger code completion." msgstr "設定將觸發程式碼補全的前綴。" msgid "" "Sets the comment delimiters. All existing comment delimiters will be removed." msgstr "設定注釋分隔符號。將刪除所有的現有注釋分隔符號。" msgid "" "Sets the string delimiters. All existing string delimiters will be removed." msgstr "設定字串分隔符號。將刪除所有的現有字串分隔符號。" msgid "Use spaces instead of tabs for indentation." msgstr "使用空格代替定位字元進行縮進。" msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " "[signal symbol_lookup] should be emitted." msgstr "" "設定當來自 [signal symbol_validate] 的驗證詞被點擊時,應發出 [signal " "symbol_lookup]。" msgid "Emitted when the user has clicked on a valid symbol." msgstr "使用者點擊有效符號時發出。" msgid "Marks the option as a class." msgstr "將該選項標記為類。" msgid "Marks the option as a function." msgstr "將該選項標記為函式。" msgid "Marks the option as a Godot signal." msgstr "將該選項標記為 Godot 訊號。" msgid "Marks the option as a variable." msgstr "將該選項標記為變數。" msgid "Marks the option as a member." msgstr "將該選項標記為成員。" msgid "Marks the option as an enum entry." msgstr "將該選項標記為列舉條目。" msgid "Marks the option as a constant." msgstr "將該選項標記為常數。" msgid "Marks the option as a Godot node path." msgstr "將該選項標記為 Godot 節點路徑。" msgid "Marks the option as a file path." msgstr "將該選項標記為檔路徑。" msgid "Marks the option as unclassified or plain text." msgstr "將該選項標記為未分類或純文字。" msgid "" "The option is local to the location of the code completion query - e.g. a " "local variable. Subsequent value of location represent options from the outer " "class, the exact value represent how far they are (in terms of inner classes)." msgstr "" "該選項是相對於程式碼補全查詢位置的 - 例如區域變數。位置的後續值表示選項來自外" "部類,確切的值表示它們的距離(就內部類而言)。" msgid "" "The option is from user code which is not local and not in a derived class " "(e.g. Autoload Singletons)." msgstr "該選項來自使用者程式碼,不是局部,也不是衍生類(例如自動載入單例)。" msgid "" "The option is from other engine code, not covered by the other enum constants " "- e.g. built-in classes." msgstr "該選項來自其他引擎程式碼,未被其他列舉常數覆蓋 - 例如內建類。" msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "書簽圖示的 [Color],用於標記了書簽的行。" msgid "[Color] of the text to highlight mismatched braces." msgstr "用於高亮不配對括弧文字的 [Color]。" msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "書簽行的中斷點圖示的 [Color]。" msgid "[Color] for all icons related to line folding." msgstr "所有與折疊行相關的圖示的 [Color]。" msgid "Sets the background [Color] for the code completion popup." msgstr "設定程式碼補全快顯視窗的背景色 [Color]。" msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "用於配對程式碼補全選項中的文字的背景高亮的 [Color]。" msgid "[Color] of the scrollbar in the code completion popup." msgstr "程式碼補全快顯視窗中捲軸的 [Color]。" msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "程式碼補全快顯視窗中捲軸在懸停狀態的 [Color]。" msgid "" "Background highlight [Color] for the current selected option item in the code " "completion popup." msgstr "程式碼補全快顯視窗中,目前選定選項的背景高亮的 [Color]。" msgid "[Color] of the executing icon for executing lines." msgstr "執行行執行圖示的 [Color]。" msgid "[Color] of background line highlight for folded code region." msgstr "折疊程式碼區域的背景線所反白的[Color]。" msgid "" "[Color] of the main line length guideline, secondary guidelines will have 50% " "alpha applied." msgstr "主行長度輔助線的 [Color],次要輔助線將套用 50% 的 Alpha。" msgid "Sets the [Color] of line numbers." msgstr "設定行號的顏色 [Color]。" msgid "" "Max number of options to display in the code completion popup at any one time." msgstr "同時在程式碼補全快顯視窗中顯示的最大選項數。" msgid "Width of the scrollbar in the code completion popup." msgstr "程式碼補全快顯視窗中捲軸的寬度。" msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines." msgstr "設定書簽行的自訂 [Texture2D],會在書簽欄中繪製。" msgid "" "Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " "lines." msgstr "設定中斷點行的自訂 [Texture2D],會在中斷點欄中繪製。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line can " "be folded." msgstr "設定可折疊行的自訂 [Texture2D],會在折疊行欄中繪製。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region can be folded." msgstr "設定可折疊行的自訂 [Texture2D],會在折疊行欄中繪製。" msgid "Icon to draw in the executing gutter for executing lines." msgstr "執行行的圖示,會在執行欄中繪製。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line is " "folded and can be unfolded." msgstr "" "當行被折疊且可以展開時,設定要在行折疊裝訂線中繪製的一個自訂 [Texture2D]。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region is folded and can be unfolded." msgstr "" "當行被折疊且可以展開時,設定要在行折疊裝訂線中繪製的一個自訂 [Texture2D]。" msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "設定要繪製在折疊行末尾的一個自訂 [Texture2D]。" msgid "[StyleBox] for the code completion popup." msgstr "用於程式碼補全彈窗的 [StyleBox]。" msgid "A syntax highlighter intended for code." msgstr "用於程式碼的語法高亮器。" msgid "" "By adjusting various properties of this resource, you can change the colors " "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" "通過調整該資源的各種屬性,可以更改 [TextEdit] 控制項內的字串、注釋、數位、和其" "他文字圖案的顏色。" msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." msgstr "" "設定關鍵字的顏色。\n" "關鍵字不能包含除“_”之外的任何符號。" msgid "" "Sets the color for a member keyword.\n" "The member keyword cannot contain any symbols except '_'.\n" "It will not be highlighted if preceded by a '.'." msgstr "" "設定成員關鍵字的顏色。\n" "成員關鍵字不能包含除“_”之外的任何符號。\n" "如果前面有“.”,則不會高亮顯示。" msgid "Removes all color regions." msgstr "移除所有顏色區域。" msgid "Removes all keywords." msgstr "移除所有關鍵字。" msgid "Removes all member keywords." msgstr "移除所有成員關鍵字。" msgid "Returns the color for a keyword." msgstr "返回某個關鍵字的顏色。" msgid "Returns the color for a member keyword." msgstr "返回某個成員關鍵字的顏色。" msgid "" "Returns [code]true[/code] if the start key exists, else [code]false[/code]." msgstr "如果開始鍵存在則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "" "Returns [code]true[/code] if the keyword exists, else [code]false[/code]." msgstr "如果關鍵字存在則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "" "Returns [code]true[/code] if the member keyword exists, else [code]false[/" "code]." msgstr "" "如果成員關鍵字存在則返回 [code]true[/code],否則返回 [code]false[/code]。" msgid "Removes the color region that uses that start key." msgstr "移除使用該開始鍵的顏色區域。" msgid "Removes the keyword." msgstr "移除關鍵字。" msgid "Removes the member keyword." msgstr "移除成員關鍵字。" msgid "" "Sets the color regions. All existing regions will be removed. The " "[Dictionary] key is the region start and end key, separated by a space. The " "value is the region color." msgstr "" "設定顏色區域。現有區域都將被移除。[Dictionary] 的鍵為該區域的開始鍵和結束鍵," "用空格隔開。對應的值為區域的顏色。" msgid "" "Sets color for functions. A function is a non-keyword string followed by a " "'('." msgstr "設定函式的顏色。函式是後跟“(”的非關鍵字字串。" msgid "" "Sets the keyword colors. All existing keywords will be removed. The " "[Dictionary] key is the keyword. The value is the keyword color." msgstr "" "設定關鍵字的顏色。現有關鍵字都將被移除。[Dictionary] 的鍵為關鍵字。對應的值為" "關鍵字的顏色。" msgid "" "Sets the member keyword colors. All existing member keyword will be removed. " "The [Dictionary] key is the member keyword. The value is the member keyword " "color." msgstr "" "設定成員關鍵字的顏色。現有成員關鍵字都將被移除。[Dictionary] 的鍵為成員關鍵" "字。對應的值為成員關鍵字的顏色。" msgid "" "Sets color for member variables. A member variable is non-keyword, non-" "function string proceeded with a '.'." msgstr "設定成員變數的顏色。成員變數是以“.”開頭的非關鍵字、非函式字串。" msgid "Sets the color for numbers." msgstr "設定數字的顏色。" msgid "Sets the color for symbols." msgstr "設定符號的顏色。" msgid "Abstract base class for 2D physics objects." msgstr "2D 物理物件的抽象基底類別。" msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " "number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape " "owner[/i]. Shape owners are not nodes and do not appear in the editor, but " "are accessible through code using the [code]shape_owner_*[/code] methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" "2D 物理物件的抽象基底類別。[CollisionObject2D] 能夠容納任意數量的 [Shape2D] 用" "作碰撞形狀。每個形狀必須分配給一個[i]形狀所有者[/i]。形狀所有者不是節點,也不" "會出現在編輯器中,但可以通過程式碼使用 [code]shape_owner_*[/code] 方法存取。\n" "[b]注意:[/b]僅支援相同畫布中不同物件的碰撞([Viewport] 畫布或 " "[CanvasLayer])。不同畫布中的物件之間的碰撞行為是未定義的。" msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "當滑鼠指標進入該實體的任何形狀時呼叫。要求 [member input_pickable] 為 " "[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單" "個 [CollisionObject2D] 中的不同形狀之間移動,不會導致該函式被呼叫。" msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "當滑鼠指標退出該實體的所有形狀時呼叫。要求 [member input_pickable] 為 " "[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單" "個 [CollisionObject2D] 中的不同形狀之間移動,不會導致該函式被呼叫。" msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be called." msgstr "" "當滑鼠指標進入該實體的任何形狀或從一個形狀移動到另一個形狀時呼叫。[param " "shape_idx] 是新進入的 [Shape2D] 的子索引。要求 [member input_pickable] 為 " "[code]true[/code] 並且要至少設定一個 [member collision_layer] 位。" msgid "" "Called when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be called." msgstr "" "當滑鼠指標離開該實體的任何形狀時呼叫。[param shape_idx] 是退出的 [Shape2D] 的" "子索引。要求 [member input_pickable] 為 [code]true[/code] 並且至少要設定一個 " "[member collision_layer] 位。" msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/code] " "of the new owner for future reference." msgstr "" "為給定物件建立一個新的形狀所有者。返回 [code]owner_id[/code]的新所有者,供將來" "引用。" msgid "" "Returns whether or not the specified layer of the [member collision_layer] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "返回 [member collision_layer] 中是否啟用了指定的層,給定的 [param " "layer_number] 應在 1 和 32 之間。" msgid "" "Returns whether or not the specified layer of the [member collision_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "返回 [member collision_mask] 中是否啟用了指定的層,給定的 [param " "layer_number] 應在 1 和 32 之間。" msgid "Returns the object's [RID]." msgstr "返回對象的 [RID]。" msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [param owner_id]." msgstr "" "返回由給定 [param owner_id] 標識的形狀所有者的 " "[code]one_way_collision_margin[/code]。" msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" "返回一個 [code]owner_id[/code] 識別字的 [Array]。你可以在其他使用 " "[code]owner_id[/code] 作為參數的方法中使用這些 ID。" msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "如果為 [code]true[/code],則禁用形狀所有者及其形狀。" msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" "返回 [code]true[/code],如果源於這個 [CollisionObject2D] 的形狀所有者的碰撞不" "會被報告給 [CollisionObject2D]。" msgid "Removes the given shape owner." msgstr "移除給定形狀的所有者。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_layer], given a [param layer_number] between 1 and 32." msgstr "" "根據 [param value],啟用或禁用 [member collision_layer] 中指定的層,給定的 " "[param layer_number] 應在 1 和 32 之間。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_mask], given a [param layer_number] between 1 and 32." msgstr "" "根據 [param value],啟用或禁用 [member collision_mask] 中指定的層,給定的 " "[param layer_number] 應在 1 和 32 之間。" msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "返回指定形狀的 [code]owner_id[/code]。" msgid "Adds a [Shape2D] to the shape owner." msgstr "給形狀所有者新增一個 [Shape2D]。" msgid "Removes all shapes from the shape owner." msgstr "移除形狀所有者的所有形狀。" msgid "Returns the parent object of the given shape owner." msgstr "返回給定形狀所有者的父物件。" msgid "Returns the [Shape2D] with the given ID from the given shape owner." msgstr "從給定形狀所有者返回具有給定 ID 的 [Shape2D]。" msgid "Returns the number of shapes the given shape owner contains." msgstr "返回給定形狀所有者包含的形狀數量。" msgid "" "Returns the child index of the [Shape2D] with the given ID from the given " "shape owner." msgstr "從給定形狀所有者返回具有給定 ID 的 [Shape2D] 的子索引。" msgid "Returns the shape owner's [Transform2D]." msgstr "返回形狀所有者的 [Transform2D]。" msgid "Removes a shape from the given shape owner." msgstr "從給定的形狀所有者中移除一個形狀。" msgid "If [code]true[/code], disables the given shape owner." msgstr "如果為 [code]true[/code],則禁用給定的形狀所有者。" msgid "" "If [param enable] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" "如果 [param enable] 為 [code]true[/code],則源自該 [CollisionObject2D] 的形狀" "所有者的碰撞將不會被報告為與 [CollisionObject2D] 發生碰撞。" msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [param owner_id] to [param margin] pixels." msgstr "" "將由給定 [param owner_id] 標識的形狀所有者的 [code]one_way_collision_margin[/" "code] 設定為 [param margin] 圖元。" msgid "Sets the [Transform2D] of the given shape owner." msgstr "設定給定形狀所有者的 [Transform2D]。" msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "此 CollisionObject2D 所在的實體層。碰撞物件可以存在於 32 個不同層中的一個或多" "個中。另見 [member collision_mask]。\n" "[b]注意:[/b]只有當物件 B 在物件 A 掃描的任何層中時,物件 A 才能偵測到與物件 " "B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。" msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "此 CollisionObject2D 掃描的實體層。碰撞物件可以掃描 32 個不同層中的一個或多" "個。另見 [member collision_layer]。\n" "[b]注意:[/b]只有當物件 B 在物件 A 掃描的任何層中時,物件 A 才能偵測到與物件 " "B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。" msgid "" "The priority used to solve colliding when occurring penetration. The higher " "the priority is, the lower the penetration into the object will be. This can " "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" "發生穿透時用於解決碰撞的優先順序。優先順序越高,對物體的穿透度就越低。例如,可" "以用來防止玩家突破關卡的邊界。" msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" "如果為 [code]true[/code],則該對象是可拾取的。可拾取的物件可以偵測滑鼠指標的進" "入/離開,滑鼠位於其中時,就會報告輸入事件。要求至少設定一個 [member " "collision_layer] 位。" msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" "當輸入事件發生時發出。要求 [member input_pickable] 為 [code]true[/code] 並且至" "少設定了一個 [member collision_layer] 位。詳見 [method _input_event]。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "當滑鼠指標進入該物件的任何形狀時發出。要求 [member input_pickable] 為 " "[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單" "個 [CollisionObject2D] 中的不同形狀之間移動,不會導致發出該訊號。\n" "[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 " "[CollisionObject2D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 " "[CollisionObject2D] 與所討論的 [CollisionObject2D] 重疊,則也可能不會發出該信" "號。" msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "當滑鼠指標離開該物件的所有形狀時發出。要求 [member input_pickable] 為 " "[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單" "個 [CollisionObject2D] 中的不同形狀之間移動,不會導致發出該訊號。\n" "[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 " "[CollisionObject2D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 " "[CollisionObject2D] 與所討論的 [CollisionObject2D] 重疊,則也可能不會發出該信" "號。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be set." msgstr "" "當滑鼠指標進入該實體的任何形狀或從一種形狀移動到另一種形狀時發出。[param " "shape_idx] 是新進入的 [Shape2D] 的子索引。要求 [member input_pickable] 為 " "[code]true[/code] 並且至少設定一個 [member collision_layer] 位。" msgid "" "Emitted when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set." msgstr "" "當滑鼠指標離開該實體的任何形狀時發出。[param shape_idx] 是退出的 [Shape2D] 的" "子索引。要求 [member input_pickable] 為 [code]true[/code] 並且至少設定一個 " "[member collision_layer] 位。" msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" "Automatically re-added to the physics simulation when the [Node] is processed " "again." msgstr "" "當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] " "時,從物理模擬中移除,停止與此 [CollisionObject2D] 的所有物理互動。\n" "當該 [Node] 再次被處理時,會自動重新加入到物理模擬中。" msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. " "[PhysicsBody2D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody2D] back to its original mode when the [Node] " "is processed again." msgstr "" "當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] " "時,使物體進入靜態模式。不影響 [Area2D]。處於靜態模式的 [PhysicsBody2D] 不會受" "到力和其他物體的影響。\n" "當該 [Node] 再次被處理時,會自動將 [PhysicsBody2D] 設定回其原始模式。" msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], do not affect the physics simulation." msgstr "" "當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] " "時,不影響物理模擬。" msgid "Abstract base class for 3D physics objects." msgstr "3D 物理物件的抽象基底類別。" msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " "number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape " "owner[/i]. Shape owners are not nodes and do not appear in the editor, but " "are accessible through code using the [code]shape_owner_*[/code] methods.\n" "[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as " "expected. It is advised to keep its scale the same on all axes and adjust its " "collision shape(s) instead." msgstr "" "3D 物理物件的抽象基底類別。[CollisionObject3D] 能夠容納任意數量的 [Shape3D] 用" "作碰撞形狀。每個形狀必須分配給一個[i]形狀所有者[/i]。形狀所有者不是節點,也不" "會出現在編輯器中,但可以通過程式碼使用 [code]shape_owner_*[/code] 方法存取。\n" "[b]警告:[/b]如果使用非均勻縮放,則該節點可能無法按預期工作。建議讓所有軸上的" "縮放保持一致,可以用對碰撞形狀的調整來代替非均勻縮放。" msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "當滑鼠指標進入該實體的任何形狀時呼叫。要求 [member input_ray_pickable] 為 " "[code]true[/code] 並且至少設定一個 [member collision_layer] 位。請注意,在單" "個 [CollisionObject3D] 中的不同形狀之間移動,不會導致該函式被呼叫。" msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "當滑鼠指標離開該實體的所有形狀時呼叫。要求 [member input_ray_pickable] 為 " "[code]true[/code] 並且至少設定一個 [member collision_layer] 位。請注意,在單" "個 [CollisionObject3D] 中的不同形狀之間移動,不會導致該函式被呼叫。" msgid "Adds a [Shape3D] to the shape owner." msgstr "向形狀擁有者新增 [Shape3D]。" msgid "Returns the [Shape3D] with the given ID from the given shape owner." msgstr "返回形狀所有者中具有給定 ID 的 [Shape3D]。" msgid "" "Returns the child index of the [Shape3D] with the given ID from the given " "shape owner." msgstr "返回形狀所有者中具有給定 ID 的 [Shape3D] 的子索引。" msgid "Returns the shape owner's [Transform3D]." msgstr "返回形狀所有者的 [Transform3D]。" msgid "Sets the [Transform3D] of the given shape owner." msgstr "設定給定形狀所有者的 [Transform3D]。" msgid "" "The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can " "exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "該 CollisionObject3D [b]所在的[/b]實體層。碰撞物件可以存在於 32 個不同層中的一" "層或多層。另見 [member collision_mask]。\n" "[b]注意:[/b]只有當物件 B 位於物件 A 掃描的任何層中時,物件 A 才能偵測到與對" "象 B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞層和遮罩》[/url]。" msgid "" "The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can " "scan one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "該 CollisionObject3D [b]掃描的[/b]實體層。碰撞物件可以掃描 32 個不同層中的一層" "或多層。另見 [member collision_layer]。\n" "[b]注意:[/b]只有當物件 B 位於物件 A 掃描的任何層中時,物件 A 才能偵測到與對" "象 B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞層和遮罩》[/url]。" msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" "如果為 [code]true[/code],則當滑鼠拖過其形狀時,[CollisionObject3D] 將繼續接收" "輸入事件。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "當滑鼠指標進入該物件的任何形狀時發出。要求 [member input_ray_pickable] 為 " "[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。\n" "[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 " "[CollisionObject3D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 " "[CollisionObject3D] 與所討論的 [CollisionObject3D] 重疊,則也可能不會發出該信" "號。" msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "當滑鼠指標離開該物件的所有形狀時發出。要求 [member input_ray_pickable] 為 " "[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。\n" "[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 " "[CollisionObject3D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 " "[CollisionObject3D] 與所討論的 [CollisionObject3D] 重疊,則也可能不會發出該信" "號。" msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" "Automatically re-added to the physics simulation when the [Node] is processed " "again." msgstr "" "當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] " "時,從物理模擬中移除,停止與此 [CollisionObject3D] 的所有物理互動。\n" "當該 [Node] 再次被處理時,會自動重新加入到物理模擬中。" msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. " "[PhysicsBody3D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody3D] back to its original mode when the [Node] " "is processed again." msgstr "" "當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] " "時,使實體靜態化。不影響 [Area3D]。[PhysicsBody3D] 在靜態時不會受到力或其他實" "體的影響。\n" "當該 [Node] 再次被處理時,自動將 [PhysicsBody3D] 設定回其原始模式。" msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父級提供多邊形形狀的節點。" msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" "如果為 [code]true[/code],則只有面朝上的邊緣才會與其他物件發生碰撞,方向是相對" "於 [CollisionPolygon2D] 的旋轉而言的。\n" "[b]注意:[/b]如果這個 [CollisionPolygon2D] 是 [Area2D] 節點的子節點,則這個屬" "性無效。" msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" "用於單向碰撞的邊距(以圖元為單位)。較高的值將使形狀更厚,並且對於以高速進入多" "邊形的對撞機來說效果更好。" msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without the " "overhead of multiple nodes)." msgstr "" "碰撞包含多邊形及其內部區域。在這個模式下,該節點的效果與使用若干 " "[ConvexPolygonShape2D] 節點相同,其中的每個節點都包含該多邊形凸分解後的凸形狀" "(但不會有使用多個節點的負擔)。" msgid "" "Collisions will only include the polygon edges. In this mode the node has the " "same effect as a single [ConcavePolygonShape2D] made of segments, with the " "restriction that each segment (after the first one) starts where the previous " "one ends, and the last one ends where the first one starts (forming a closed " "but hollow polygon)." msgstr "" "碰撞經包含多邊形的邊緣。在這個模式下,該節點的效果與單個由若干線段組成的 " "[ConcavePolygonShape2D] 相同,其中(第一條以後的)每條線段都從上一條的終點開" "始,最後一條線段在第一條的起點結束(構成閉合但中空的多邊形)。" msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent." msgstr "向 [CollisionObject3D] 父級提供加厚多邊形形狀(角柱體)的節點。" msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area3D] or turn " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" "向 [CollisionObject3D] 父級提供加厚多邊形形狀(角柱體)的節點,能夠為這個形狀" "提供編輯的方法。該多邊形可以是凹多邊形,也可以是凸多邊形。能夠為 [Area3D] 提供" "偵測形狀,也能夠將 [PhysicsBody3D] 變為實體。\n" "[b]警告:[/b]非均勻縮放的 [CollisionShape3D] 應該無法按預期工作。請確保它在所" "有軸上的縮放是一致的,可以用對形狀資源的調整來代替非均勻縮放。" msgid "" "Length that the resulting collision extends in either direction perpendicular " "to its 2D polygon." msgstr "產生的碰撞沿著與 2D 多邊形垂直的任意方向深入的長度。" msgid "" "The collision margin for the generated [Shape3D]. See [member Shape3D.margin] " "for more details." msgstr "生成的 [Shape3D] 的碰撞邊距。詳情見 [member Shape3D.margin]。" msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父級提供 [Shape2D] 的節點。" msgid "" "A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " "to edit it. This can give a detection shape to an [Area2D] or turn a " "[PhysicsBody2D] into a solid object." msgstr "" "向 [CollisionObject2D] 父級提供 [Shape2D] 並允許對其進行編輯的節點。這可以為 " "[Area2D] 提供偵測形狀或將 [PhysicsBody2D] 轉變為實體物件。" msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" "禁用的碰撞形狀在世界中沒有影響。這個屬性應該用 [method Object.set_deferred] 改" "變。" msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" "設定此碰撞形狀是否僅應偵測到一側(頂部或底部)的碰撞。\n" "[b]注意:[/b]如果這個 [CollisionShape2D] 是 [Area2D] 節點的子節點,則這個屬性" "無效。" msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" "用於單向碰撞的邊距(以圖元為單位)。較高的值將使形狀更厚,並且對於高速進入形狀" "的對撞機來說效果更好。" msgid "The actual shape owned by this collision shape." msgstr "該碰撞形狀擁有的實際形狀。" msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "向 [CollisionObject3D] 父級提供 [Shape3D] 的節點。" msgid "" "A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " "to edit it. This can give a detection shape to an [Area3D] or turn a " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its [member shape] resource instead." msgstr "" "向 [CollisionObject3D] 父級提供 [Shape3D] 並能夠對其進行編輯的節點。可以為 " "[Area3D] 提供偵測形狀,也可以將 [PhysicsBody3D] 變為實體物件。\n" "[b]警告:[/b]非均勻縮放的 [CollisionShape3D] 可能無法按預期運作。請保持在所有" "軸上使用相同的縮放,需要時可以更改其 [member shape] 資源代替。" msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "將碰撞形狀的形狀設定為其所有凸面 [MeshInstance3D] 兄弟幾何體的相加。" msgid "A color represented in RGBA format." msgstr "以 RGBA 格式表示的顏色。" msgid "2D GD Paint Demo" msgstr "2D GD 畫圖演示" msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "從現有的顏色建構 [Color],[member a] 設定為給定的 [param alpha] 值。\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% 不透明紅色。\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% 不透明紅色。\n" "[/csharp]\n" "[/codeblocks]" msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "建構給定 [Color] 的副本。" msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" "從 HTML 顏色程式碼或標準化的顏色名稱中建構 [Color]。支援的顏色名稱與常數名相" "同。" msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name, with [param alpha] on the range of 0.0 to 1.0. The supported " "color names are the same as the constants." msgstr "" "從 HTML 顏色程式碼或標準化的顏色名稱中建構 [Color],[param alpha] 的範圍為 " "0.0 到 1.0。支援的顏色名稱與常數名相同。" msgid "" "Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " "a] is set to 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, " "178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "從通常介於 0.0 和 1.0 之間的 RGB 值建構一個 [Color]。[member a] 被設定為 " "1.0。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # 類似於 `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // 類似於 `Color.Color8(51, 255, " "178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, " "204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to " "`Color.Color8(51, 255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "從通常介於 0.0 和 1.0 之間的 RGBA 值建構一個 [Color]。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # 類似於 `Color8(51, 255, 178, 204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // 類似於 `Color.Color8(51, " "255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " "painted over this color (including alpha).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n" "Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回將該顏色混合到給定顏色上所產生的新顏色。在繪畫程式中,你可以將其想像為在該" "顏色(包括 alpha)上繪製的 [param over] 顏色。\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的綠色\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # 50% 不透明的紅色\n" "var blended_color = bg.blend(fg) # 75% 不透明的棕色\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // 50% 不透明的綠色\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // 50% 不透明的紅色\n" "Color blendedColor = bg.Blend(fg); // 75% 不透明的棕色\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color with all components clamped between the components of " "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" "通過在每個分量上運作 [method @GlobalScope.clamp],返回一種新顏色,其中所有分量" "都被鉗制在 [param min] 和 [param max] 的分量之間。" msgid "" "Returns a new color resulting from making this color darker by the specified " "[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回通過指定 [param amount](從 0.0 到 1.0 的比率)使該顏色變暗而產生的新顏" "色。另見 [method lightened]。\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 比普通的綠色深 20%\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 比普通的綠色深 20%\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV " "profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param " "v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "根據 [url=https://zh.wikipedia.org/wiki/" "HSL%E5%92%8CHSV%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4]HSV 配置[/url]建構顏色。色" "相([param h])、飽和度([param s])和值([param v])通常在 0.0 和 1.0 之" "間。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a color from an [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param " "s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "根據 [url=https://bottosson.github.io/posts/colorpicker/]OK HSL 配置[/url]構建" "顏色。色相([param h])、飽和度([param s])和亮度([param l])通常在 0.0 和 " "1.0 之間。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " "(inclusive). This is useful when determining light or dark color. Colors with " "a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " "linear color space first." msgstr "" "將顏色的光照強度返回為一個介於 0.0 和 1.0(包含)之間的值。這在確定淺色或深色" "時很有用。亮度小於 0.5 的顏色通常可以認為是深色。\n" "[b]注意:[/b][method get_luminance] 依賴於線性色彩空間中的顏色,以返回準確的相" "對亮度值。如果顏色在 sRGB 色彩空間,請先使用 [method srgb_to_linear] 將其轉換" "為線性色彩空間。" msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " "[param rgba] is not case-sensitive, and may be prefixed by a hash sign " "([code]#[/code]).\n" "[param rgba] must be a valid three-digit or six-digit hexadecimal color " "string, and may contain an alpha channel value. If [param rgba] does not " "contain an alpha channel value, an alpha channel value of 1.0 is applied. If " "[param rgba] is invalid, returns an empty color.\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "從 HTML 十六進位顏色字串 [param rgba] 返回一個新顏色。[param rgba] 不區分大小" "寫,可以使用雜湊符號([code]#[/code])作為前綴。\n" "[param rgba] 必須是有效的三位或六位元十六進位顏色字串,並且可以包含 alpha 通道" "值。如果 [param rgba] 不包含 alpha 通道值,則套用 alpha 通道值 1.0。如果 " "[param rgba] 無效,則返回一個空顏色。\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue 為 Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green 為 Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col 為 Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue 為 Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green 為 Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col 為 Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " "string. The string must be a hexadecimal value (case-insensitive) of either " "3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " "This method is identical to [method String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Returns true\n" "Color.html_is_valid(\"#55AAFF20\") # Returns true\n" "Color.html_is_valid(\"55AAFF\") # Returns true\n" "Color.html_is_valid(\"#F2C\") # Returns true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Returns false\n" "Color.html_is_valid(\"#55aaFF5\") # Returns false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" "Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#F2C\"); // Returns true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "如果 [param color] 是一個有效的 HTML 十六進位顏色字串,則返回 [code]true[/" "code]。該字串必須是一個由 3、4、6 或 8 位元數位組成的十六進位值(不區分大小" "寫),並且可以以井號 ([code]#[/code]) 作為前綴。該方法與 [method " "String.is_valid_html_color] 相同。\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # 返回 true\n" "Color.html_is_valid(\"#55AAFF20\") # 返回 true\n" "Color.html_is_valid(\"55AAFF\") # 返回 true\n" "Color.html_is_valid(\"#F2C\") # 返回 true\n" "\n" "Color.html_is_valid(\"#AABBC) # 返回 false\n" "Color.html_is_valid(\"#55aaFF5\") # 返回 false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // 返回 true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // 返回 true\n" "Color.HtmlIsValid(\"55AAFF\"); // 返回 true\n" "Color.HtmlIsValid(\"#F2C\"); // 返回 true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // 返回 false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // 返回 false\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回將 [member r]、[member g]、[member b] 分量翻轉後的顏色([code](1 - r, 1 - " "g, 1 - b, a)[/code])。\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # 等價於 `Color(0.7, 0.6, 0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // 等價於 `new Color(0.7f, 0.6f, " "0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" "如果該顏色和 [param to] 近似相等,則返回 [code]true[/code],判斷近似相等的方法" "是通過在每個分量上運作 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns the linear interpolation between this color's components and [param " "to]'s components. The interpolation factor [param weight] should be between " "0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回將該顏色的分量和 [param to] 的分量進行線性插值的結果。插值係數 [param " "weight] 應該在 0.0 和 1.0 之間(閉區間)。另請參閱 [method " "@GlobalScope.lerp]。\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color resulting from making this color lighter by the specified " "[param amount], which should be a ratio from 0.0 to 1.0. See also [method " "darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 20% lighter than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回通過指定 [param amount](從 0.0 到 1.0 的比率)使該顏色變亮而產生的新顏" "色。另見 [method darkened]。\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 比普通的綠色要淡 20%\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 比普通的綠色要淡 20%\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " "component is 8 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Prints 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回轉換為 ABGR 格式(每個分量為 8 位)的 32 位元整數的顏色。ABGR 是預設 RGBA " "格式的反轉版本。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # 輸出 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // 輸出 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each " "component is 16 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Prints -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回轉換為 ABGR 格式(每個分量為 16 位)的 64 位元整數的顏色。ABGR 是預設 " "RGBA 格式的反轉版本。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # 輸出 -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // 輸出 -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each " "component is 8 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Prints 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回轉換為 ARGB 格式(每個分量為 8 位)的 32 位元整數的顏色。ARGB 與 DirectX " "更相容。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # 輸出 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // 輸出 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each " "component is 16 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Prints -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回轉換為 ARGB 格式(每個分量為 16 位)的 64 位元整數的顏色。ARGB 與 DirectX " "更相容。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # 輸出 -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // 輸出 -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to an HTML hexadecimal color [String] in RGBA " "format, without the hash ([code]#[/code]) prefix.\n" "Setting [param with_alpha] to [code]false[/code], excludes alpha from the " "hexadecimal string, using RGB format instead of RGBA format.\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Returns \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # Returns \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回將該顏色轉換為 RGBA 格式的 HTML 十六進位顏色 [String],不帶([code]#[/" "code])前綴。\n" "將 [param with_alpha] 設定為 [code]false[/code],會從十六進位字串中排除 " "alpha,使用 RGB 格式而不是 RGBA 格式。\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # 返回 \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # 返回 \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // 返回 \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // 返回 \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "對 [member a] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。" msgid "The color's blue component, typically on the range of 0 to 1." msgstr "顏色的藍色分量,一般在 0 到 1 的範圍內。" msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." msgstr "對 [member b] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。" msgid "The color's green component, typically on the range of 0 to 1." msgstr "顏色的綠色分量,一般在 0 到 1 的範圍內。" msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." msgstr "對 [member g] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。" msgid "The HSV hue of this color, on the range 0 to 1." msgstr "這個顏色的 HSV 色相,範圍是 0 到 1。" msgid "The color's red component, typically on the range of 0 to 1." msgstr "顏色的紅色分量,通常在 0 到 1 的範圍內。" msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." msgstr "對 [member r] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。" msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "這個顏色的 HSV 飽和度,範圍為 0 到 1。" msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "這個顏色的 HSV 值(亮度),範圍為 0 至 1。" msgid "Alice blue color." msgstr "愛麗絲藍。" msgid "Antique white color." msgstr "古董白。" msgid "Aqua color." msgstr "水色。" msgid "Aquamarine color." msgstr "海藍色。" msgid "Azure color." msgstr "天藍色。" msgid "Beige color." msgstr "米黃色。" msgid "Bisque color." msgstr "橘黃色。" msgid "Black color. In GDScript, this is the default value of any color." msgstr "黑色。在 GDScript 中,這是所有顏色的預設值。" msgid "Blanched almond color." msgstr "杏仁白色。" msgid "Blue color." msgstr "藍色。" msgid "Blue violet color." msgstr "藍紫色的顏色。" msgid "Brown color." msgstr "棕色。" msgid "Burlywood color." msgstr "硬木色。" msgid "Cadet blue color." msgstr "軍服藍。" msgid "Chartreuse color." msgstr "黃褐色。" msgid "Chocolate color." msgstr "巧克力色。" msgid "Coral color." msgstr "珊瑚色。" msgid "Cornflower blue color." msgstr "矢車菊藍色。" msgid "Cornsilk color." msgstr "玉米須色。" msgid "Crimson color." msgstr "緋紅的顏色。" msgid "Cyan color." msgstr "青色。" msgid "Dark blue color." msgstr "深藍色。" msgid "Dark cyan color." msgstr "深青色。" msgid "Dark goldenrod color." msgstr "深色菊科植物的顏色。" msgid "Dark gray color." msgstr "深灰色。" msgid "Dark green color." msgstr "深綠色。" msgid "Dark khaki color." msgstr "深卡其色。" msgid "Dark magenta color." msgstr "深洋紅色。" msgid "Dark olive green color." msgstr "深橄欖綠色。" msgid "Dark orange color." msgstr "深橙色。" msgid "Dark orchid color." msgstr "深色的蘭花色。" msgid "Dark red color." msgstr "深紅色。" msgid "Dark salmon color." msgstr "深鮭魚色。" msgid "Dark sea green color." msgstr "深海綠色。" msgid "Dark slate blue color." msgstr "深板藍的顏色。" msgid "Dark slate gray color." msgstr "暗石板灰色。" msgid "Dark turquoise color." msgstr "深綠松石色。" msgid "Dark violet color." msgstr "深紫羅蘭色。" msgid "Deep pink color." msgstr "深粉色。" msgid "Deep sky blue color." msgstr "深邃的天藍色。" msgid "Dim gray color." msgstr "暗灰色。" msgid "Dodger blue color." msgstr "道奇藍色。" msgid "Firebrick color." msgstr "耐火磚紅色。" msgid "Floral white color." msgstr "花白色。" msgid "Forest green color." msgstr "森林綠色。" msgid "Fuchsia color." msgstr "洋紅色。" msgid "Gainsboro color." msgstr "庚斯伯勒灰色。" msgid "Ghost white color." msgstr "幽靈白顏色。" msgid "Gold color." msgstr "金色。" msgid "Goldenrod color." msgstr "金菊色。" msgid "Gray color." msgstr "灰色。" msgid "Green color." msgstr "綠色。" msgid "Green yellow color." msgstr "綠黃色。" msgid "Honeydew color." msgstr "蜜露色。" msgid "Hot pink color." msgstr "亮粉色。" msgid "Indian red color." msgstr "印度紅色。" msgid "Indigo color." msgstr "靛青色。" msgid "Ivory color." msgstr "象牙色。" msgid "Khaki color." msgstr "卡其色。" msgid "Lavender color." msgstr "薰衣草色。" msgid "Lavender blush color." msgstr "薰衣草紫紅色。" msgid "Lawn green color." msgstr "草坪綠色。" msgid "Lemon chiffon color." msgstr "檸檬雪紡色。" msgid "Light blue color." msgstr "淺藍色。" msgid "Light coral color." msgstr "淺珊瑚色。" msgid "Light cyan color." msgstr "淡青色。" msgid "Light goldenrod color." msgstr "亮金菊黃色。" msgid "Light gray color." msgstr "淺灰色。" msgid "Light green color." msgstr "淺綠色。" msgid "Light pink color." msgstr "淺粉色。" msgid "Light salmon color." msgstr "淺鮭魚色。" msgid "Light sea green color." msgstr "淺海綠色。" msgid "Light sky blue color." msgstr "淺天藍色。" msgid "Light slate gray color." msgstr "淺板岩灰色。" msgid "Light steel blue color." msgstr "淺鋼藍色。" msgid "Light yellow color." msgstr "淺黃色。" msgid "Lime color." msgstr "青檸色。" msgid "Lime green color." msgstr "石灰綠色。" msgid "Linen color." msgstr "亞麻色。" msgid "Magenta color." msgstr "洋紅色。" msgid "Maroon color." msgstr "栗色。" msgid "Medium aquamarine color." msgstr "中等海藍寶石色。" msgid "Medium blue color." msgstr "中藍色。" msgid "Medium orchid color." msgstr "中等蘭色。" msgid "Medium purple color." msgstr "中等紫色。" msgid "Medium sea green color." msgstr "中海綠色。" msgid "Medium slate blue color." msgstr "中等板岩藍色。" msgid "Medium spring green color." msgstr "中等春天綠色。" msgid "Medium turquoise color." msgstr "中等綠松石色。" msgid "Medium violet red color." msgstr "中等紫紅色。" msgid "Midnight blue color." msgstr "午夜藍色。" msgid "Mint cream color." msgstr "薄荷奶油色。" msgid "Misty rose color." msgstr "朦朧的玫瑰色。" msgid "Moccasin color." msgstr "鹿皮鞋顏色。" msgid "Navajo white color." msgstr "納瓦白。" msgid "Navy blue color." msgstr "藏青色。" msgid "Old lace color." msgstr "舊蕾絲色。" msgid "Olive color." msgstr "橄欖色。" msgid "Olive drab color." msgstr "暗淡橄欖色。" msgid "Orange color." msgstr "橙色。" msgid "Orange red color." msgstr "橘紅色。" msgid "Orchid color." msgstr "蘭花色。" msgid "Pale goldenrod color." msgstr "淡金色。" msgid "Pale green color." msgstr "淡綠色。" msgid "Pale turquoise color." msgstr "淡綠松石色。" msgid "Pale violet red color." msgstr "淡紫紅色。" msgid "Papaya whip color." msgstr "木瓜鞭色。" msgid "Peach puff color." msgstr "桃花粉。" msgid "Peru color." msgstr "秘魯色。" msgid "Pink color." msgstr "粉紅色。" msgid "Plum color." msgstr "梅花色。" msgid "Powder blue color." msgstr "淺藍色。" msgid "Purple color." msgstr "紫色。" msgid "Rebecca purple color." msgstr "麗蓓嘉紫色。" msgid "Red color." msgstr "紅色。" msgid "Rosy brown color." msgstr "玫瑰棕。" msgid "Royal blue color." msgstr "寶藍色。" msgid "Saddle brown color." msgstr "鞍棕色。" msgid "Salmon color." msgstr "鮭魚色。" msgid "Sandy brown color." msgstr "沙褐色。" msgid "Sea green color." msgstr "海綠色。" msgid "Seashell color." msgstr "貝殼色。" msgid "Sienna color." msgstr "西恩娜色。" msgid "Silver color." msgstr "銀色。" msgid "Sky blue color." msgstr "天藍色。" msgid "Slate blue color." msgstr "石板藍色。" msgid "Slate gray color." msgstr "石板灰。" msgid "Snow color." msgstr "雪白。" msgid "Spring green color." msgstr "春綠。" msgid "Steel blue color." msgstr "鋼藍色。" msgid "Tan color." msgstr "棕褐色。" msgid "Teal color." msgstr "青色。" msgid "Thistle color." msgstr "薊色。" msgid "Tomato color." msgstr "番茄色。" msgid "Transparent color (white with zero alpha)." msgstr "透明色(Alpha 為零的白色)。" msgid "Turquoise color." msgstr "松石綠。" msgid "Violet color." msgstr "紫羅蘭色。" msgid "Web gray color." msgstr "網格灰。" msgid "Web green color." msgstr "網路綠。" msgid "Web maroon color." msgstr "網路栗。" msgid "Web purple color." msgstr "網路紫。" msgid "Wheat color." msgstr "小麥色。" msgid "White color." msgstr "白色。" msgid "White smoke color." msgstr "白煙色。" msgid "Yellow color." msgstr "黃色。" msgid "Yellow green color." msgstr "黃綠色。" msgid "" "Returns [code]true[/code] if the colors are not exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果顏色不完全相等,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" "靠。" msgid "" "Multiplies each component of the [Color] by the components of the given " "[Color]." msgstr "將該 [Color] 的每個分量乘以給定 [Color] 的對應分量。" msgid "Multiplies each component of the [Color] by the given [float]." msgstr "將該 [Color] 的每個分量乘以給定的 [float]。" msgid "Multiplies each component of the [Color] by the given [int]." msgstr "將該 [Color] 的每個分量乘以給定的 [int]。" msgid "" "Adds each component of the [Color] with the components of the given [Color]." msgstr "將該 [Color] 的每個分量加上給定 [Color] 的對應分量。" msgid "" "Subtracts each component of the [Color] by the components of the given " "[Color]." msgstr "將該 [Color] 的每個分量減去給定 [Color] 的對應分量。" msgid "" "Divides each component of the [Color] by the components of the given [Color]." msgstr "將該 [Color] 的每個分量除以給定 [Color] 的每個分量。" msgid "Divides each component of the [Color] by the given [float]." msgstr "將該 [Color] 的每個分量除以給定的 [float]。" msgid "Divides each component of the [Color] by the given [int]." msgstr "將該 [Color] 的每個分量除以給定的 [int]。" msgid "" "Returns [code]true[/code] if the colors are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果顏色完全相同,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點精度誤差,請考慮改用更可靠的 [method is_equal_approx]。" msgid "" "Access color components using their index. [code][0][/code] is equivalent to " "[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is " "equivalent to [member b], and [code][3][/code] is equivalent to [member a]." msgstr "" "使用索引存取顏色分量。[code][0][/code] 相當於 [member r],[code][1][/code] 相" "當於 [member g],[code][2][/code] 相當於 [member b],[code][3][/code] 相當於 " "[member a]." msgid "" "Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/" "code] does nothing, but sometimes it can make your code more readable." msgstr "" "返回與 [code]+[/code] 不存在時相同的值。單目 [code]+[/code] 沒有作用,但有時可" "以使你的程式碼更具可讀性。" msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" "反轉給定的顏色。這相當於 [code]Color.WHITE - c[/code] 或 [code]Color(1 - c.r, " "1 - c.g, 1 - c.b, 1 - c.a)[/code]。與 [method inverted] 不同,[member a] 分量" "也將被反轉。" msgid "A widget that provides an interface for selecting or modifying a color." msgstr "提供用於選擇或修改顏色的介面的小工具。" msgid "" "A widget that provides an interface for selecting or modifying a color. It " "can optionally provide functionalities like a color sampler (eyedropper), " "color modes, and presets.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a popup." msgstr "" "提供用於選擇或修改顏色的介面的小工具。還可以提供取色器(吸管)、顏色模式、預設" "等功能。\n" "[b]注意:[/b]這個控制項就是取色器本身。如果你需要一個能夠彈出 [ColorPicker] 窗" "口的按鈕,可以改用 [ColorPickerButton]。" msgid "" "Adds the given color to a list of color presets. The presets are displayed in " "the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "將給定的顏色新增到顏色預設列表中。預設會顯示在取色器中,可以被使用者選擇。\n" "[b]注意:[/b]預設列表僅適用於[i]這個[/i]取色器。" msgid "" "Adds the given color to a list of color recent presets so that it can be " "picked later. Recent presets are the colors that were picked recently, a new " "preset is automatically created and added to recent presets when you pick a " "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" "將給定的顏色新增到近期顏色預設列表中,以便以後可以選擇它。近期預設是最近選擇的" "顏色,當選擇新顏色時,會自動建立新的預設並將其新增到近期預設中。\n" "[b]注意:[/b]近期預設列表僅適用於[i]這個[/i]取色器。" msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "從這個取色器的顏色預設列表中移除給定的顏色。" msgid "" "Removes the given color from the list of color recent presets of this color " "picker." msgstr "從這個取色器的顏色近期預設列表中移除給定的顏色。" msgid "Returns the list of colors in the presets of the color picker." msgstr "返回取色器的預設顏色列表。" msgid "Returns the list of colors in the recent presets of the color picker." msgstr "返回取色器的近期預設中的顏色列表。" msgid "" "If [code]true[/code], it's possible to add presets under Swatches. If " "[code]false[/code], the button to add presets is disabled." msgstr "" "如果為 [code]true[/code],則可以在色板下新增預設。如果為 [code]false[/code]," "新增預設的按鈕將被禁用。" msgid "The currently selected color." msgstr "目前選擇的顏色。" msgid "If [code]true[/code], the color mode buttons are visible." msgstr "如果為 [code]true[/code],則顏色模式按鈕可見。" msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" "如果為 [code]true[/code],只有在使用者鬆開滑鼠按鈕後才會套用顏色,否則即使在鼠" "標移動事件中也會立即套用(會造成性能問題)。" msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "如果為 [code]true[/code],則顯示 Alpha 通道滑動條(不透明度)。" msgid "If [code]true[/code], the hex color code input field is visible." msgstr "如果為 [code]true[/code],則十六進位顏色程式碼輸入框可見。" msgid "" "If [code]true[/code], the Swatches and Recent Colors presets are visible." msgstr "如果為 [code]true[/code],則色板和近期顏色預設可見。" msgid "If [code]true[/code], the color sampler and color preview are visible." msgstr "如果為 [code]true[/code],則顏色取樣器和顏色預覽可見。" msgid "If [code]true[/code], the color sliders are visible." msgstr "如果為 [code]true[/code],則顏色滑桿可見。" msgid "Emitted when the color is changed." msgstr "更改顏色時發出。" msgid "Emitted when a preset is added." msgstr "新增預設時發出。" msgid "Emitted when a preset is removed." msgstr "移除預設時發出。" msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "允許使用色相、飽和度、明度滑桿編輯顏色。" msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" "OKHSL is a new color space similar to HSL but that better match perception by " "leveraging the Oklab color space which is designed to be simple to use, while " "doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" "允許使用色相/飽和度/亮度滑桿編輯顏色。\n" "OKHSL 是一種類似於 HSL 的新色彩空間,但通過利用設計簡單易用的 Oklab 色彩空間更" "好地配對感知,同時在預測感知亮度、色度和色調方面做得很好。\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv 和 Okhsl 色彩空間[/" "url]" msgid "HSV Color Model rectangle color space." msgstr "HSV 色彩模型矩形色彩空間。" msgid "HSV Color Model rectangle color space with a wheel." msgstr "HSV 色彩模型矩形色彩空間,帶輪。" msgid "HSV Color Model circle color space. Use Saturation as a radius." msgstr "HSV 色彩模型圓形色彩空間。半徑為飽和度。" msgid "HSL OK Color Model circle color space." msgstr "HSL OK 色彩模型圓形色彩空間。" msgid "" "The color space shape and the shape select button are hidden. Can't be " "selected from the shapes popup." msgstr "色彩空間形狀和形狀選擇按鈕被隱藏。不能從形狀快顯視窗中選擇。" msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." msgstr "覆蓋滑桿的 [theme_item Slider.center_grabber] 主題屬性。" msgid "The width of the hue selection slider." msgstr "色相選擇滑桿的寬度。" msgid "The minimum width of the color labels next to sliders." msgstr "滑桿旁顏色標籤的最小寬度。" msgid "The margin around the [ColorPicker]." msgstr "[ColorPicker] 周圍的邊距。" msgid "The height of the saturation-value selection box." msgstr "飽和值選擇框的高度。" msgid "The width of the saturation-value selection box." msgstr "飽和度選擇框的寬度。" msgid "The icon for the \"Add Preset\" button." msgstr "“新增預設”按鈕的圖示。" msgid "The texture for the arrow grabber." msgstr "箭頭抓取器的紋理。" msgid "Custom texture for the hue selection slider on the right." msgstr "右側的色相選擇滑桿的自訂紋理。" msgid "The icon for color preset drop down menu when expanded." msgstr "顏色預設下拉式功能表展開時使用的圖示。" msgid "The icon for color preset drop down menu when folded." msgstr "顏色預設下拉式功能表折疊時使用的圖示。" msgid "" "The indicator used to signalize that the color value is outside the 0-1 range." msgstr "該指示器用於指示顏色值在 0-1 範圍之外。" msgid "" "The image displayed over the color box/circle (depending on the [member " "picker_shape]), marking the currently selected color." msgstr "" "顯示在色塊/圓(取決於 [member picker_shape])上的圖像,標記目前選擇的顏色。" msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." msgstr "顏色預覽框的背景面板(顏色為半透明時可見)。" msgid "The icon for the screen color picker button." msgstr "螢幕取色器按鈕的圖示。" msgid "The icon for circular picker shapes." msgstr "圓形拾取器形狀的圖示。" msgid "The icon for rectangular picker shapes." msgstr "矩形拾取器形狀的圖示。" msgid "The icon for rectangular wheel picker shapes." msgstr "矩形輪拾取器形狀的圖示。" msgid "A button that brings up a [ColorPicker] when pressed." msgstr "點擊後會顯示 [ColorPicker] 的按鈕。" msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member " "Control.custom_minimum_size] to a big enough value to give the button enough " "space." msgstr "" "封裝一個 [ColorPicker],按下按鈕即可存取該控制項。按下按鈕會切換 " "[ColorPicker] 的可見性。\n" "另見 [BaseButton],其中包含與該節點關聯的通用屬性和方法。\n" "[b]注意:[/b]預設情況下,按鈕的寬度可能不足以使顏色預覽色板可見。確保將 " "[member Control.custom_minimum_size] 設定為足夠大的值,以便為按鈕提供足夠的空" "間。" msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回此節點所切換的 [ColorPicker]。\n" "[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果你希望隱" "藏它或其所有子項,請使用其 [member CanvasItem.visible] 屬性。" msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "返回該控制項的 [PopupPanel],它允許連接到其彈出訊號。這允許在顯示或隱藏 " "ColorPicker 時處理事件。\n" "[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果希望隱藏" "它或它的任何子項,請使用它們的 [member Window.visible] 屬性。" msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "如果為 [code]true[/code],則顯示的 [ColorPicker] 中的 Alpha 通道將可見。" msgid "Emitted when the color changes." msgstr "顏色改變時發出。" msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "建立 [ColorPicker] 時(第一次按下按鈕)發出。" msgid "Emitted when the [ColorPicker] is closed." msgstr "當 [ColorPicker] 關閉時發出。" msgid "The background of the color preview rect on the button." msgstr "顏色預覽的背景將在按鈕上顯示。" msgid "A control that displays a solid color rectangle." msgstr "顯示單色矩形的控制項。" msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using a [Panel] instead." msgstr "" "顯示一個用純色 [member color] 填充的矩形。如果你需要單獨顯示邊框,請考慮改用 " "[Panel]。" msgid "The fill color of the rectangle." msgstr "該矩形的填充顏色。" msgid "An optionally compressed [Cubemap]." msgstr "可選壓縮的 [Cubemap] 。" msgid "An optionally compressed [CubemapArray]." msgstr "立方體貼圖紋理陣列(見 [CubemapArray])。" msgid "Texture with 2 dimensions, optionally compressed." msgstr "二維紋理,可選擇壓縮。" msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" "一種從 [code].ctex[/code] 檔載入的紋理。這種檔案格式是 Godot 內部使用的;它是" "通過匯入系統匯入其他圖像格式建立的。[CompressedTexture2D] 可以使用 4 種壓縮方" "法中的一種(包括沒有任何壓縮):\n" "- 無損(WebP 或 PNG,在 GPU 上不壓縮)\n" "- 有損(WebP,在 GPU 上不壓縮)\n" "- VRAM 壓縮(在 GPU 上壓縮)\n" "- VRAM 未壓縮(在 GPU 上不壓縮)\n" "- Basis Universal(在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品" "質更低)\n" "只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]" "壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋" "理未經壓縮地被發送到 GPU。\n" "使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比," "VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算" "繪,而不是 2D。" msgid "Loads the texture from the specified [param path]." msgstr "從指定的路徑 [param path] 載入紋理。" msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file." msgstr "該 [CompressedTexture2D] 的檔路徑,指向 [code].ctex[/code] 檔案。" msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二維紋理的陣列,可選擇壓縮。" msgid "Texture with 3 dimensions, optionally compressed." msgstr "三維紋理,可選擇壓縮。" msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. " "The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. " "This file format is internal to Godot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " "using lossless compression. VRAM compression can exhibit noticeable artifacts " "and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 壓縮對應物。" "[CompressedTexture3D] 檔案的檔案副檔名為 [code].ctex3d[/code]。這種檔案格式是 " "Godot 內部使用的;它是通過匯入系統匯入其他圖像格式建立的。\n" "[CompressedTexture3D] 使用 VRAM 壓縮,這可以在算繪紋理時減少 GPU 的記憶體使用" "量。這也縮短了載入時間,因為與使用無失真壓縮的紋理相比,VRAM 壓縮的紋理載入速" "度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算繪,而不是 2D。\n" "有關 3D 紋理的一般描述,請參閱 [Texture3D]。" msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." msgstr "該 [CompressedTexture3D] 的檔路徑,指向 [code].ctex3d[/code] 檔案。" msgid "Base class for texture arrays that can optionally be compressed." msgstr "可壓縮紋理陣列的基底類別。" msgid "" "Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" "[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基底類別。不能直接使用," "但包含了存取衍生資源型別所需的所有函式。另見 [TextureLayered]。" msgid "Loads the texture at [param path]." msgstr "載入位於 [param path] 的紋理。" msgid "The path the texture should be loaded from." msgstr "載入紋理所使用的路徑。" msgid "A 2D polyline shape used for physics collision." msgstr "用於物理碰撞的 2D 多線段形狀。" msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments. " "The array (of length divisible by two) is naturally divided into pairs (one " "pair for each segment); each pair consists of the starting point of a segment " "and the endpoint of a segment." msgstr "" "頂點陣列,構成 [ConcavePolygonShape2D] 的線段。該(長度能被二整除的)陣列自然" "兩兩群組(每組代表一條線段);每組都由一條線段的起點和終點構成。" msgid "A 3D trimesh shape used for physics collision." msgstr "用於物理碰撞的 3D 三角網格形狀。" msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array (of " "length divisible by three) is naturally divided into triples; each triple of " "vertices defines a triangle." msgstr "" "以頂點陣列的形式返回三角網格形狀中的面。該(長度能被三整除的)陣列自然三三分" "組;每組中的三個頂點定義一個三角形。" msgid "" "Sets the faces of the trimesh shape from an array of vertices. The [param " "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" "根據頂點陣列設定三角網格形狀的面。[param faces] 陣列應更多由若干三元組構成,每" "三個頂點定義一個三角形。" msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" "如果設定為 [code]true[/code],則碰撞會發生在凹形面的兩側。否則,它們只會沿著面" "法線發生。" msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates a " "ball-and-socket joint." msgstr "以類比球窩關節的方式連接兩個 3D 物理物體的物理關節。" msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates a " "ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " "calculated as the middle of the X axes of the joint in the local space of the " "two physics bodies. Useful for limbs like shoulders and hips, lamps hanging " "off a ceiling, etc." msgstr "" "以類比球窩關節的方式連接兩個 3D 物理物體的物理關節。扭轉軸被初始化為 " "[ConeTwistJoint3D] 的 X 軸。一旦物理體擺動,扭轉軸將被計算為兩個物理體局部空間" "中關節的 X 軸的中間值。可用作肩膀、臀部等肢體,也可以用作從天花板蕩下的燈之類" "的對象。" msgid "Returns the value of the specified parameter." msgstr "返回指定參數的值。" msgid "Sets the value of the specified parameter." msgstr "設定指定參數的值。" msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "擺動或扭轉的速度。\n" "越高,速度越快。" msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "定義兩側的擺動速度和扭轉速度差異同步的速度。" msgid "" "The ease with which the joint starts to twist. If it's too low, it takes more " "force to start twisting the joint." msgstr "關節開始扭轉的難易程度。如果太低,則需要更多的力才能開始扭轉關節。" msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" "擺動是圍繞垂直於扭轉軸的軸線,從一邊到另一邊的旋轉。\n" "擺動跨度定義了沿擺動軸旋轉多少不會得到校正。\n" "可以被定義為 [ConeTwistJoint3D] 中的鬆動。\n" "如果低於 0.05,該行為將被鎖定。" msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" "扭轉是繞扭轉軸的旋轉,此值定義了關節可以扭轉多遠。\n" "如果低於 0.05,則扭轉被鎖定。" msgid "Represents the size of the [enum Param] enum." msgstr "代表 [enum Param] 列舉的大小。" msgid "Helper class to handle INI-style files." msgstr "用於處理 INI 樣式檔的輔助類。" msgid "Removes the entire contents of the config." msgstr "移除配置的全部內容。" msgid "" "Obtain the text version of this config file (the same text that would be " "written to a file)." msgstr "獲得該設定檔的文字版本(與寫入檔的文字相同)。" msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "刪除指定小節以及其中的所有鍵值對。如果該小節不存在,則會引發錯誤。" msgid "" "Deletes the specified key in a section. Raises an error if either the section " "or the key do not exist." msgstr "刪除小節中的指定鍵。如果該小節或鍵不存在,則會引發錯誤。" msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" "返回指定小節中所有已定義鍵識別字的陣列。如果該小節不存在,則會引發錯誤並返回一" "個空陣列。" msgid "Returns an array of all defined section identifiers." msgstr "返回所有已定義小節的識別字的陣列。" msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback [param " "default] value. If [param default] is not specified or set to [code]null[/" "code], an error is also raised." msgstr "" "返回指定小節和鍵的目前值。如果該小節或鍵不存在,則該方法返回後備值 [param " "default]。如果未指定 [param default] 或將其設定為 [code]null[/code],則會引發" "一個錯誤。" msgid "Returns [code]true[/code] if the specified section exists." msgstr "如果指定的小節存在,則返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "如果指定的小節-鍵對存在,則返回 [code]true[/code]。" msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "載入指定為參數的設定檔。解析檔的內容並將其載入到呼叫該方法的 [ConfigFile] 對象" "中。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param key] to decrypt it. The file's contents are parsed and loaded in the " "[ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "載入指定為參數的加密設定檔,使用提供的 [param key] 對其解密。解析檔的內容並將" "其載入到呼叫該方法的 [ConfigFile] 物件中。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param password] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "載入作為參數的加密設定檔,使用提供的 [param password] 解密。該檔的內容被解析並" "載入到呼叫該方法的 [ConfigFile] 物件中。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "將傳遞的字串解析為設定檔的內容。該字串被解析並載入到呼叫該方法的 ConfigFile 對" "象中。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "將 [ConfigFile] 物件的內容保存到指定為參數的檔中。輸出檔使用 INI 樣式的結" "構。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param key] to encrypt it. The " "output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "使用提供的 [param key] 將 [ConfigFile] 物件的內容保存到作為參數指定的 AES-256 " "加密檔中。輸出檔使用 INI 樣式的結構。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param password] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "將 [ConfigFile] 物件的內容保存到作為參數指定的 AES-256 加密檔中,使用提供的 " "[param password] 進行加密。輸出檔使用 INI 風格的結構。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" "為指定小節的指定鍵賦值。如果小節或鍵不存在,則建立它們。如果指定的鍵存在,傳" "遞 [code]null[/code] 值就會移除指定的鍵,如果鍵被移除後,小節最終是空的,就會" "移除小節。" msgid "A dialog used for confirmation of actions." msgstr "用於確認動作的對話方塊。" msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回取消按鈕。\n" "[b]警告:[/b]這是一個必需的內部節點,移除並釋放它可能會導致當機。如果你希望隱" "藏它或其任何子項,請使用其 [member CanvasItem.visible] 屬性。" msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "取消按鈕顯示的文字(見 [method get_cancel_button])。" msgid "Base class for all GUI containers." msgstr "所有 GUI 容器的基底類別。" msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " "container types." msgstr "" "所有 GUI 容器的基礎節點。[Container] 包含其他控制項,並自動以某種方式排列它" "們。可以繼承此類來生成自訂的容器類。" msgid "" "Implement to return a list of allowed horizontal [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant " "Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" "實作此方法以回傳子節點允許的水平 [enum Control.SizeFlags] 列表。這在技術上並不" "會阻止使用任何其他尺寸旗標,如果您的實作需要的話。這僅是限制屬性檢視器面板中提" "供給使用者的選項。\n" "[b]注意:[/b] 沒有尺寸旗標等同於擁有 [constant Control.SIZE_SHRINK_BEGIN]。因" "此,此值始終為隱式允許。" msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant " "Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" "實作以傳回子節點允許的垂直 [enum Control.SizeFlags] 清單。這並不會技術上阻止任" "何其他大小旗標的使用,如果您的實作需要那樣。這僅限制使用者在屬性檢視器面板中可" "用的選項。\n" "[b]注意:[/b] 沒有大小旗標等同於有 [constant Control.SIZE_SHRINK_BEGIN]。因" "此,這個值總是隱含允許的。" msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "在給定的矩形中適配子控制項。這主要是用於建立自訂容器類的輔助工具。" msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "將子節點的重排加入佇列。雖然會被自動呼叫,但也可以在需要時手動呼叫。" msgid "Emitted when children are going to be sorted." msgstr "子節點將要被排序時發出。" msgid "Emitted when sorting the children is needed." msgstr "需要對子節點進行排序時發出。" msgid "" "Notification just before children are going to be sorted, in case there's " "something to process beforehand." msgstr "在子節點將要被排序之前通知,以防有事情需要事先處理。" msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "對子節點進行排序時的通知,必須立即服從。" msgid "" "Base class for all GUI controls. Adapts its position and size based on its " "parent control." msgstr "所有 GUI 控制項的基底類別。根據其父控制項調整其位置和大小。" msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and offsets relative to the anchor. The offsets " "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need a " "mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], " "they share several concepts from the class such as the [member " "CanvasItem.z_index] and [member CanvasItem.visible] properties.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member " "SceneTree.root] is a [Window], this already happens automatically for all UI " "elements in your game.\n" "Input events are propagated through the [SceneTree] from the root node to all " "child nodes by calling [method Node._input]. For UI elements specifically, it " "makes more sense to override the virtual method [method _gui_input], which " "filters out unrelated input events, such as by checking z-order, [member " "mouse_filter], focus, or if the event was inside of the control's bounding " "box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" "Only one [Control] node can be in focus. Only the node in focus will receive " "events. To get the focus, call [method grab_focus]. [Control] nodes lose " "focus when another node grabs it, or if you hide the node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the control's appearance. The [member theme] of a " "[Control] node affects all of its direct and indirect children (as long as a " "chain of controls is uninterrupted). To override some of the theme items, " "call one of the [code]add_theme_*_override[/code] methods, like [method " "add_theme_font_override]. You can also override theme items in the " "Inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" "code] methods provided by this class." msgstr "" "所有與 UI 相關節點的基底類別。[Control] 具有定義其範圍的邊界矩形、相對於其父節" "點 Control 或目前視埠的錨點位置,以及相對於錨點的偏移量。當節點、其任何父節點" "或螢幕尺寸變更時,偏移量會自動更新。\n" "有關 Godot 的 UI 系統、錨點、偏移量與容器的更多資訊,請參閱手冊中的相關教學。" "若要建構彈性的 UI,您需要組合繼承自 [Control] 和 [Container] 節點的 UI 元" "素。\n" "[b]注意:[/b] 由於 [Node2D] 和 [Control] 都繼承自 [CanvasItem],因此它們共用了" "此類別中的一些概念,例如 [member CanvasItem.z_index] 和 [member " "CanvasItem.visible] 屬性。\n" "[b]使用者介面節點與輸入[/b]\n" "Godot 透過視埠傳播輸入事件。每個 [Viewport] 都負責將 [InputEvent] 傳播給其子節" "點。由於 [member SceneTree.root] 是 [Window],因此這對於您遊戲中的所有 UI 元素" "都已自動發生。\n" "輸入事件透過呼叫 [method Node._input] 從根節點透過 [SceneTree] 傳播到所有子節" "點。對於 UI 元素來說,更合理的做法是覆寫虛擬方法 [method _gui_input],它可以篩" "選掉不相關的輸入事件,例如檢查 Z 軸順序、[member mouse_filter]、焦點,或事件是" "否在 Control 的邊界方框內。\n" "呼叫 [method accept_event],這樣其他節點就不會收到該事件。一旦您接受了輸入,它" "就會被標記為已處理,因此 [method Node._unhandled_input] 將不會處理它。\n" "只有一個 [Control] 節點可以處於焦點狀態。只有處於焦點狀態的節點會收到事件。若" "要取得焦點,請呼叫 [method grab_focus]。當另一個節點取得焦點時,或如果您隱藏了" "處於焦點狀態的節點時,[Control] 節點會失去焦點。\n" "將 [member mouse_filter] 設定為 [constant MOUSE_FILTER_IGNORE],以告訴 " "Control 節點忽略滑鼠或觸控事件。如果您在按鈕上方放置圖示,就會需要它。\n" "[Theme] 資源會改變 Control 的外觀。[Control] 節點的 [member theme] 會影響其所" "有直接與間接子節點 (只要 Control 的鏈沒有中斷)。若要覆寫一些主題項目,請呼叫其" "中一個 [code]add_theme_*_override[/code] 方法,例如 [method " "add_theme_font_override]。您也可以在屬性檢視器中覆寫主題項目。\n" "[b]注意:[/b] 主題項目 [i]不是[/i] [Object] 屬性。這表示您無法使用 [method " "Object.get] 和 [method Object.set] 存取它們的值。請改用由此類別提供的 " "[code]get_theme_*[/code] 和 [code]add_theme_*_override[/code] 方法。" msgid "GUI documentation index" msgstr "GUI 文件索引" msgid "Control node gallery" msgstr "控制項節點一覽" msgid "Multiple resolutions" msgstr "多解析度" msgid "All GUI Demos" msgstr "所有 GUI 演示" msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " "minimum size via code. The actual minimum size will be the max value of these " "two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" "由使用者實作的虛方法。返回此控制項的最小大小。替代 [member " "custom_minimum_size],以用於通過程式碼控制最小尺寸。實際的最小尺寸將是這兩者的" "最大值(分別在每個軸上)。\n" "如果未覆蓋,則預設為 [constant Vector2.ZERO]。\n" "[b]注意:[/b]當腳本被附加到已經覆蓋其最小大小的 [Control] 節點(例如 [Label]、" "[Button]、[PanelContainer] 等)時,該方法將不會被呼叫。它只能用於最基本的 GUI " "節點,如 [Control]、[Container]、[Panel] 等。" msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]." msgstr "" "由使用者實作的虛方法。返回給定的 [param point] 是否在該控制項內。\n" "如果沒有被覆蓋,則預設行為是檢查該點是否在控制項的 Rect 內。\n" "[b]注意:[/b]如果要檢查一個點是否在該控制項內部,可以使用 " "[code]Rect2(Vector2.ZERO, size).has_point(point)[/code]。" msgid "" "User defined BiDi algorithm override function.\n" "Returns an [Array] of [Vector3i] text ranges and text base directions, in the " "left-to-right order. Ranges should cover full source [param text] without " "overlaps. BiDi algorithm will be used on each range separately." msgstr "" "使用者定義的 BiDi 演算法覆蓋函式。\n" "返回 [Vector3i] 文字範圍和文字基礎方向的 [Array],順序為從左至右。這些範圍應該" "覆蓋完整的來源文字 [param text],不應該存在重疊。BiDi 演算法會對每個範圍單獨套" "用。" msgid "" "Marks an input event as handled. Once you accept an input event, it stops " "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input].\n" "[b]Note:[/b] This does not affect the methods in [Input], only the way events " "are propagated." msgstr "" "將輸入事件標記為已處理。一旦接受輸入事件,傳播就會停止,不會再傳播到正在偵聽 " "[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的節" "點。\n" "[b]注意:[/b]不會影響 [Input] 中的方法,只會影響事件的傳播。" msgid "" "Creates a local override for a theme constant with the specified [param " "name]. Local overrides always take precedence when fetching theme items for " "the control. An override can be removed with [method " "remove_theme_constant_override].\n" "See also [method get_theme_constant]." msgstr "" "為名稱為 [param name] 的主題常數建立本地覆蓋項。為控制項獲取主題專案時,本地覆" "蓋項始終優先。覆蓋項可以使用 [method remove_theme_constant_override] 移除。\n" "另見 [method get_theme_constant]。" msgid "" "Creates a local override for a theme [Font] with the specified [param name]. " "Local overrides always take precedence when fetching theme items for the " "control. An override can be removed with [method " "remove_theme_font_override].\n" "See also [method get_theme_font]." msgstr "" "為名稱為 [param name] 的主題 [Font] 建立本地覆蓋項。為控制項獲取主題專案時,本" "地覆蓋項始終優先。覆蓋項可以使用 [method remove_theme_font_override] 移除。\n" "另見 [method get_theme_font]。" msgid "" "Creates a local override for a theme font size with the specified [param " "name]. Local overrides always take precedence when fetching theme items for " "the control. An override can be removed with [method " "remove_theme_font_size_override].\n" "See also [method get_theme_font_size]." msgstr "" "為名稱為 [param name] 的主題字形大小建立本地覆蓋項。為控制項獲取主題專案時,本" "地覆蓋項始終優先。覆蓋項可以使用 [method remove_theme_font_size_override] 移" "除。\n" "另見 [method get_theme_font_size]。" msgid "" "Creates a local override for a theme icon with the specified [param name]. " "Local overrides always take precedence when fetching theme items for the " "control. An override can be removed with [method " "remove_theme_icon_override].\n" "See also [method get_theme_icon]." msgstr "" "為名稱為 [param name] 的主題圖示建立本地覆蓋項。為控制項獲取主題專案時,本地覆" "蓋項始終優先。覆蓋項可以使用 [method remove_theme_icon_override] 移除。\n" "另見 [method get_theme_icon]。" msgid "" "Prevents [code]*_theme_*_override[/code] methods from emitting [constant " "NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called." msgstr "" "防止 [code]*_theme_*_override[/code] 方法發出 [constant " "NOTIFICATION_THEME_CHANGED],直到 [method end_bulk_theme_override] 被呼叫。" msgid "" "Ends a bulk theme override update. See [method begin_bulk_theme_override]." msgstr "結束批量主題覆蓋更新。見 [method begin_bulk_theme_override]。" msgid "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "找到下一個可以接受焦點的 [Control],在樹的下方。" msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "找到上一個可以接受焦點的 [Control],在樹的上方。" msgid "" "Finds the next [Control] that can receive the focus on the specified [enum " "Side].\n" "[b]Note:[/b] This is different from [method get_focus_neighbor], which " "returns the path of a specified focus neighbor." msgstr "" "找出下一個可以在指定的 [enum Side] 上接收焦點的 [Control]。\n" "[b]注意:[/b]這與[method get_focus_neighbor] 不同,後者返回指定焦點鄰居的路" "徑。" msgid "" "Forces drag and bypasses [method _get_drag_data] and [method " "set_drag_preview] by passing [param data] and [param preview]. Drag will " "start even if the mouse is neither over nor pressed on this control.\n" "The methods [method _can_drop_data] and [method _drop_data] must be " "implemented on controls that want to receive drop data." msgstr "" "通過傳遞 [param data] 和 [param preview] 強制拖動並繞過 [method " "_get_drag_data] 和 [method set_drag_preview]。即使滑鼠既沒有在該控制項懸停也沒" "有在該控制項上按下,拖動都將開始。\n" "方法 [method _can_drop_data] 和 [method _drop_data] 必須在想要接收拖放資料的控" "制項上實作。" msgid "" "Returns the anchor for the specified [enum Side]. A getter method for [member " "anchor_bottom], [member anchor_left], [member anchor_right] and [member " "anchor_top]." msgstr "" "返回指定 [enum Side] 的錨點。用於 [member anchor_bottom]、[member " "anchor_left]、[member anchor_right]、和 [member anchor_top] 的取值方法。" msgid "" "Returns [member offset_left] and [member offset_top]. See also [member " "position]." msgstr "" "返回 [member offset_left] 和 [member offset_top]。另請參閱 [member position]。" msgid "" "Returns combined minimum size from [member custom_minimum_size] and [method " "get_minimum_size]." msgstr "" "返回 [member custom_minimum_size] 和 [method get_minimum_size] 的組合最小大" "小。" msgid "Returns [member offset_right] and [member offset_bottom]." msgstr "返回 [member offset_right] 和 [member offset_bottom]。" msgid "" "Returns the focus neighbor for the specified [enum Side]. A getter method for " "[member focus_neighbor_bottom], [member focus_neighbor_left], [member " "focus_neighbor_right] and [member focus_neighbor_top].\n" "[b]Note:[/b] To find the next [Control] on the specific [enum Side], even if " "a neighbor is not assigned, use [method find_valid_focus_neighbor]." msgstr "" "返回指定 [enum Side] 的焦點鄰居。用於 [member focus_neighbor_bottom]、[member " "focus_neighbor_left]、[member focus_neighbor_right]、和 [member " "focus_neighbor_top] 的取值方法。" msgid "" "Returns the position and size of the control relative to the containing " "canvas. See [member global_position] and [member size].\n" "[b]Note:[/b] If the node itself or any parent [CanvasItem] between the node " "and the canvas have a non default rotation or skew, the resulting size is " "likely not meaningful.\n" "[b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to " "[code]true[/code] can lead to rounding inaccuracies between the displayed " "control and the returned [Rect2]." msgstr "" "返回控制項相對於所屬畫布的位置和大小。參見 [member global_position] 和 " "[member size]。\n" "[b]注意:[/b]如果節點本身或節點與畫布之間的任何父級 [CanvasItem] 具有非預設旋" "轉或傾斜,則生成的大小可能沒有意義。\n" "[b]注意:[/b]將 [member Viewport.gui_snap_controls_to_pixels] 設定為 " "[code]true[/code] 會導致顯示的控制項和返回的 [Rect2] 之間的四捨五入不準確。" msgid "" "Returns the minimum size for this control. See [member custom_minimum_size]." msgstr "返回該控制項的最小尺寸。見 [member custom_minimum_size]。" msgid "" "Returns the offset for the specified [enum Side]. A getter method for [member " "offset_bottom], [member offset_left], [member offset_right] and [member " "offset_top]." msgstr "" "返回指定 [enum Side] 的偏移。這是 [member offset_bottom]、[member " "offset_left]、[member offset_right] 和 [member offset_top] 的 getter 方法。" msgid "Returns the width/height occupied in the parent control." msgstr "返回父控制項中佔用的寬度/高度。" msgid "Returns the parent control node." msgstr "返回父控制節點。" msgid "" "Returns the position and size of the control in the coordinate system of the " "containing node. See [member position], [member scale] and [member size].\n" "[b]Note:[/b] If [member rotation] is not the default rotation, the resulting " "size is not meaningful.\n" "[b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to " "[code]true[/code] can lead to rounding inaccuracies between the displayed " "control and the returned [Rect2]." msgstr "" "返回控制項在包含節點的坐標系中的位置和大小。參見 [member position]、[member " "scale] 和 [member size]。\n" "[b]注意:[/b]如果 [member rotation] 不是預設的旋轉,那麼得到的大小是沒有意義" "的。\n" "[b]注意:[/b]將 [member Viewport.gui_snap_controls_to_pixels] 設定為 " "[code]true[/code],會導致顯示的控制項和返回的 [Rect2] 之間的四捨五入不準確。" msgid "" "Returns a [Color] from the first matching [Theme] in the tree if that [Theme] " "has a color item with the specified [param name] and [param theme_type]. If " "[param theme_type] is omitted the class name of the current control is used " "as the type, or [member theme_type_variation] if it is defined. If the type " "is a class name its parent classes are also checked, in order of inheritance. " "If the type is a variation its base types are checked, in order of " "dependency, then the control's class name and its parent classes are " "checked.\n" "For the current control its local overrides are considered first (see [method " "add_theme_color_override]), then its assigned [member theme]. After the " "current control, each parent control and its assigned [member theme] are " "considered; controls without a [member theme] assigned are skipped. If no " "matching [Theme] is found in the tree, the custom project [Theme] (see " "[member ProjectSettings.gui/theme/custom]) and the default [Theme] are used " "(see [ThemeDB]).\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\t# Get the font color defined for the current Control's class, if it " "exists.\n" "\tmodulate = get_theme_color(\"font_color\")\n" "\t# Get the font color defined for the Button class.\n" "\tmodulate = get_theme_color(\"font_color\", \"Button\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\t// Get the font color defined for the current Control's class, if it " "exists.\n" "\tModulate = GetThemeColor(\"font_color\");\n" "\t// Get the font color defined for the Button class.\n" "\tModulate = GetThemeColor(\"font_color\", \"Button\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "從樹中第一個配對的 [Theme] 返回 [Color],該 [Theme] 中應存在指定名稱 [param " "name] 和主題型別 [param theme_type] 的顏色項。如果省略 [param theme_type] 則會" "使用目前控制項的類別名稱,如果定義了 [member theme_type_variation] 則會優先使" "用。如果該型別為類別名稱,則還會按照繼承順序檢查父類。如果該型別為變種,則還會" "按照依賴順序檢查基礎型別,然後再檢查該控制項的類別名稱及其父類。\n" "會首先考慮目前控制項的本地覆蓋項(見 [method add_theme_color_override]),然後" "才是其 [member theme]。各個父控制項及其 [member theme] 在目前控制項之後考慮;" "會跳過沒有 [member theme] 的控制項。如果樹中沒有配對的 [Theme],則會使用自訂專" "案 [Theme](見 [member ProjectSettings.gui/theme/custom])和預設 [Theme](見 " "[ThemeDB])。\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\t# 獲取目前 Control 類中定義的字形顏色,前提是存在。\n" "\tmodulate = get_theme_color(\"font_color\")\n" "\t# 獲取 Button 類中定義的字形顏色。\n" "\tmodulate = get_theme_color(\"font_color\", \"Button\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\t// 獲取目前 Control 類中定義的字形顏色,前提是存在。\n" "\tModulate = GetThemeColor(\"font_color\");\n" "\t// 獲取 Button 類中定義的字形顏色。\n" "\tModulate = GetThemeColor(\"font_color\", \"Button\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a constant from the first matching [Theme] in the tree if that " "[Theme] has a constant item with the specified [param name] and [param " "theme_type].\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回常數,該 [Theme] 中應存在指定名稱 [param name] " "和主題型別 [param theme_type] 的常數項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns the default base scale value from the first matching [Theme] in the " "tree if that [Theme] has a valid [member Theme.default_base_scale] value.\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回預設基礎縮放值,該 [Theme] 中應存在有效的 " "[member Theme.default_base_scale] 值。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns the default font from the first matching [Theme] in the tree if that " "[Theme] has a valid [member Theme.default_font] value.\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回預設字形,該 [Theme] 中應存在有效的 [member " "Theme.default_font] 值。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns the default font size value from the first matching [Theme] in the " "tree if that [Theme] has a valid [member Theme.default_font_size] value.\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回預設字形大小,該 [Theme] 中應存在有效的 " "[member Theme.default_font_size] 值。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns a [Font] from the first matching [Theme] in the tree if that [Theme] " "has a font item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回 [Font],該 [Theme] 中應存在指定名稱 [param " "name] 和主題型別 [param theme_type] 的字形項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns a font size from the first matching [Theme] in the tree if that " "[Theme] has a font size item with the specified [param name] and [param " "theme_type].\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回字形大小,該 [Theme] 中應存在指定名稱 [param " "name] 和主題型別 [param theme_type] 的字形大小項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns an icon from the first matching [Theme] in the tree if that [Theme] " "has an icon item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回圖示,該 [Theme] 中應存在指定名稱 [param name] " "和主題型別 [param theme_type] 的圖示項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns a [StyleBox] from the first matching [Theme] in the tree if that " "[Theme] has a stylebox item with the specified [param name] and [param " "theme_type].\n" "See [method get_theme_color] for details." msgstr "" "從樹中第一個配對的 [Theme] 返回 [StyleBox],該 [Theme] 中應存在指定名稱 " "[param name] 和主題型別 [param theme_type] 的樣式盒項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Steal the focus from another control and become the focused control (see " "[member focus_mode]).\n" "[b]Note:[/b] Using this method together with [method Callable.call_deferred] " "makes it more reliable, especially when called inside [method Node._ready]." msgstr "" "從別的控制項上竊取焦點,從而成為聚焦的控制項(見 [member focus_mode])。\n" "[b]注意:[/b]這個方法與 [method Object.call_deferred] 配合使用會更加可靠,尤其" "是在 [method Node._ready] 中呼叫時。" msgid "" "Returns [code]true[/code] if this is the current focused control. See [member " "focus_mode]." msgstr "" "如果這是目前的焦點控制項,則返回 [code]true[/code]。見 [member focus_mode]。" msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that has " "a color item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名" "稱 [param name] 和主題型別 [param theme_type] 的顏色項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns [code]true[/code] if there is a local override for a theme [Color] " "with the specified [param name] in this [Control] node.\n" "See [method add_theme_color_override]." msgstr "" "如果該 [Control] 節點中存在名為指定 [param name] 的主題 [Color] 本地覆蓋項,則" "返回 [code]true[/code]。\n" "詳情請參閱 [method add_theme_color_override]。" msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that has " "a constant item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名" "稱 [param name] 和主題型別 [param theme_type] 的常數項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns [code]true[/code] if there is a local override for a theme constant " "with the specified [param name] in this [Control] node.\n" "See [method add_theme_constant_override]." msgstr "" "如果該 [Control] 節點中存在名為指定 [param name] 的主題常數本地覆蓋項,則返回 " "[code]true[/code]。\n" "詳情請參閱 [method add_theme_constant_override]。" msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that has " "a font item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名" "稱 [param name] 和主題型別 [param theme_type] 的字形項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns [code]true[/code] if there is a local override for a theme [Font] " "with the specified [param name] in this [Control] node.\n" "See [method add_theme_font_override]." msgstr "" "如果該 [Control] 節點中存在名為指定 [param name] 的主題 [Font] 本地覆蓋項,則" "返回 [code]true[/code]。\n" "詳情請參閱 [method add_theme_font_override]。" msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that has " "a font size item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名" "稱 [param name] 和主題型別 [param theme_type] 的字形大小項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns [code]true[/code] if there is a local override for a theme font size " "with the specified [param name] in this [Control] node.\n" "See [method add_theme_font_size_override]." msgstr "" "如果該 [Control] 節點中存在名為指定 [param name] 的主題字形大小本地覆蓋項,則" "返回 [code]true[/code]。\n" "詳情請參閱 [method add_theme_font_size_override]。" msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that has " "an icon item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名" "稱 [param name] 和主題型別 [param theme_type] 的圖示項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns [code]true[/code] if there is a local override for a theme icon with " "the specified [param name] in this [Control] node.\n" "See [method add_theme_icon_override]." msgstr "" "如果該 [Control] 節點中存在名為指定 [param name] 的主題圖示本地覆蓋項,則返回 " "[code]true[/code]。\n" "詳情請參閱 [method add_theme_icon_override]。" msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that has " "a stylebox item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" "如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名" "稱 [param name] 和主題型別 [param theme_type] 的樣式盒項。\n" "詳情請參閱 [method get_theme_color]。" msgid "" "Returns [code]true[/code] if there is a local override for a theme [StyleBox] " "with the specified [param name] in this [Control] node.\n" "See [method add_theme_stylebox_override]." msgstr "" "如果該 [Control] 節點中存在名為指定 [param name] 的主題 [StyleBox] 本地覆蓋" "項,則返回 [code]true[/code]。\n" "詳情請參閱 [method add_theme_stylebox_override]。" msgid "" "Returns [code]true[/code] if a drag operation is successful. Alternative to " "[method Viewport.gui_is_drag_successful].\n" "Best used with [constant Node.NOTIFICATION_DRAG_END]." msgstr "" "如果拖放操作成功則返回 [code]true[/code],是 [method " "Viewport.gui_is_drag_successful] 的替代方案。\n" "建議與 [constant Node.NOTIFICATION_DRAG_END] 配合使用。" msgid "Give up the focus. No other control will be able to receive input." msgstr "放棄焦點。不會讓其他控制項能夠接收鍵盤輸入。" msgid "" "Removes a local override for a theme [Color] with the specified [param name] " "previously added by [method add_theme_color_override] or via the Inspector " "dock." msgstr "" "移除先前由 [method add_theme_color_override] 或透過屬性檢視器面板所加入,給定" "主題 [Color] 的本地覆寫,該覆寫使用指定的 [param name]。" msgid "" "Removes a local override for a theme constant with the specified [param name] " "previously added by [method add_theme_constant_override] or via the Inspector " "dock." msgstr "" "移除針對使用指定 [param name] 的主題常數所設定的本機覆寫,該覆寫先前透過 " "[method add_theme_constant_override] 或屬性檢視器面板新增。" msgid "" "Removes a local override for a theme [Font] with the specified [param name] " "previously added by [method add_theme_font_override] or via the Inspector " "dock." msgstr "" "移除先前透過 [method add_theme_font_override] 或透過屬性檢視器面板新增的、名稱" "為指定 [param name] 的主題 [Font] 本地覆寫。" msgid "" "Removes a local override for a theme font size with the specified [param " "name] previously added by [method add_theme_font_size_override] or via the " "Inspector dock." msgstr "" "移除使用指定的 [param name],先前由 [method add_theme_font_size_override] 或透" "過屬性檢視器面板新增的主題字型大小的本地覆寫。" msgid "" "Removes a local override for a theme icon with the specified [param name] " "previously added by [method add_theme_icon_override] or via the Inspector " "dock." msgstr "" "移除先前透過 [method add_theme_icon_override] 或屬性檢視器面板新增的、具有指" "定 [param name] 的主題圖示本地覆寫。" msgid "" "Removes a local override for a theme [StyleBox] with the specified [param " "name] previously added by [method add_theme_stylebox_override] or via the " "Inspector dock." msgstr "" "移除先前由 [method add_theme_stylebox_override] 或透過屬性檢視器面板新增的、具" "有指定 [param name] 的主題 [StyleBox] 本地覆寫。" msgid "" "Resets the size to [method get_combined_minimum_size]. This is equivalent to " "calling [code]set_size(Vector2())[/code] (or any size below the minimum)." msgstr "" "將大小重設為 [method get_combined_minimum_size]。等價於呼叫 " "[code]set_size(Vector2())[/code](或任何小於最小值的大小)。" msgid "" "Sets the anchor for the specified [enum Side] to [param anchor]. A setter " "method for [member anchor_bottom], [member anchor_left], [member " "anchor_right] and [member anchor_top].\n" "If [param keep_offset] is [code]true[/code], offsets aren't updated after " "this operation.\n" "If [param push_opposite_anchor] is [code]true[/code] and the opposite anchor " "overlaps this anchor, the opposite one will have its value overridden. For " "example, when setting left anchor to 1 and the right anchor has value of 0.5, " "the right anchor will also get value of 1. If [param push_opposite_anchor] " "was [code]false[/code], the left anchor would get value 0.5." msgstr "" "將指定 [enum Side] 的錨點設定為 [param anchor]。用於 [member anchor_bottom]、" "[member anchor_left]、[member anchor_right]、和 [member anchor_top] 的設值函" "數。\n" "如果 [param keep_offset] 為 [code]true[/code],則偏移量不會在該操作後更新。\n" "如果 [param push_opposite_anchor] 為 [code]true[/code],並且相對的錨點與該錨點" "重疊,則相對的錨點的值將被覆蓋。例如,當將左錨點設定為 1 且右錨點的值為 0.5 " "時,右錨點的值也將為 1。如果 [param push_opposite_anchor] 為 [code]false[/" "code],則左錨點的值將為 0.5。" msgid "" "Works the same as [method set_anchor], but instead of [code]keep_offset[/" "code] argument and automatic update of offset, it allows to set the offset " "yourself (see [method set_offset])." msgstr "" "工作原理與 [method set_anchor] 相同,但取代 [code]keep_offset[/code] 參數和自" "動更新的偏移,它允許你自己設定偏移量(參見 [method set_offset])。" msgid "" "Sets both anchor preset and offset preset. See [method set_anchors_preset] " "and [method set_offsets_preset]." msgstr "" "設定錨點預設和偏移預設。參見 [method set_anchors_preset] 和 [method " "set_offsets_preset]。" msgid "" "Sets the anchors to a [param preset] from [enum Control.LayoutPreset] enum. " "This is the code equivalent to using the Layout menu in the 2D editor.\n" "If [param keep_offsets] is [code]true[/code], control's position will also be " "updated." msgstr "" "將錨點設定為 [enum Control.LayoutPreset] 列舉中的 [param preset]。這是相當於" "在 2D 編輯器中使用佈局功能表的程式碼。\n" "如果 [param keep_offsets] 為 [code]true[/code],則控制項的位置也將被更新。" msgid "" "Sets [member offset_left] and [member offset_top] at the same time. " "Equivalent of changing [member position]." msgstr "" "同時設定 [member offset_left] 和 [member offset_top]。相當於改變 [member " "position]。" msgid "" "Shows the given control at the mouse pointer. A good time to call this method " "is in [method _get_drag_data]. The control must not be in the scene tree. You " "should not free the control, and you should not keep a reference to the " "control beyond the duration of the drag. It will be deleted automatically " "after the drag has ended.\n" "[codeblocks]\n" "[gdscript]\n" "@export var color = Color(1, 0, 0, 1)\n" "\n" "func _get_drag_data(position):\n" "\t# Use a control that is not in the tree\n" "\tvar cpb = ColorPickerButton.new()\n" "\tcpb.color = color\n" "\tcpb.size = Vector2(50, 50)\n" "\tset_drag_preview(cpb)\n" "\treturn color\n" "[/gdscript]\n" "[csharp]\n" "[Export]\n" "private Color _color = new Color(1, 0, 0, 1);\n" "\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" "\t// Use a control that is not in the tree\n" "\tvar cpb = new ColorPickerButton();\n" "\tcpb.Color = _color;\n" "\tcpb.Size = new Vector2(50, 50);\n" "\tSetDragPreview(cpb);\n" "\treturn _color;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "在滑鼠指標處顯示給定的控制項。呼叫此方法的好時機是在 [method _get_drag_data] " "中。控制項不得位於場景樹中。你不應釋放控制項,也不應在拖動持續時間之外保留對控" "制項的引用。拖拽結束後它會自動刪除。\n" "[codeblocks]\n" "[gdscript]\n" "@export var color = Color(1, 0, 0, 1)\n" "\n" "func _get_drag_data(position):\n" "\t#使用不在樹中的控制項\n" "\tvar cpb = ColorPickerButton.new()\n" "\tcpb.color = color\n" "\tcpb.size = Vector2(50, 50)\n" "\tset_drag_preview(cpb)\n" "\treturn color\n" "[/gdscript]\n" "[csharp]\n" "[Export]\n" "private Color _color = new Color(1, 0, 0, 1);\n" "\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" "\t// 使用不在樹中的控制項\n" "\tvar cpb = new ColorPickerButton();\n" "\tcpb.Color = _color;\n" "\tcpb.Size = new Vector2(50, 50);\n" "\tSetDragPreview(cpb);\n" "\treturn _color;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "Sets [member offset_right] and [member offset_bottom] at the same time." msgstr "同時設定 [member offset_right] 和 [member offset_bottom]。" msgid "" "Sets the focus neighbor for the specified [enum Side] to the [Control] at " "[param neighbor] node path. A setter method for [member " "focus_neighbor_bottom], [member focus_neighbor_left], [member " "focus_neighbor_right] and [member focus_neighbor_top]." msgstr "" "將指定 [enum Side] 的焦點鄰居設定為節點路徑 [param neighbor] 處的 [Control]。" "這是 [member focus_neighbor_bottom]、[member focus_neighbor_left]、[member " "focus_neighbor_right] 和 [member focus_neighbor_top] 的 setter 方法。" msgid "" "Sets the [member global_position] to given [param position].\n" "If [param keep_offsets] is [code]true[/code], control's anchors will be " "updated instead of offsets." msgstr "" "將 [member global_position] 設定為給定的 [param position]。\n" "如果 [param keep_offsets] 為 [code]true[/code],則將更新控制項的錨點而不是偏移" "量。" msgid "" "Sets the offset for the specified [enum Side] to [param offset]. A setter " "method for [member offset_bottom], [member offset_left], [member " "offset_right] and [member offset_top]." msgstr "" "將指定 [enum Side] 的偏移設定為 [param offset]。用於 [member offset_bottom]、" "[member offset_left]、[member offset_right]、和 [member offset_top] 的設值方" "法。" msgid "" "Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. " "This is the code equivalent to using the Layout menu in the 2D editor.\n" "Use parameter [param resize_mode] with constants from [enum " "Control.LayoutPresetMode] to better determine the resulting size of the " "[Control]. Constant size will be ignored if used with presets that change " "size, e.g. [constant PRESET_LEFT_WIDE].\n" "Use parameter [param margin] to determine the gap between the [Control] and " "the edges." msgstr "" "將偏移設定為 [enum Control.LayoutPreset] 列舉中的 [param preset]。這是相當於" "在 2D 編輯器中使用佈局功能表的程式碼。\n" "將參數 [param resize_mode] 與 [enum Control.LayoutPresetMode] 中的常數一起使" "用,以更好地確定 [Control] 的最終大小。如果與更改尺寸大小的預設一起使用,則將" "忽略常數尺寸大小,例如 [constant PRESET_LEFT_WIDE]。\n" "使用參數 [param margin] 來確定 [Control] 和邊緣之間的間隙。" msgid "" "Sets the [member position] to given [param position].\n" "If [param keep_offsets] is [code]true[/code], control's anchors will be " "updated instead of offsets." msgstr "" "將 [member position] 設定為給定的 [param position]。\n" "如果 [param keep_offsets] 為 [code]true[/code],則將更新控制項的錨點而不是偏移" "量。" msgid "" "Sets the size (see [member size]).\n" "If [param keep_offsets] is [code]true[/code], control's anchors will be " "updated instead of offsets." msgstr "" "設定大小(參見 [member size])。\n" "如果 [param keep_offsets] 為 [code]true[/code],則將更新控制項的錨點而不是偏移" "量。" msgid "" "Invalidates the size cache in this node and in parent nodes up to top level. " "Intended to be used with [method get_minimum_size] when the return value is " "changed. Setting [member custom_minimum_size] directly calls this method " "automatically." msgstr "" "使該節點和直至頂級的父節點中的大小快取無效。旨在當返回值更改時與 [method " "get_minimum_size] 一起使用。直接設定 [member custom_minimum_size] 將自動呼叫該" "方法。" msgid "" "Moves the mouse cursor to [param position], relative to [member position] of " "this [Control].\n" "[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and " "Linux. It has no effect on Android, iOS and Web." msgstr "" "將滑鼠游標移動到 [param position],相對於該 [Control] 的 [member position]。\n" "[b]注意:[/b][method warp_mouse] 僅在 Windows、macOS 和 Linux 上受支援。它在 " "Android、iOS 和 Web 上沒有效果。" msgid "" "Anchors the bottom edge of the node to the origin, the center, or the end of " "its parent control. It changes how the bottom offset updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" "將節點的底部邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大" "小時底部偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。" msgid "" "Anchors the left edge of the node to the origin, the center or the end of its " "parent control. It changes how the left offset updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" "將節點的左側邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大" "小時左側偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。" msgid "" "Anchors the right edge of the node to the origin, the center or the end of " "its parent control. It changes how the right offset updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" "將節點的右側邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大" "小時右側偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。" msgid "" "Anchors the top edge of the node to the origin, the center or the end of its " "parent control. It changes how the top offset updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" "將節點的頂部邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大" "小時頂部偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。" msgid "" "Toggles if any text should automatically change to its translated version " "depending on the current locale." msgstr "切換是否所有文字都應該根據目前區域設定自動變為翻譯後的版本。" msgid "" "Enables whether rendering of [CanvasItem] based children should be clipped to " "this control's rectangle. If [code]true[/code], parts of a child which would " "be visibly outside of this control's rectangle will not be rendered and won't " "receive input." msgstr "" "算繪基於 [CanvasItem] 的子節點時,是否應剪裁到該控制項的矩形中。如果為 " "[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會算繪,也不" "會接收輸入。" msgid "" "Tells Godot which node it should give focus to if the user presses the down " "arrow on the keyboard or down on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_down] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" "告訴 Godot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/" "ui_down] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot " "會將焦點移交給該節點下方距離最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses the left " "arrow on the keyboard or left on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_left] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the left of this one." msgstr "" "告訴 Godot 當使用者按下鍵盤上的左方向鍵或遊戲手柄上的左方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/" "ui_left] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot " "會將焦點移交給該節點左側距離最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses the right " "arrow on the keyboard or right on a gamepad by default. You can change the " "key by editing the [member ProjectSettings.input/ui_right] input action. The " "node must be a [Control]. If this property is not set, Godot will give focus " "to the closest [Control] to the right of this one." msgstr "" "告訴 Godot 當使用者按下鍵盤上的右方向鍵或遊戲手柄上的右方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/" "ui_right] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot " "會將焦點移交給該節點右側距離最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses the top " "arrow on the keyboard or top on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_up] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the top of this one." msgstr "" "告訴 Godot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦" "點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/ui_up] " "來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性,Godot 會將焦點移" "交給該節點上方距離最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" "kbd] on a keyboard by default. You can change the key by editing the [member " "ProjectSettings.input/ui_focus_next] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" "告訴 Godot 在預設情況下,當使用者按下鍵盤上的 [kbd]Tab[/kbd] 時,應將焦點交給" "哪個節點。你可以通過編輯 [member ProjectSettings.input/ui_focus_next] 的輸入動" "作來更改按鍵。\n" "如果未設定此屬性,則 Godot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。" msgid "" "Tells Godot which node it should give focus to if the user presses [kbd]Shift " "+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " "[member ProjectSettings.input/ui_focus_prev] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" "告訴 Godot 在預設情況下,當使用者按下鍵盤上的 [kbd]Shift + Tab[/kbd] 時,應將" "焦點交給哪個節點。你可以通過編輯 [member ProjectSettings.input/ui_focus_prev] " "的輸入動作來更改按鍵。\n" "如果未設定此屬性,則 Godot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。" msgid "" "The node's global position, relative to the world (usually to the " "[CanvasLayer])." msgstr "該節點的全域位置,相對於世界(通常為 [CanvasLayer])。" msgid "" "Controls the direction on the horizontal axis in which the control should " "grow if its horizontal minimum size is changed to be greater than its current " "size, as the control always has to be at least the minimum size." msgstr "" "控制水平軸的方向,如果控制項的水平最小尺寸更改為大於其目前尺寸,則控制項應沿水" "平軸增長,因為控制項始終必須至少為最小尺寸。" msgid "" "Controls the direction on the vertical axis in which the control should grow " "if its vertical minimum size is changed to be greater than its current size, " "as the control always has to be at least the minimum size." msgstr "" "控制控制項在垂直軸上的方向,如果控制項的垂直最小尺寸更改為大於目前尺寸,則控制" "項應沿該方向增大,因為控制項始終必須至少為最小尺寸。" msgid "" "If [code]true[/code], automatically converts code line numbers, list indices, " "[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the " "numeral systems used in current locale.\n" "[b]Note:[/b] Numbers within the text are not automatically converted, it can " "be done manually, using [method TextServer.format_number]." msgstr "" "如果為 [code]true[/code],則會自動將程式碼行號、列表索引號、[SpinBox] 和 " "[ProgressBar] 的值,從阿拉伯數字(0..9)轉換為目前區域設定所使用的記數系統。\n" "[b]注意:[/b]不會自動轉換文字中的數位,可以使用 [method " "TextServer.format_number] 手動轉換。" msgid "" "The default cursor shape for this control. Useful for Godot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "此控制項的預設游標形狀。對於 Godot 外掛程式和使用系統滑鼠游標的套用程式或遊戲" "很有用。\n" "[b]注意:[/b]在 Linux 上,形狀可能會有所不同,具體取決於系統的游標主題。" msgid "" "Distance between the node's bottom edge and its parent control, based on " "[member anchor_bottom].\n" "Offsets are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "該節點底部邊緣與其父控制項之間的距離,基於 [member anchor_bottom]。\n" "偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] " "的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。" msgid "" "Distance between the node's left edge and its parent control, based on " "[member anchor_left].\n" "Offsets are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "該節點左側邊緣與其父控制項之間的距離,基於 [member anchor_left]。\n" "偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] " "的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。" msgid "" "Distance between the node's right edge and its parent control, based on " "[member anchor_right].\n" "Offsets are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "該節點右側邊緣與其父控制項之間的距離,基於 [member anchor_right]。\n" "偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] " "的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。" msgid "" "Distance between the node's top edge and its parent control, based on [member " "anchor_top].\n" "Offsets are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "該節點頂部邊緣與其父控制項之間的距離,基於 [member anchor_top]。\n" "偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] " "的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。" msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[member rotation] or [member scale], it will rotate or scale around this " "pivot. Set this property to [member size] / 2 to pivot around the Control's " "center." msgstr "" "預設情況下,該節點的軸心位於左上角。更改 [member rotation] 或 [member scale] " "時,將圍繞該軸心進行旋轉或縮放。如果將該屬性設定為 [member size] / 2,則圍繞的" "是該控制項的中心點。" msgid "" "The node's position, relative to its containing node. It corresponds to the " "rectangle's top-left corner. The property is not affected by [member " "pivot_offset]." msgstr "" "該節點的位置,相對於父節點。對應的是矩形的左上角。該屬性不受 [member " "pivot_offset] 的影響。" msgid "" "The node's rotation around its pivot, in radians. See [member pivot_offset] " "to change the pivot's position.\n" "[b]Note:[/b] This property is edited in the inspector in degrees. If you want " "to use degrees in a script, use [member rotation_degrees]." msgstr "" "節點圍繞其樞紐點的旋轉角度,以弧度為單位。請參閱 [member pivot_offset] 來變更" "樞紐點的位置。\n" "[b]注意:[/b] 這個屬性在屬性檢視器中是以角度編輯的。如果您想在腳本中使用角度," "請使用 [member rotation_degrees]。" msgid "" "Helper property to access [member rotation] in degrees instead of radians." msgstr "協助以度數(而非弧度)存取 [member rotation] 的屬性。" msgid "" "The [Node] which must be a parent of the focused [Control] for the shortcut " "to be activated. If [code]null[/code], the shortcut can be activated when any " "control is focused (a global shortcut). This allows shortcuts to be accepted " "only when the user has a certain area of the GUI focused." msgstr "" "該 [Node] 必須是被聚焦 [Control] 的父節點,才能啟動快捷方式。如果為 " "[code]null[/code],則可以在任何控制項獲得焦點時啟動該快捷方式(全域快捷方" "式)。這允許快捷方式只在使用者聚焦 GUI 的特定區域時才被接受。" msgid "" "The size of the node's bounding rectangle, in the node's coordinate system. " "[Container] nodes update this property automatically." msgstr "" "該節點的邊界矩形的大小,使用該節點的坐標系。[Container] 節點會自動更新此屬性。" msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use a combination of the [enum SizeFlags] constants to change " "the flags. See the constants to learn what each does." msgstr "" "告訴父 [Container] 節點應如何調整尺寸並將其放置在 X 軸上。請使用 [enum " "SizeFlags] 常數的組合來更改旗標。查看常數以瞭解每個常數的作用。" msgid "" "If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] " "size flag, the parent [Container] will let it take more or less space " "depending on this property. If this node has a stretch ratio of 2 and its " "neighbor a ratio of 1, this node will take two thirds of the available space." msgstr "" "如果該節點及其至少一個鄰居節點使用 [constant SIZE_EXPAND] 大小旗標,則父 " "[Container] 將根據該屬性讓它佔用更多或更少的空間。如果該節點的拉伸比為 2,其鄰" "居節點的拉伸比為 1,則該節點將佔用三分之二的可用空間。" msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the Y axis. Use a combination of the [enum SizeFlags] constants to change " "the flags. See the constants to learn what each does." msgstr "" "告訴父 [Container] 節點應如何調整尺寸並將其放置在 Y 軸上。請使用 [enum " "SizeFlags] 常數的組合來更改旗標。查看常數以瞭解每個常數的作用。" msgid "" "The [Theme] resource this node and all its [Control] and [Window] children " "use. If a child node has its own [Theme] resource set, theme items are merged " "with child's definitions having higher priority.\n" "[b]Note:[/b] [Window] styles will have no effect unless the window is " "embedded." msgstr "" "該節點及其子 [Control] 和 [Window] 所使用的 [Theme] 資源。如果子節點也設定了 " "[Theme] 資源,則會合並主題項,子節點的定義優先順序更高。\n" "[b]注意:[/b]除非 [Window] 為嵌入式,否則視窗樣式無效。" msgid "Emitted when the node gains focus." msgstr "當該節點獲得焦點時發出。" msgid "Emitted when the node loses focus." msgstr "當該節點失去焦點時發出。" msgid "Emitted when the node receives an [InputEvent]." msgstr "當節點收到 [InputEvent] 時發出。" msgid "Emitted when the node's minimum size changes." msgstr "當節點的最小大小更改時發出。" msgid "Emitted when the control changes size." msgstr "當控制項更改大小時發出。" msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" "當大小旗標之一更改時發出。見 [member size_flags_horizontal] 和 [member " "size_flags_vertical]。" msgid "" "Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent." msgstr "發送 [constant NOTIFICATION_THEME_CHANGED] 通知時發出。" msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "該節點無法獲取焦點。在 [member focus_mode] 中使用。" msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "該節點只能通過滑鼠點擊獲取焦點。在 [member focus_mode] 中使用。" msgid "" "The node can grab focus on mouse click, using the arrows and the Tab keys on " "the keyboard, or using the D-pad buttons on a gamepad. Use with [member " "focus_mode]." msgstr "" "該節點可以通過滑鼠按一下、使用鍵盤上的箭頭和 Tab 鍵、或使用遊戲手柄上的方向鍵" "來獲取焦點。用於 [member focus_mode]。" msgid "Sent when the node changes size. Use [member size] to get the new size." msgstr "當節點改變大小時發送。請使用 [member size] 獲取新大小。" msgid "Sent when the node grabs focus." msgstr "當節點獲得焦點時發送。" msgid "Sent when the node loses focus." msgstr "當節點失去焦點時發送。" msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" "當使用者將節點懸停時,顯示系統的箭頭滑鼠游標。與 [member " "mouse_default_cursor_shape] 成員一起使用。" msgid "" "Show the system's I-beam mouse cursor when the user hovers the node. The I-" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" "當使用者將節點懸停時,顯示系統的 I 型光束滑鼠游標。工字梁指針的形狀類似於“I”。" "它告訴使用者他們可以突出顯示或插入文字。" msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "當使用者將節點懸停時,顯示系統的手形滑鼠游標。" msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "當使用者將滑鼠懸停在節點上時,顯示系統的交叉滑鼠游標。" msgid "" "Show the system's wait mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "當使用者懸停節點時,顯示系統等待的滑鼠游標。通常是一個沙漏。" msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "arrow with a small hourglass." msgstr "當使用者懸停節點時,顯示系統繁忙的滑鼠游標。通常是箭頭加一個小沙漏。" msgid "" "Show the system's drag mouse cursor, often a closed fist or a cross symbol, " "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" "當使用者懸停在節點上時,顯示系統的拖動滑鼠游標,通常是一個閉合的拳頭或十字元" "號。它告訴使用者他們目前正在拖動一個專案,例如場景面板中的節點。" msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" "當使用者懸停節點時,顯示系統的落地滑鼠游標。它可以是一個張開的手。它告訴使用者" "可以放下一個他們目前正在抓取的物品,比如場景面板中的一個節點。" msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. Often " "a crossed circle." msgstr "當使用者懸停節點時,顯示系統禁止的滑鼠游標。通常是一個交叉的圓圈。" msgid "" "Show the system's vertical resize mouse cursor when the user hovers the node. " "A double-headed vertical arrow. It tells the user they can resize the window " "or the panel vertically." msgstr "" "當使用者懸停節點時,顯示系統的垂直調整滑鼠游標。一個雙頭的垂直箭頭。它告訴使用" "者可以垂直調整視窗或面板的大小。" msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " "node. A double-headed horizontal arrow. It tells the user they can resize the " "window or the panel horizontally." msgstr "" "當使用者懸停節點時,顯示系統的水平調整滑鼠游標。一個雙頭的水平箭頭。它告訴使用" "者可以水平調整視窗或面板的大小。" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the bottom left to the top " "right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" "當使用者將節點懸停時,顯示系統視窗調整大小的滑鼠游標。游標是從左下角到右上角的" "雙向箭頭。它告訴使用者可以水平和垂直調整視窗或面板的大小。" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the top left to the bottom " "right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they " "can resize the window or the panel both horizontally and vertically." msgstr "" "當使用者將節點懸停時,顯示系統視窗調整大小的滑鼠游標。游標是一個雙向箭頭,從左" "上角到右下角,與 [constant CURSOR_BDIAGSIZE] 相反。它告訴使用者可以水平和垂直" "調整視窗或面板的大小。" msgid "" "Show the system's move mouse cursor when the user hovers the node. It shows 2 " "double-headed arrows at a 90 degree angle. It tells the user they can move a " "UI element freely." msgstr "" "當使用者將節點懸停時,顯示系統的移動滑鼠游標。它以 90 度角顯示 2 個雙向箭頭。" "它告訴使用者他們可以自由移動 UI 元素。" msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " "On Windows, it's the same as [constant CURSOR_VSIZE]." msgstr "" "當使用者將節點懸停時,顯示系統的垂直拆分滑鼠游標。在 Windows 上與 [constant " "CURSOR_VSIZE] 相同。" msgid "" "Show the system's horizontal split mouse cursor when the user hovers the " "node. On Windows, it's the same as [constant CURSOR_HSIZE]." msgstr "" "當使用者將節點懸停時,顯示系統的水平拆分滑鼠游標。在 Windows 上與 [constant " "CURSOR_HSIZE] 相同。" msgid "" "Show the system's help mouse cursor when the user hovers the node, a question " "mark." msgstr "當使用者將節點懸停在一個節點上時,顯示系統的説明滑鼠游標,一個問號。" msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的左上角。與 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的右上角。與 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的左下角。與 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的右下角。與 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的左邊緣的中點。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的頂邊緣的中點。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the center of the right edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的右邊緣的中點。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的底邊緣的中點。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項邊界的中心。與 [method set_anchors_preset] 一起使" "用。" msgid "" "Snap all 4 anchors to the left edge of the parent control. The left offset " "becomes relative to the left edge and the top offset relative to the top left " "corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項的左邊緣。左偏移量相對於父節點的左邊緣,上偏移量" "相對於父節點的左上角。與 [method set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the top edge of the parent control. The left offset " "becomes relative to the top left corner, the top offset relative to the top " "edge, and the right offset relative to the top right corner of the node's " "parent. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項的上邊緣。左偏移量相對於父節點的左上角,上偏移量" "相對於父節點的上邊緣,右偏移相對於父節點的右上角。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the right edge of the parent control. The right offset " "becomes relative to the right edge and the top offset relative to the top " "right corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項的右邊緣。右偏移量相對於父節點的右邊緣,上偏移量" "相對於父節點的右上角。與 [method set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the bottom edge of the parent control. The left offset " "becomes relative to the bottom left corner, the bottom offset relative to the " "bottom edge, and the right offset relative to the bottom right corner of the " "node's parent. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項的下邊緣。左偏移量相對於父節點的左下角,下偏移量" "相對於父節點的下邊緣,右偏移相對於父節點的右下角。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到一條垂直線,該垂直線將父控制項切成兩半。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到一條水平線,該水平線將父控制項切成兩半。與 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the respective corners of the parent control. Set all 4 " "offsets to 0 after you applied this preset and the [Control] will fit its " "parent control. Use with [method set_anchors_preset]." msgstr "" "將所有 4 個錨點對齊到父控制項對應的角。套用此預設後,會將所有 4 個偏移都設定" "為 0,該 [Control] 將適合其父控制項。與 [method set_anchors_preset] 一起使用。" msgid "The control will be resized to its minimum size." msgstr "控制項將被調整為最小尺寸。" msgid "The control's width will not change." msgstr "控制項的寬度不會改變。" msgid "The control's height will not change." msgstr "控制項的高度不會改變。" msgid "The control's size will not change." msgstr "控制項的大小不會改變。" msgid "" "Tells the parent [Container] to align the node with its start, either the top " "or the left edge. It is mutually exclusive with [constant SIZE_FILL] and " "other shrink size flags, but can be used with [constant SIZE_EXPAND] in some " "containers. Use with [member size_flags_horizontal] and [member " "size_flags_vertical].\n" "[b]Note:[/b] Setting this flag is equal to not having any size flags." msgstr "" "告訴父級 [Container] 將該節點與其起點對齊,即頂部或左側。它與 [constant " "SIZE_FILL] 以及其他收縮大小旗標互斥,但可以在某些容器中與 [constant " "SIZE_EXPAND] 一起使用。與 [member size_flags_horizontal] 和 [member " "size_flags_vertical] 一起使用。\n" "[b]注意:[/b]設定這個旗標相當於沒有任何大小旗標。" msgid "" "Tells the parent [Container] to expand the bounds of this node to fill all " "the available space without pushing any other node. It is mutually exclusive " "with shrink size flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" "告訴父級 [Container] 擴充該節點的邊界以填充所有可用空間,而無需推動任何其他節" "點。它與收縮大小旗標互斥。與 [member size_flags_horizontal] 和 [member " "size_flags_vertical] 一起使用。" msgid "" "Tells the parent [Container] to let this node take all the available space on " "the axis you flag. If multiple neighboring nodes are set to expand, they'll " "share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" "告訴父級 [Container] 讓該節點佔用你標記的軸上的所有可用空間。如果將多個相鄰節" "點設定為擴充,它們將根據其拉伸比共用空間。見 [member " "size_flags_stretch_ratio]。用於 [member size_flags_horizontal] 和 [member " "size_flags_vertical]。" msgid "" "Sets the node's size flags to both fill and expand. See [constant SIZE_FILL] " "and [constant SIZE_EXPAND] for more information." msgstr "" "將該節點的大小旗標設定為填充和擴充。有關詳細資訊,請參閱 [constant SIZE_FILL] " "和 [constant SIZE_EXPAND]。" msgid "" "Tells the parent [Container] to center the node in the available space. It is " "mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but " "can be used with [constant SIZE_EXPAND] in some containers. Use with [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" "告訴父級 [Container] 將節點置於可用空間的中心。它與 [constant SIZE_FILL] 以及" "其他收縮大小旗標互斥,但可以在某些容器中與 [constant SIZE_EXPAND] 一起使用。" "與 [member size_flags_horizontal] 和 [member size_flags_vertical] 一起使用。" msgid "" "Tells the parent [Container] to align the node with its end, either the " "bottom or the right edge. It is mutually exclusive with [constant SIZE_FILL] " "and other shrink size flags, but can be used with [constant SIZE_EXPAND] in " "some containers. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" "告訴父級 [Container] 將節點與其末端對齊,即底部或右側。它與 [constant " "SIZE_FILL] 以及其他收縮大小旗標互斥,但可以在某些容器中與 [constant " "SIZE_EXPAND] 一起使用。與 [member size_flags_horizontal] 和 [member " "size_flags_vertical] 一起使用。" msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." msgstr "" "如果控制項的最小尺寸更改為大於其相應軸上的目前尺寸,則控制項將向左或頂部增大以" "進行組合。" msgid "" "The control will grow to the right or bottom to make up if its minimum size " "is changed to be greater than its current size on the respective axis." msgstr "" "如果控制項的最小尺寸更改為大於其相應軸上的目前尺寸,則控制項將向右或向下增大以" "進行補償。" msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" "如果控制項的最小大小更改為大於其目前大小,則控制項將在兩個方向上均等地增長以組" "成該控制項。" msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" "code], in the top left. Use it with one of the [code]anchor_*[/code] member " "variables, like [member anchor_left]. To change all 4 anchors at once, use " "[method set_anchors_preset]." msgstr "" "將 4 個錨點的某一側吸附到節點的 [code]Rect[/code] 的左上角。在 " "[code]anchor_*[/code] 成員變數中使用,例如 [member anchor_left]。要一次更改全" "部 4 個錨點,請使用 [method set_anchors_preset]。" msgid "" "Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], " "in the bottom right. Use it with one of the [code]anchor_*[/code] member " "variables, like [member anchor_left]. To change all 4 anchors at once, use " "[method set_anchors_preset]." msgstr "" "將 4 個錨點的某一側吸附到節點的 [code]Rect[/code] 的右下角。在 " "[code]anchor_*[/code] 成員變數中使用,例如 [member anchor_left]。要一次更改全" "部 4 個錨點,請使用 [method set_anchors_preset]。" msgid "" "Automatic layout direction, determined from the parent control layout " "direction." msgstr "自動佈局方向,由父控制項佈局方向決定。" msgid "Left-to-right layout direction." msgstr "從左至右的佈局方向。" msgid "Right-to-left layout direction." msgstr "從右至左的佈局方向。" msgid "Text writing direction is the same as layout direction." msgstr "文字書寫方向與佈局方向相同。" msgid "" "Automatic text writing direction, determined from the current locale and text " "content." msgstr "自動文字書寫方向,根據目前區域設定和文字內容確定。" msgid "Left-to-right text writing direction." msgstr "從左至右的文字書寫方向。" msgid "Right-to-left text writing direction." msgstr "從右至左的文字書寫方向。" msgid "A 2D convex polygon shape used for physics collision." msgstr "用於物理碰撞的 2D 凸多邊形形狀。" msgid "" "A 2D convex polygon shape, intended for use in physics. Used internally in " "[CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SOLIDS] " "mode.\n" "[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions " "from objects that are fully inside it, unlike [ConcavePolygonShape2D] which " "is hollow. This makes it more suitable for both detection and physics.\n" "[b]Convex decomposition:[/b] A concave polygon can be split up into several " "convex polygons. This allows dynamic physics bodies to have complex concave " "collisions (at a performance cost) and can be achieved by using several " "[ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in " "[constant CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision " "polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] " "menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/" "b].\n" "[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions " "against compared to [ConcavePolygonShape2D], but it is slower than primitive " "collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use " "should generally be limited to medium-sized objects that cannot have their " "collision accurately represented by primitive shapes." msgstr "" "2D 凸多邊形形狀,旨在用於物理。[CollisionPolygon2D] 為 [code]BUILD_SOLIDS[/" "code] 模式時內部會使用這個類。\n" "[ConvexPolygonShape2D] 是[i]實心[/i]的,與空心的 [ConcavePolygonShape2D] 不" "同,如果物件完全位於其內部,也能夠偵測到碰撞。因此更適於偵測和物理。\n" "[b]凸分解:[/b]凹多邊形可以拆分為多個凸多邊形。這樣就能夠讓動態物理體擁有複雜" "的凹碰撞(以消耗性能為代價),做法是使用多個 [ConvexPolygonShape3D] 節點,或者" "使用 [code]BUILD_SOLIDS[/code] 模式的 [CollisionPolygon2D] 節點。要根據精靈生" "成碰撞多邊形,請選中 [Sprite2D] 節點,前往出現在視口上方的 [b]Sprite2D[/b] 功" "能表,然後選擇[b]建立 Polygon2D 同級[/b]。\n" "[b]性能:[/b][ConvexPolygonShape2D] 檢查碰撞的速度比 [ConcavePolygonShape2D] " "要快,但比 [CircleShape2D]、[RectangleShape2D] 等基本碰撞形狀要慢。通常應該僅" "限於中等大小的物件,在無法使用基本形狀精確表示碰撞時使用。" msgid "" "Based on the set of points provided, this assigns the [member points] " "property using the convex hull algorithm, removing all unneeded points. See " "[method Geometry2D.convex_hull] for details." msgstr "" "根據提供的點集,使用凸包演算法分配 [member points] 屬性,移除所有不必要的點。" "詳見 [method Geometry2D.convex_hull]。" msgid "" "The polygon's list of vertices that form a convex hull. Can be in either " "clockwise or counterclockwise order.\n" "[b]Warning:[/b] Only set this property to a list of points that actually form " "a convex hull. Use [method set_point_cloud] to generate the convex hull of an " "arbitrary set of points." msgstr "" "該多邊形構成凸包的頂點列表。順時針順序或逆時針順序都有可能。\n" "[b]警告:[/b]請務必將這個屬性設定為能夠形成凸包的頂點列表。可以使用 [method " "set_point_cloud] 從任意頂點集生成凸包。" msgid "A 3D convex polyhedron shape used for physics collision." msgstr "用於物理碰撞的 3D 凸多面體形狀。" msgid "" "A 3D convex polyhedron shape, intended for use in physics. Usually used to " "provide a shape for a [CollisionShape3D].\n" "[ConvexPolygonShape3D] is [i]solid[/i], which means it detects collisions " "from objects that are fully inside it, unlike [ConcavePolygonShape3D] which " "is hollow. This makes it more suitable for both detection and physics.\n" "[b]Convex decomposition:[/b] A concave polyhedron can be split up into " "several convex polyhedra. This allows dynamic physics bodies to have complex " "concave collisions (at a performance cost) and can be achieved by using " "several [ConvexPolygonShape3D] nodes. To generate a convex decomposition from " "a mesh, select the [MeshInstance3D] node, go to the [b]Mesh[/b] menu that " "appears above the viewport, and choose [b]Create Multiple Convex Collision " "Siblings[/b]. Alternatively, [method " "MeshInstance3D.create_multiple_convex_collisions] can be called in a script " "to perform this decomposition at run-time.\n" "[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions " "against compared to [ConcavePolygonShape3D], but it is slower than primitive " "collision shapes such as [SphereShape3D] and [BoxShape3D]. Its use should " "generally be limited to medium-sized objects that cannot have their collision " "accurately represented by primitive shapes." msgstr "" "3D 凸多面體形狀,旨在用於物理。常用來為 [CollisionShape3D] 提供形狀。\n" "[ConvexPolygonShape3D] 是[i]實心[/i]的,與空心的 [ConcavePolygonShape3D] 不" "同,如果物件完全位於其內部,也能夠偵測到碰撞。因此更適於偵測和物理。\n" "[b]凸分解:[/b]凹多面體可以拆分為多個凸多面體。這樣就能夠讓動態物理體擁有複雜" "的凹碰撞(以消耗性能為代價),做法是使用多個 [ConvexPolygonShape3D] 節點。要根" "據網格生成凸分解,請選中 [MeshInstance3D] 節點,前往出現在視口上方的 [b]Mesh[/" "b] 功能表,然後選擇[b]建立多個凸碰撞同級[/b]。或者也可以在腳本中呼叫 [method " "MeshInstance3D.create_multiple_convex_collisions],在運作時執行分解。\n" "[b]性能:[/b][ConvexPolygonShape3D] 檢查碰撞的速度比 [ConcavePolygonShape3D] " "要快,但比 [SphereShape3D]、[BoxShape3D] 等基本碰撞形狀要慢。通常應該僅限於中" "等大小的物件,在無法使用基本形狀精確表示碰撞時使用。" msgid "The list of 3D points forming the convex polygon shape." msgstr "形成凸多邊形的 3D 點列表。" msgid "A CPU-based 2D particle emitter." msgstr "基於 CPU 的 2D 粒子發射器。" msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" "See also [GPUParticles2D], which provides the same functionality with " "hardware acceleration, but may not run on older devices." msgstr "" "基於 CPU 的 2D 粒子節點,可用於建立各種粒子系統、粒子效果。\n" "另見 [GPUParticles2D],利用硬體加速提供了相同的功能,但可能無法在較舊的裝置上" "運作。" msgid "Particle systems (2D)" msgstr "粒子系統(2D)" msgid "" "Sets this node's properties to match a given [GPUParticles2D] node with an " "assigned [ParticleProcessMaterial]." msgstr "" "設定該節點的屬性以配對給定的 [GPUParticles2D] 節點,該給定節點已分配了一個 " "[ParticleProcessMaterial]。" msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "返回由 [enum Parameter] 指定的參數的 [Curve]。" msgid "Returns the maximum value range for the given parameter." msgstr "返回給定參數的最大值範圍。" msgid "Returns the minimum value range for the given parameter." msgstr "返回給定參數的最小值範圍。" msgid "Sets the maximum value for the given parameter." msgstr "設定給定參數的最大值。" msgid "Sets the minimum value for the given parameter." msgstr "設定給定參數的最小值。" msgid "Number of particles emitted in one emission cycle." msgstr "單個發射週期內發射的粒子數。" msgid "Maximum initial rotation applied to each particle, in degrees." msgstr "套用於每個粒子的最大初始旋轉,單位:度。" msgid "Minimum equivalent of [member angle_max]." msgstr "[member angle_max] 的對應最小值。" msgid "" "Maximum initial angular velocity (rotation speed) applied to each particle in " "[i]degrees[/i] per second." msgstr "套用於每個粒子的最大初始角速度(旋轉速度),單位:[i]度[/i]每秒。" msgid "Minimum equivalent of [member angular_velocity_max]." msgstr "[member angular_velocity_max] 的對應最小值。" msgid "" "Maximum animation offset that corresponds to frame index in the texture. " "[code]0[/code] is the first frame, [code]1[/code] is the last one. See " "[member CanvasItemMaterial.particles_animation]." msgstr "" "與紋理中的影格索引相對應的最大動畫偏移量。[code]0[/code] 是第一影格,[code]1[/" "code] 是最後一影格。參見 [member CanvasItemMaterial.particles_animation]。" msgid "Minimum equivalent of [member anim_offset_max]." msgstr "[member anim_offset_max] 的對應最小值。" msgid "" "Maximum particle animation speed. Animation speed of [code]1[/code] means " "that the particles will make full [code]0[/code] to [code]1[/code] offset " "cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.\n" "With animation speed greater than [code]1[/code], remember to enable [member " "CanvasItemMaterial.particles_anim_loop] property if you want the animation to " "repeat." msgstr "" "最大粒子動畫速度。[code]1[/code] 的動畫速度是指粒子在生命週期內會做完整的 " "[code]0[/code] 到 [code]1[/code] 的偏移迴圈,[code]2[/code] 則表示 [code]2[/" "code] 個迴圈,如此等等。\n" "當動畫速度大於 [code]1[/code] 時,如果希望動畫重複,請記住啟用 [member " "CanvasItemMaterial.particles_anim_loop] 屬性。" msgid "Minimum equivalent of [member anim_speed_max]." msgstr "[member anim_speed_max] 的對應最小值。" msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "每個粒子的初始顏色。如果定義了 [member texture],它將乘以該顏色。" msgid "" "The maximum rate at which particles lose velocity. For example value of " "[code]100[/code] means that the particle will go from [code]100[/code] " "velocity to [code]0[/code] in [code]1[/code] second." msgstr "" "粒子失去速度的最大速率。例如 [code]100[/code] 的值表示粒子將在 [code]1[/code] " "秒內,速度從 [code]100[/code] 變為 [code]0[/code]。" msgid "Minimum equivalent of [member damping_max]." msgstr "[member damping_max] 的對應最小值。" msgid "Unit vector specifying the particles' emission direction." msgstr "指定粒子發射方向的單位向量。" msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "設定使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " "EMISSION_SHAPE_DIRECTED_POINTS] 時對粒子進行調變的 [Color]。" msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "設定使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 時粒子發射的方向。" msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "設定使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " "EMISSION_SHAPE_DIRECTED_POINTS] 時出生粒子的初始位置。" msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" "[member emission_shape] 被設定為 [constant EMISSION_SHAPE_RECTANGLE] 時,該矩" "形的範圍。" msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "[member emission_shape] 被設定為 [constant EMISSION_SHAPE_SPHERE] 時,該球體的" "半徑。" msgid "" "If [code]true[/code], particles are being emitted. [member emitting] can be " "used to start and stop particles from emitting. However, if [member one_shot] " "is [code]true[/code] setting [member emitting] to [code]true[/code] will not " "restart the emission cycle until after all active particles finish " "processing. You can use the [signal finished] signal to be notified once all " "active particles finish processing." msgstr "" "如果 [code]true[/code],則正在發射粒子。[member emitting] 可用於啟動和停止粒子" "發射。但是,如果 [member one_shot] 為 [code]true [/code] 將[member emitting] " "設為[code]true[/code] 直到所有活動粒子完成處理後才會重新啟動發射週期。一旦所有" "活動粒子都完成,您可以使用[signal finished] 訊號來通知粒子完成處理。" msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle begins." msgstr "" "粒子在單個發射週期中的發射有多急。如果大於 [code]0[/code],則在下一個發射週期" "開始之前,發射會出現一個間隔。" msgid "" "The particle system's frame rate is fixed to a value. For example, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the simulation of the particle system itself." msgstr "" "粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格" "的速度算繪。請注意,這並不會降低粒子系統本身的類比速度。" msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" "如果為 [code]為true[/code],則使用分數差異量 delta 計算,將具有更平滑的粒子顯" "示效果。" msgid "Gravity applied to every particle." msgstr "套用於每個粒子的重力。" msgid "" "Maximum initial hue variation applied to each particle. It will shift the " "particle color's hue." msgstr "套用於每個粒子的最大初始色相變化。會改變粒子顏色的色相。" msgid "Minimum equivalent of [member hue_variation_max]." msgstr "[member hue_variation_max] 的對應最小值。" msgid "" "Maximum initial velocity magnitude for each particle. Direction comes from " "[member direction] and [member spread]." msgstr "" "每個粒子的最大初始速度大小。方向來自 [member direction] 和 [member spread]。" msgid "Minimum equivalent of [member initial_velocity_max]." msgstr "[member initial_velocity_max] 的對應最小值。" msgid "Amount of time each particle will exist." msgstr "每個粒子存在的時間。" msgid "Particle lifetime randomness ratio." msgstr "粒子壽命隨機率。" msgid "" "Maximum linear acceleration applied to each particle in the direction of " "motion." msgstr "在運動方向上套用於每個粒子的最大線性加速度。" msgid "Minimum equivalent of [member linear_accel_max]." msgstr "[member linear_accel_max] 的對應最小值。" msgid "" "If [code]true[/code], particles use the parent node's coordinate space (known " "as local coordinates). This will cause particles to move and rotate along the " "[CPUParticles2D] node (and its parents) when it is moved or rotated. If " "[code]false[/code], particles use global coordinates; they will not move or " "rotate along the [CPUParticles2D] node (and its parents) when it is moved or " "rotated." msgstr "" "如果為 [code]true[/code],粒子使用父節點的座標空間(稱為局部座標)。這將導致粒" "子在移動或旋轉時,沿著 [CPUParticles2D] 節點(及其父節點)移動和旋轉。如果為 " "[code]false[/code],則粒子使用全域座標;當移動或旋轉時,它們不會沿著 " "[CPUParticles2D] 節點(及其父節點)移動或旋轉。" msgid "" "If [code]true[/code], only one emission cycle occurs. If set [code]true[/" "code] during a cycle, emission will stop at the cycle's end." msgstr "" "如果為 [code]true[/code],則只發生一個發射週期。如果在某個週期內設定為 " "[code]true[/code],則發射將在該週期結束時停止。" msgid "" "Maximum orbital velocity applied to each particle. Makes the particles circle " "around origin. Specified in number of full rotations around origin per second." msgstr "" "套用於每個粒子的最大軌道速度。使粒子圍繞原點旋轉。以每秒圍繞原點的完整旋轉數指" "定。" msgid "Minimum equivalent of [member orbit_velocity_max]." msgstr "[member orbit_velocity_max] 的對應最小值。" msgid "Align Y axis of particle with the direction of its velocity." msgstr "將粒子的 Y 軸與其速度方向對齊。" msgid "Particle system starts as if it had already run for this many seconds." msgstr "粒子系統啟動時就好像已經運作了這麼多秒一樣。" msgid "" "Maximum radial acceleration applied to each particle. Makes particle " "accelerate away from the origin or towards it if negative." msgstr "" "套用於每個粒子的最大徑向加速度。使粒子加速遠離原點;或如果為負,則加速靠近原" "點。" msgid "Minimum equivalent of [member radial_accel_max]." msgstr "[member radial_accel_max] 的對應最小值。" msgid "Emission lifetime randomness ratio." msgstr "發射壽命隨機率。" msgid "Maximum initial scale applied to each particle." msgstr "套用於每個粒子的最大初始縮放。" msgid "Minimum equivalent of [member scale_amount_max]." msgstr "[member scale_amount_max] 的對應最小值。" msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." msgstr "粒子系統的運作速度的縮放率。[code]0[/code] 值可用於暫停粒子。" msgid "" "If [code]true[/code], the scale curve will be split into x and y components. " "See [member scale_curve_x] and [member scale_curve_y]." msgstr "" "如果為 [code]true[/code],縮放曲線將被拆分成 x 和 y 分量。見 [member " "scale_curve_x] 和 [member scale_curve_y]。" msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" "每個粒子的初始方向範圍,從 [code]+spread[/code] 度到 [code]-spread[/code] 度。" msgid "" "Maximum tangential acceleration applied to each particle. Tangential " "acceleration is perpendicular to the particle's velocity giving the particles " "a swirling motion." msgstr "" "套用於每個粒子的最大切向加速度。切向加速度垂直於粒子的速度,從而使粒子產生渦旋" "運動。" msgid "Minimum equivalent of [member tangential_accel_max]." msgstr "[member tangential_accel_max] 的對應最小值。" msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "粒子紋理。如果為 [code]null[/code],則粒子將為正方形。" msgid "" "Emitted when all active particles have finished processing. When [member " "one_shot] is disabled, particles will process continuously, so this is never " "emitted." msgstr "" "所有活動粒子完成處理時發出。當 [member one_shot] 停用時,粒子將連續處理,因此" "永遠不會發出。" msgid "Particles are drawn in the order emitted." msgstr "粒子按發射順序繪製。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set initial velocity properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定初始速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set angular velocity properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定角速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定軌道速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定線性加速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定徑向加速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定切向加速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set damping properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定阻尼屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set angle properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定角度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set scale properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定縮放屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set hue variation properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定色相變化屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set animation speed properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定動畫速度屬性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set animation offset properties." msgstr "" "與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" "起使用,設定動畫偏移屬性。" msgid "Represents the size of the [enum Parameter] enum." msgstr "代表 [enum Parameter] 列舉的大小。" msgid "" "Use with [method set_particle_flag] to set [member particle_flag_align_y]." msgstr "" "與 [method set_particle_flag] 一起使用,設定 [member particle_flag_align_y]。" msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "為了與 3D 粒子節點保持一致而存在,在 2D 中不被使用。" msgid "Represents the size of the [enum ParticleFlags] enum." msgstr "代表 [enum ParticleFlags] 列舉的大小。" msgid "All particles will be emitted from a single point." msgstr "所有粒子將從單個點發射。" msgid "" "Particles will be emitted in the volume of a sphere flattened to two " "dimensions." msgstr "粒子將在扁平化到二維的球體內發射。" msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "粒子將在扁平化到二維的球面上發射。" msgid "Particles will be emitted in the area of a rectangle." msgstr "粒子將在矩形區域內發射。" msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "粒子將在 [member emission_points] 中隨機選擇的位置發射。粒子顏色將通過 " "[member emission_colors] 進行調變。" msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle velocity and rotation will be set based on [member " "emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "粒子將在 [member emission_points] 中隨機選擇的位置發射。粒子的速度和旋轉將基" "於 [member emission_normals] 進行設定。粒子顏色將通過 [member " "emission_colors] 進行調變。" msgid "Represents the size of the [enum EmissionShape] enum." msgstr "代表 [enum EmissionShape] 列舉的大小。" msgid "A CPU-based 3D particle emitter." msgstr "基於 CPU 的 3D 粒子發射器。" msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" "See also [GPUParticles3D], which provides the same functionality with " "hardware acceleration, but may not run on older devices." msgstr "" "基於 CPU 的 3D 粒子節點,可用於建立各種粒子系統、粒子效果。\n" "另見 [GPUParticles3D],利用硬體加速提供了相同的功能,但可能無法在較舊的裝置上" "運作。" msgid "Particle systems (3D)" msgstr "粒子系統(3D)" msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "返回包含目前影格中所有活動粒子的軸對齊邊界框。" msgid "" "Sets this node's properties to match a given [GPUParticles3D] node with an " "assigned [ParticleProcessMaterial]." msgstr "" "設定該節點的屬性以配對給定的 [GPUParticles3D] 節點,該給定節點已分配了一個 " "[ParticleProcessMaterial]。" msgid "Maximum angle." msgstr "最大角度。" msgid "Minimum angle." msgstr "最小角度。" msgid "" "Minimum initial angular velocity (rotation speed) applied to each particle in " "[i]degrees[/i] per second." msgstr "套用於每個粒子的最小初始角速度(旋轉速度),單位:[i]度[/i]每秒 。" msgid "Maximum animation offset." msgstr "最大動畫偏移。" msgid "Minimum animation offset." msgstr "最小動畫偏移。" msgid "Maximum particle animation speed." msgstr "最大粒子動畫速度。" msgid "Minimum particle animation speed." msgstr "最小粒子動畫速度。" msgid "" "Each particle's initial color.\n" "[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To " "have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " "For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " "the shader's [code]fragment()[/code] function. Otherwise, [member color] will " "have no visible effect." msgstr "" "每個粒子的初始顏色。\n" "[b]注意:[/b][member color] 乘以粒子網格的頂點顏色。要在 [BaseMaterial3D] 上產" "生可見效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必須[/i]為 " "[code]true[/code]。對於 [ShaderMaterial],必須在著色器的 [code]fragment()[/" "code] 函式中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否則,[member color] 將沒" "有可見效果。" msgid "Maximum damping." msgstr "最大阻尼。" msgid "Minimum damping." msgstr "最小阻尼。" msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "[member emission_shape] 被設定為 [constant EMISSION_SHAPE_BOX] 時,該矩形的範" "圍。" msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].\n" "[b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex " "colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " "For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " "the shader's [code]fragment()[/code] function. Otherwise, [member " "emission_colors] will have no visible effect." msgstr "" "設定使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " "EMISSION_SHAPE_DIRECTED_POINTS] 時對粒子進行調變的 [Color]。\n" "[b]注意:[/b][member emission_colors] 會與粒子網格的頂點顏色相乘。要在 " "[BaseMaterial3D] 上產生可見效果,[member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]必須[/i]為 [code]true[/code]。對" "於 [ShaderMaterial],必須在著色器的 [code]fragment()[/code] 函式中插入 " "[code]ALBEDO *= COLOR.rgb;[/code]。否則 [member emission_colors] 不會產生可見" "效果。" msgid "" "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的軸。" msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的高度。" msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的內半徑。" msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的半徑。" msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "[enum EmissionShape] 被設定為 [constant EMISSION_SHAPE_SPHERE]時,該球體的半" "徑。" msgid "" "The particle system's frame rate is fixed to a value. For example, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the particle system itself." msgstr "" "粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格" "的速度算繪。請注意,這並不會降低粒子系統本身的速度。" msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" "Y/Z 平面中的 [member spread] 數量。值 [code]1[/code] 將粒子限制在 X/Z 平面上。" msgid "Maximum hue variation." msgstr "最大色相變化。" msgid "Minimum hue variation." msgstr "最小色相變化。" msgid "Maximum value of the initial velocity." msgstr "初始速度的最大值。" msgid "Minimum value of the initial velocity." msgstr "初始速度的最小值。" msgid "Maximum linear acceleration." msgstr "最大線性加速度。" msgid "Minimum linear acceleration." msgstr "最小線性加速度。" msgid "" "If [code]true[/code], particles use the parent node's coordinate space (known " "as local coordinates). This will cause particles to move and rotate along the " "[CPUParticles3D] node (and its parents) when it is moved or rotated. If " "[code]false[/code], particles use global coordinates; they will not move or " "rotate along the [CPUParticles3D] node (and its parents) when it is moved or " "rotated." msgstr "" "如果為 [code]true[/code],粒子使用父節點的座標空間(稱為局部座標)。這將導致粒" "子在移動或旋轉時,沿著 [CPUParticles3D] 節點(及其父節點)移動和旋轉。如果為 " "[code]false[/code],則粒子使用全域座標;當移動或旋轉時,它們不會沿著 " "[CPUParticles3D] 節點(及其父節點)移動或旋轉。" msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "每個粒子使用的 [Mesh]。如果為 [code]null[/code],則粒子將為球形。" msgid "Maximum orbit velocity." msgstr "最大軌道速度。" msgid "Minimum orbit velocity." msgstr "最小軌道速度。" msgid "If [code]true[/code], particles will not move on the Z axis." msgstr "如果為 [code]true[/code],則粒子將不會在 Z 軸上移動。" msgid "" "If [code]true[/code], particles rotate around Y axis by [member angle_min]." msgstr "如果為 [code]true[/code],則粒子繞 Y 軸旋轉 [member angle_min]。" msgid "Maximum radial acceleration." msgstr "最大徑向加速度。" msgid "Minimum radial acceleration." msgstr "最小徑向加速度。" msgid "Maximum scale." msgstr "最大縮放。" msgid "Minimum scale." msgstr "最小縮放。" msgid "Curve for the scale over life, along the x axis." msgstr "生命週期內,沿 X 軸的縮放曲線。" msgid "Curve for the scale over life, along the y axis." msgstr "生命週期內,沿 Y 軸的縮放曲線。" msgid "Curve for the scale over life, along the z axis." msgstr "生命週期內,沿 Z 軸的縮放曲線。" msgid "" "If set to [code]true[/code], three different scale curves can be specified, " "one per scale axis." msgstr "" "如果設定為 [code]true[/code],則可以指定三條不同的縮放曲線,每個縮放軸一條。" msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" "每個粒子的初始方向範圍為 [code]+spread[/code] 至 [code]-spread[/code] 度。適用" "於 X/Z 平面和 Y/Z 平面。" msgid "Maximum tangent acceleration." msgstr "最大切向加速度。" msgid "Minimum tangent acceleration." msgstr "最小切向加速度。" msgid "Particles are drawn in order of depth." msgstr "粒子按深度順序繪製。" msgid "" "Use with [method set_particle_flag] to set [member particle_flag_rotate_y]." msgstr "" "與 [method set_particle_flag] 一起使用,設定 [member particle_flag_rotate_y]。" msgid "" "Use with [method set_particle_flag] to set [member particle_flag_disable_z]." msgstr "" "與 [method set_particle_flag] 一起使用,設定[member particle_flag_disable_z]。" msgid "Particles will be emitted in the volume of a sphere." msgstr "粒子將在球體的體積中發射。" msgid "Particles will be emitted on the surface of a sphere." msgstr "粒子將在球體表面發射。" msgid "Particles will be emitted in the volume of a box." msgstr "粒子將在盒子的體積中發射。" msgid "Particles will be emitted in a ring or cylinder." msgstr "粒子將以環形或圓柱的形式發射出來。" msgid "Provides access to advanced cryptographic functionalities." msgstr "提供對高階加密功能的存取。" msgid "" "Compares two [PackedByteArray]s for equality without leaking timing " "information in order to prevent timing attacks.\n" "See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" "string-comparison-with-double-hmac-strategy]this blog post[/url] for more " "information." msgstr "" "比較兩個 [PackedByteArray] 是否相等,不會洩漏時序資訊,能夠防止時序攻擊。\n" "詳情見[url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" "string-comparison-with-double-hmac-strategy]這篇博文[/url]。" msgid "" "Decrypt the given [param ciphertext] with the provided private [param key].\n" "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " "size." msgstr "" "用提供的私密金鑰 [param key] 解密給定的密文 [param ciphertext]。\n" "[b]注意:[/b]所接受的密文的最大尺寸受到金鑰大小的限制。" msgid "" "Encrypt the given [param plaintext] with the provided public [param key].\n" "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " "size." msgstr "" "用提供的公開金鑰 [param key] 加密給定的明文 [param plaintext]。\n" "[b]注意:[/b]所接受的明文的最大尺寸受到金鑰大小的限制。" msgid "" "Generates a [PackedByteArray] of cryptographically secure random bytes with " "given [param size]." msgstr "" "生成具有給定大小 [param size] 的加密安全隨機位元組的 [PackedByteArray]。" msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerTLS.accept_stream]." msgstr "" "生成可用於建立自簽章憑證並傳遞給 [method StreamPeerTLS.accept_stream] 的 RSA " "[CryptoKey]。" msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " "[param msg] using [param key]. The [param hash_type] parameter is the hashing " "algorithm that is used for the inner and outer hashes.\n" "Currently, only [constant HashingContext.HASH_SHA256] and [constant " "HashingContext.HASH_SHA1] are supported." msgstr "" "使用金鑰 [param key] 生成 [param msg] 的 [url=https://zh.wikipedia.org/wiki/" "HMAC]HMAC[/url] 摘要。[param hash_type] 參數是用於內部和外部雜湊的雜湊算法。\n" "目前僅支援 [constant HashingContext.HASH_SHA256] 和 [constant " "HashingContext.HASH_SHA1]。" msgid "" "Sign a given [param hash] of type [param hash_type] with the provided private " "[param key]." msgstr "" "使用提供的私密金鑰 [param key] 對型別為 [param hash_type] 的給定 [param hash] " "進行簽章。" msgid "" "Verify that a given [param signature] for [param hash] of type [param " "hash_type] against the provided public [param key]." msgstr "" "使用提供的公開金鑰 [param key] 驗證型別為 [param hash_type] 的給定簽章 [param " "signature]。" msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " "StreamPeerTLS.accept_stream] along with the appropriate certificate." msgstr "" "CryptoKey 類表示加密金鑰。金鑰可以像其他任何 [Resource] 一樣進行載入和保存。\n" "金鑰可以通過 [method Crypto.generate_self_signed_certificate] 生成自簽章的 " "[X509Certificate],並可作為 [method StreamPeerTLS.accept_stream] 中相應的憑證" "的私密金鑰。" msgid "SSL certificates" msgstr "SSL 憑證" msgid "" "Returns [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" "如果該 CryptoKey 僅具有公開金鑰部分,沒有私密金鑰部分,則返回 [code]true[/" "code]。" msgid "" "Loads a key from [param path]. If [param public_only] is [code]true[/code], " "only the public key will be loaded.\n" "[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] " "is [code]true[/code], a \"*.key\" file otherwise." msgstr "" "從路徑 [param path] 載入金鑰。如果 [param public_only] 為 [code]true[/code]," "將只載入公開金鑰。\n" "[b]注意:[/b]如果 [param public_only] 為 [code]true[/code],則 [param path] 應" "該是“*.pub”檔,否則是“*.key”檔案。" msgid "" "Loads a key from the given [param string_key]. If [param public_only] is " "[code]true[/code], only the public key will be loaded." msgstr "" "從給定的 [param string_key] 載入金鑰。如果 [param public_only] 為 [code]true[/" "code],則僅會載入公開金鑰。" msgid "" "Saves a key to the given [param path]. If [param public_only] is [code]true[/" "code], only the public key will be saved.\n" "[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] " "is [code]true[/code], a \"*.key\" file otherwise." msgstr "" "將金鑰保存到給定的路徑 [param path]。如果 [param public_only] 為 [code]true[/" "code],則只會保存公開金鑰。\n" "[b]注意:[/b]如果 [param public_only] 為 [code]true[/code],則 [param path] 應" "該是“*.pub”檔,否則是“*.key”檔案。" msgid "" "Returns a string containing the key in PEM format. If [param public_only] is " "[code]true[/code], only the public key will be included." msgstr "" "返回包含 PEM 格式的金鑰的字串。如果 [param public_only] 為 [code]true[/code]," "則僅包含公開金鑰。" msgid "A CSG Box shape." msgstr "CSG 盒子形狀。" msgid "" "This node allows you to create a box for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "此節點允許你建立與 CSG 系均勻起使用的盒子。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中," "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "Prototyping levels with CSG" msgstr "使用 CSG 設計關卡原型" msgid "The material used to render the box." msgstr "用於算繪盒子的材質。" msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "允許你組合其他 CSG 修改器的 CSG 節點。" msgid "" "For complex arrangements of shapes, it is sometimes needed to add structure " "to your CSG nodes. The CSGCombiner3D node allows you to create this " "structure. The node encapsulates the result of the CSG operations of its " "children. In this way, it is possible to do operations on one set of shapes " "that are children of one CSGCombiner3D node, and a set of separate operations " "on a second set of shapes that are children of a second CSGCombiner3D node, " "and then do an operation that takes the two end results as its input to " "create the final shape.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "對於形狀的複雜排列,有時需要向 CSG 節點新增結構。CSGCombiner3D 節點允許建立該" "結構。節點封裝了其子節點的 CSG 操作的結果。通過這種方式,可以對作為一個 " "CSGCombiner3D 節點的子節點的一組形狀進行操作,並對作為第二個 CSGCombiner3D 節" "點的子節點的第二組形狀進行一組單獨的操作,然後執行以下操作: 將兩個最終結果作" "為輸入來建立最終形狀。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中," "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "A CSG Cylinder shape." msgstr "CSG 圓柱形狀。" msgid "" "This node allows you to create a cylinder (or cone) for use with the CSG " "system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "此節點允許你建立與 CSG 系均勻起使用的圓柱體(或圓錐體)。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中," "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "如果為 [code]true[/code],則建立圓錐,僅在一側套用 [member radius]。" msgid "The height of the cylinder." msgstr "圓柱體的高度。" msgid "The material used to render the cylinder." msgstr "用於算繪圓柱體的材質。" msgid "The radius of the cylinder." msgstr "圓柱體的半徑。" msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "圓柱體的邊數越多,圓柱體的細節越多。" msgid "" "If [code]true[/code] the normals of the cylinder are set to give a smooth " "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" "如果為 [code]true[/code],則將圓柱體的法線設定為具有平滑效果,使圓柱體看起來是" "圓形的。如果為 [code]false[/code],則圓柱體將具有平坦的陰影表現。" msgid "A CSG Mesh shape that uses a mesh resource." msgstr "使用網格資源的 CSG 網格形狀。" msgid "The [Material] used in drawing the CSG shape." msgstr "用於繪製 CSG 形狀的 [Material]。" msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "拉伸 2D 多邊形形狀以建立 3D 網格。" msgid "" "An array of 2D points is extruded to quickly and easily create a variety of " "3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "擠出一組 2D 點,以快速輕鬆地建立各種 3D 網格。另請參閱 [CSGMesh3D],以瞭解將 " "3D 網格用作 CSG 節點。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中," "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "當 [member mode] 為 [constant MODE_DEPTH] 時,擠出的深度。" msgid "" "Material to use for the resulting mesh. The UV maps the top half of the " "material to the extruded shape (U along the length of the extrusions and V " "around the outline of the [member polygon]), the bottom-left quarter to the " "front end face, and the bottom-right quarter to the back end face." msgstr "" "用於生成的網格的材質。UV 將材質的上半部分對應到擠出形狀(U 沿著擠出的長度,V " "圍繞 [member polygon] 的輪廓),左下四分之一對應到前端面,右下四分之一對應到後" "端面。" msgid "The [member mode] used to extrude the [member polygon]." msgstr "用於擠出 [member polygon] 的 [member mode] 。" msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " "[member material] is stretched along the entire length of the extruded shape. " "If [code]false[/code] the top half of the material is repeated every step of " "the extrusion." msgstr "" "當 [member mode] 為[constant MODE_PATH] 時,預設情況下,[member material] 的上" "半部分會沿著擠出形狀的整個長度被拉伸。如果為 [code]false[/code],擠出的每一步" "都會重複材質的上半部分。" msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." msgstr "當 [member mode] 為 [constant MODE_PATH] 時,路徑間隔或路徑點比例擠出。" msgid "" "When [member mode] is [constant MODE_PATH], this will determine if the " "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or " "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])." msgstr "" "當 [member mode] 為 [constant MODE_PATH] 時,這將確定間隔是按距離([constant " "PATH_INTERVAL_DISTANCE])還是細分分數([constant PATH_INTERVAL_SUBDIVIDE])。" msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " "the path are joined, by adding an extrusion between the last and first points " "of the path." msgstr "" "當 [member mode] 為 [constant MODE_PATH] 時,如果 [code]true[/code] 路徑的兩端" "會被連接起來,在路徑的最後一個點和第一個點之間新增擠出。" msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the " "[Transform3D] of the [CSGPolygon3D] is used as the starting point for the " "extrusions, not the [Transform3D] of the [member path_node]." msgstr "" "當 [member mode] 為 [constant MODE_PATH] 時,如果為 [code]true[/code],則該 " "[CSGPolygon3D] 的 [Transform3D] 將被用作擠出的起點,而非 [member path_node] " "的 [Transform3D]。" msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path3D] " "object used to extrude the [member polygon]." msgstr "" "當 [member mode] 為 [constant MODE_PATH] 時,用於擠出 [member polygon] 的 " "[Path3D] 物件的位置。" msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" "當 [member mode] 為 [constant MODE_PATH] 時,小於此角度的擠出將合併在一起以減" "少多邊形數量。" msgid "" "When [member mode] is [constant MODE_PATH], this is the distance along the " "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" "當 [member mode] 為 [constant MODE_PATH] 時,這是紋理座標沿著路徑的距離,以米" "為單位,將進行平鋪。當設定為 0 時,紋理座標將與幾何圖形完全配對,沒有平鋪。" msgid "" "The point array that defines the 2D polygon that is extruded. This can be a " "convex or concave polygon with 3 or more points. The polygon must [i]not[/i] " "have any intersecting edges. Otherwise, triangulation will fail and no mesh " "will be generated.\n" "[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh " "will be generated." msgstr "" "頂點陣列,用於定義要擠出的 2D 多邊形。需要包含 3 個或更多頂點,可以是凸多邊形" "也可以是凹多邊形。該多邊形中[i]不能[/i]存在相交的邊。否則,三角形化會失敗,不" "會生成任何網格。\n" "[b]注意:[/b]如果 [member polygon] 中只定義了 1 個或 2 個頂點,則不會生成網" "格。" msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "如果為 [code]true[/code],則對擠出套用平滑著色。" msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" "當 [member mode] 為 [constant MODE_SPIN],[member polygon] 在擠出時旋轉的總度" "數。" msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." msgstr "[member mode] 為 [constant MODE_SPIN] 時,擠出的次數。" msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "[member polygon] 形狀沿負 Z 軸擠出。" msgid "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "[member polygon] 形狀通過圍繞 Y 軸旋轉來擠出。" msgid "" "The [member polygon] shape is extruded along the [Path3D] specified in " "[member path_node]." msgstr "[member polygon] 形狀沿 [member path_node] 中指定的 [Path3D] 擠出。" msgid "" "The [member polygon] shape is not rotated.\n" "[b]Note:[/b] Requires the path Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" "[member polygon] 形狀不會被旋轉。\n" "[b]注意:[/b]要求路徑的 Z 座標不斷減少,以確保可行的形狀。" msgid "" "The [member polygon] shape is rotated along the path, but it is not rotated " "around the path axis.\n" "[b]Note:[/b] Requires the path Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" "[member polygon] 形狀沿路徑旋轉,但並不繞路徑軸旋轉。\n" "[b]注意:[/b]需要路徑的 Z 座標不斷減小,以確保可行的形狀。" msgid "" "The [member polygon] shape follows the path and its rotations around the path " "axis." msgstr "[member polygon] 多邊形的形狀跟隨路徑及其圍繞路徑軸的旋轉。" msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" "當 [member mode] 被設定為 [constant MODE_PATH] 時,[member path_interval] 將決" "定路徑的每個間隔將被擠出的距離,單位為米。" msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" "當 [member mode] 被設定為 [constant MODE_PATH]時,[member path_interval] 將沿" "著路徑細分多邊形。" msgid "Base class for CSG primitives." msgstr "CSG 圖元的基底類別。" msgid "" "Parent class for various CSG primitives. It contains code and functionality " "that is common between them. It cannot be used directly. Instead use one of " "the various classes that inherit from it.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "各種 CSG 圖元的父類,包含了它們所需的公共程式碼和功能。無法直接使用這個類,請" "使用繼承它的各種類。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在一個 CSG 節點中移動" "另一個 CSG 節點也會產生顯著的 CPU 消耗,所以應當在遊戲過程中避免進行類似的操" "作。" msgid "" "If set, the order of the vertices in each triangle are reversed resulting in " "the backside of the mesh being drawn." msgstr "如果設定,則每個三角形中頂點的順序會顛倒,從而導致繪製網格的背面。" msgid "The CSG base class." msgstr "CSG 基底類別。" msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object that " "is rendered." msgstr "如果這是根形狀,因此是算繪的物件,則返回 [code]true[/code]。" msgid "" "The physics layers this area is in.\n" "Collidable objects can exist in any of 32 different layers. These layers work " "like a tagging system, and are not visual. A collidable can use these layers " "to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "這個區域所處的實體層。\n" "可碰撞的物體可以存在於 32 個不同層中的任何一個。這些層的工作就像一個標籤系統," "而不是視覺化的。一個可碰撞物體可以使用這些層來選擇它可以與哪些物體碰撞,使用 " "collision_mask 屬性。\n" "如果物件 A 在物件 B 所掃描的任何層中,或者物件 B 在物件 A 所掃描的任何層中,就" "會偵測到接觸。詳情請參閱文件中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。" msgid "" "The physics layers this CSG shape scans for collisions. Only effective if " "[member use_collision] is [code]true[/code]. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "該 CSG 形狀掃描碰撞的實體層。僅當 [member use_collision] 為 [code]true[/code] " "時有效。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。" msgid "" "The priority used to solve colliding when occurring penetration. Only " "effective if [member use_collision] is [code]true[/code]. The higher the " "priority is, the lower the penetration into the object will be. This can for " "example be used to prevent the player from breaking through the boundaries of " "a level." msgstr "" "發生穿透時用於解算碰撞的優先順序。僅當 [member use_collision] 為 [code]true[/" "code] 時有效。優先順序越高,對對象的穿透力就越低。例如,這可以用來防止玩家突破" "關卡的邊界。" msgid "" "The operation that is performed on this shape. This is ignored for the first " "CSG child node as the operation is between this node and the previous child " "of this nodes parent." msgstr "" "在此形狀上執行的操作。對於第一個 CSG 子節點,將忽略此操作,因為操作是在此節點" "與該節點父級的上一個子級之間進行的。" msgid "" "Adds a collision shape to the physics engine for our CSG shape. This will " "always act like a static body. Note that the collision shape is still active " "even if the CSG shape itself is hidden. See also [member collision_mask] and " "[member collision_priority]." msgstr "" "為我們的 CSG 形狀向物理引擎新增碰撞形狀。這樣行為就始終與靜態物體類似。請注" "意,即使 CSG 形狀本身被隱藏,碰撞形狀仍處於活動狀態。另見 [member " "collision_mask] 和 [member collision_priority]。" msgid "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "合併兩個圖元的幾何體,移除相交的幾何體。" msgid "Only intersecting geometry remains, the rest is removed." msgstr "僅保留相交的幾何,其餘的將被移除。" msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "從第一個形狀減去第二個形狀,留下一個帶有其形狀的凹痕。" msgid "A CSG Sphere shape." msgstr "CSG 球形形狀。" msgid "" "This node allows you to create a sphere for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "該節點允許建立與 CSG 系均勻起使用的球體。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中," "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "The material used to render the sphere." msgstr "用於算繪球體的材質。" msgid "Number of vertical slices for the sphere." msgstr "球體的垂直切片數。" msgid "Radius of the sphere." msgstr "球體的半徑。" msgid "Number of horizontal slices for the sphere." msgstr "球體的水平切片數。" msgid "" "If [code]true[/code] the normals of the sphere are set to give a smooth " "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" "如果為 [code]true[/code],則將球體的法線設定為具有平滑效果,使球體看起來是圓形" "的。如果為 [code]false[/code],則球體將具有平坦的陰影表現。" msgid "A CSG Torus shape." msgstr "CSG 圓環形狀。" msgid "" "This node allows you to create a torus for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "該節點允許建立與 CSG 系均勻起使用的環面。\n" "[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 " "[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中," "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "The inner radius of the torus." msgstr "圓環的內半徑。" msgid "The material used to render the torus." msgstr "用於算繪圓環的材質。" msgid "The outer radius of the torus." msgstr "圓環的外半徑。" msgid "The number of edges each ring of the torus is constructed of." msgstr "建構每個圓環的邊緣的數量。" msgid "The number of slices the torus is constructed of." msgstr "構成圓環的切片數。" msgid "" "If [code]true[/code] the normals of the torus are set to give a smooth effect " "making the torus seem rounded. If [code]false[/code] the torus will have a " "flat shaded look." msgstr "" "如果 [code]true[/code] 設定圓環的法線以提供平滑效果,則使圓環看起來是圓形的。" "如果為 [code]false[/code],則圓環將具有平坦的陰影表現。" msgid "" "A script implemented in the C# programming language, saved with the " "[code].cs[/code] extension (Mono-enabled builds only)." msgstr "" "用 C# 程式設計語言實作的腳本,使用 [code].cs[/code] 副檔名保存(僅 Mono 版本中" "存在)。" msgid "C# documentation index" msgstr "C# 文件索引" msgid "Returns a new instance of the script." msgstr "返回該腳本的新實例。" msgid "" "Six square textures representing the faces of a cube. Commonly used as a " "skybox." msgstr "代表立方體的六個方形紋理。通常用作天空盒。" msgid "Creates a placeholder version of this resource ([PlaceholderCubemap])." msgstr "建立該資源的預留位置版本([PlaceholderCubemap])。" msgid "An array of [Cubemap]s, stored together and with a single reference." msgstr "[Cubemap] 陣列,儲存在一起並使用單一參考。" msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." msgstr "建立該資源的預留位置版本([PlaceholderCubemapArray])。" msgid "A mathematical curve." msgstr "數學曲線。" msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " "the slope of the curve halfway to the adjacent point. Allows custom " "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set " "to [constant TANGENT_FREE]." msgstr "" "在曲線上新增一個點。對於每一側,如果 [code]*_mode[/code] 為 [constant " "TANGENT_LINEAR],則 [code]*_tangent[/code] 角度(以度為單位)將使用曲線到鄰近" "點的一半的斜率。如果 [code]*_mode[/code] 設定為 [constant TANGENT_FREE],則允" "許自訂分配給 [code]*_tangent[/code] 的角度。" msgid "Recomputes the baked cache of points for the curve." msgstr "重新計算曲線的烘焙點快取。" msgid "" "Removes duplicate points, i.e. points that are less than 0.00001 units " "(engine epsilon value) away from their neighbor on the curve." msgstr "" "移除重複點,即與曲線上相鄰點的距離小於 0.00001 個單位(引擎中的 epsilon 值)的" "點。" msgid "Removes all points from the curve." msgstr "從曲線中移除所有點。" msgid "Returns the left [enum TangentMode] for the point at [param index]." msgstr "返回索引為 [param index] 的點的左側切線模式 [enum TangentMode]。" msgid "" "Returns the left tangent angle (in degrees) for the point at [param index]." msgstr "返回索引為 [param index] 的點的左側切線夾角(單位為度)。" msgid "Returns the curve coordinates for the point at [param index]." msgstr "返回索引為 [param index] 的點的曲線座標。" msgid "Returns the right [enum TangentMode] for the point at [param index]." msgstr "返回索引為 [param index] 的點的右側切線模式 [enum TangentMode]。" msgid "" "Returns the right tangent angle (in degrees) for the point at [param index]." msgstr "返回索引為 [param index] 的點的右側切線夾角(單位為度)。" msgid "Removes the point at [param index] from the curve." msgstr "移除曲線中索引為 [param index] 的點。" msgid "" "Returns the Y value for the point that would exist at the X position [param " "offset] along the curve." msgstr "返回沿曲線的 X 位置 [param offset] 處將存在的點的 Y 值。" msgid "" "Returns the Y value for the point that would exist at the X position [param " "offset] along the curve using the baked cache. Bakes the curve's points if " "not already baked." msgstr "" "使用烘焙的快取返回沿曲線的 X 位置 [param offset] 處將存在的點的 Y 值。烘焙尚未" "烘焙的曲線的點。" msgid "" "Sets the left [enum TangentMode] for the point at [param index] to [param " "mode]." msgstr "" "將索引為 [param index] 的點的左側 [enum TangentMode] 設定為 [param mode]。" msgid "" "Sets the left tangent angle for the point at [param index] to [param tangent]." msgstr "將索引為 [param index] 的點的左側切線角度設定為 [param tangent]。" msgid "Sets the offset from [code]0.5[/code]." msgstr "設定相對於 [code]0.5[/code] 的偏移量。" msgid "" "Sets the right [enum TangentMode] for the point at [param index] to [param " "mode]." msgstr "" "將索引為 [param index] 的點的右側 [enum TangentMode] 設定為 [param mode]。" msgid "" "Sets the right tangent angle for the point at [param index] to [param " "tangent]." msgstr "將索引為 [param index] 的點的右側切線角度設定為 [param tangent]。" msgid "Assigns the vertical position [param y] to the point at [param index]." msgstr "將索引為 [param index] 的點的垂直位置設定為 [param y]。" msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "烘焙(即快取)曲線資料中包含的點的數量。" msgid "The number of points describing the curve." msgstr "描述該曲線的點的數量。" msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "更改 [member max_value] 或 [member min_value] 時發出。" msgid "The tangent on this side of the point is user-defined." msgstr "點這邊的切線是使用者自訂的。" msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "曲線計算點的這一側的切線,作為向相鄰點的一半的斜率。" msgid "The total number of available tangent modes." msgstr "可用切線模式的總數。" msgid "Describes a Bézier curve in 2D space." msgstr "描述 2D 空間的貝茲曲線。" msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up further " "calculations." msgstr "" "該類描述了 2D 空間中的貝茲曲線。它主要用於給 [Path2D] 一個形狀,但也可以手動取" "樣用於其他目的。\n" "它保留了沿曲線的預計算點的快取,以加快進一步的計算。" msgid "" "Adds a point with the specified [param position] relative to the curve's own " "position, with control points [param in] and [param out]. Appends the new " "point at the end of the point list.\n" "If [param index] is given, the new point is inserted before the existing " "point identified by index [param index]. Every existing point starting from " "[param index] is shifted further down the list of points. The index must be " "greater than or equal to [code]0[/code] and must not exceed the number of " "existing points in the line. See [member point_count]." msgstr "" "新增一個具有相對於曲線自身位置的指定 [param position],且帶有控制點 [param " "in] 和 [param out] 的點。在點列表的末尾追加該新點。\n" "如果給定了 [param index],則將新點插入到由索引 [param index] 標識的已有點之" "前。從 [param index] 開始的每個已有點,都會在點列表中進一步向下移動。索引必須" "大於或等於 [code]0[/code],並且不得超過線段中已有點的數量。參見 [member " "point_count]。" msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" "根據快取的點,返回曲線的總長度。給予足夠的密度(見 [member bake_interval])," "它應該是足夠近似的。" msgid "Returns the cache of points as a [PackedVector2Array]." msgstr "返回快取的點,形式為 [PackedVector2Array]。" msgid "" "Returns the closest offset to [param to_point]. This offset is meant to be " "used in [method sample_baked].\n" "[param to_point] must be in this curve's local space." msgstr "" "返回最接近 [param to_point] 的偏移量。該偏移量被用於 [method sample_baked]。\n" "[param to_point] 必須在該曲線的局部空間中。" msgid "" "Returns the closest point on baked segments (in curve's local space) to " "[param to_point].\n" "[param to_point] must be in this curve's local space." msgstr "" "返回已烘焙的線段上最接近 [param to_point] 的點(在曲線的局部空間中)。\n" "[param to_point] 必須在該曲線的局部空間中。" msgid "" "Returns the position of the control point leading to the vertex [param idx]. " "The returned position is relative to the vertex [param idx]. If the index is " "out of bounds, the function sends an error to the console, and returns [code]" "(0, 0)[/code]." msgstr "" "返回指向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] " "的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0)[/code]。" msgid "" "Returns the position of the control point leading out of the vertex [param " "idx]. The returned position is relative to the vertex [param idx]. If the " "index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" "返回離向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] " "的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0)[/code]。" msgid "" "Returns the position of the vertex [param idx]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0)[/" "code]." msgstr "" "返回頂點的位置 [param idx]。如果索引越界,則該函式將向控制台發送一個錯誤,並返" "回 [code](0, 0)[/code]。" msgid "" "Deletes the point [param idx] from the curve. Sends an error to the console " "if [param idx] is out of bounds." msgstr "" "從曲線上刪除點 [param idx]。如果 [param idx] 越界,則會向控制台發送錯誤資訊。" msgid "" "Returns a point within the curve at position [param offset], where [param " "offset] is measured as a pixel distance along the curve.\n" "To do that, it finds the two cached points where the [param offset] lies " "between, then interpolates the values. This interpolation is cubic if [param " "cubic] is set to [code]true[/code], or linear if set to [code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" "返回曲線內位於 [param offset] 位置的一個點,其中 [param offset] 為沿曲線的像素" "測量距離。\n" "為此,它會找到 [param offset] 位於其中的兩個快取點,然後對值進行插值。如果 " "[param cubic] 被設定為 [code]true[/code],則該插值是立方插值;如果被設定為 " "[code]false[/code],則該插值是線性插值。\n" "立方插值往往能更好地跟隨曲線,但線性插值速度更快(而且通常足夠精確)。" msgid "" "Returns the position at the vertex [param fofs]. It calls [method sample] " "using the integer part of [param fofs] as [code]idx[/code], and its " "fractional part as [code]t[/code]." msgstr "" "返回頂點 [param fofs] 的位置。該函式使用 [param fofs] 的整數部分作為 " "[code]idx[/code],其小數部分作為 [code]t[/code],呼叫 [method sample]。" msgid "" "Sets the position of the control point leading to the vertex [param idx]. If " "the index is out of bounds, the function sends an error to the console. The " "position is relative to the vertex." msgstr "" "設定通往頂點 [param idx] 的控制點位置。如果索引超出範圍,函式會向控制台發送錯" "誤信息。位置相對於頂點。" msgid "" "Sets the position of the control point leading out of the vertex [param idx]. " "If the index is out of bounds, the function sends an error to the console. " "The position is relative to the vertex." msgstr "" "設定從頂點 [param idx] 引出的控制點位置。如果索引超出範圍,函式會向控制台發送" "錯誤資訊。位置相對於頂點。" msgid "" "Sets the position for the vertex [param idx]. If the index is out of bounds, " "the function sends an error to the console." msgstr "" "設定頂點 [param idx] 的位置。如果索引超出範圍,函式會向控制台發送錯誤資訊。" msgid "" "Returns a list of points along the curve, with a curvature controlled point " "density. That is, the curvier parts will have more points than the straighter " "parts.\n" "This approximation makes straight segments between each point, then " "subdivides those segments until the resulting shape is similar enough.\n" "[param max_stages] controls how many subdivisions a curve segment may face " "before it is considered approximate enough. Each subdivision splits the " "segment in half, so the default 5 stages may mean up to 32 subdivisions per " "curve segment. Increase with care!\n" "[param tolerance_degrees] controls how many degrees the midpoint of a segment " "may deviate from the real curve, before the segment has to be subdivided." msgstr "" "返回沿曲線的點的列表,點的密度由曲率控制。也就是說,彎曲的部分比直的部分有更多" "的點。\n" "這種近似會在每個點之間製作直段,然後將這些直段細分,直到得到的形狀足夠相似。\n" "[param max_stages] 控制曲線段在被認為足夠近似之前可能會面臨多少次細分。每次細" "分會將曲線段分成兩半,因此預設的 5 個階段可能意味著每個曲線段最多得到 32 個細" "分。請謹慎增加!\n" "[param tolerance_degrees] 控制曲線段在其中點偏離真實曲線的多少度會被細分。" msgid "" "Returns a list of points along the curve, with almost uniform density. [param " "max_stages] controls how many subdivisions a curve segment may face before it " "is considered approximate enough. Each subdivision splits the segment in " "half, so the default 5 stages may mean up to 32 subdivisions per curve " "segment. Increase with care!\n" "[param tolerance_length] controls the maximal distance between two " "neighboring points, before the segment has to be subdivided." msgstr "" "返回沿曲線的點列表,具有幾乎均勻的密度。[param max_stages] 控制曲線段在被認為" "足夠近似之前可能面臨多少次細分。每次細分將段分成兩半,因此預設的 5 個階段可能" "意味著每個曲線段最多 32 個細分。請謹慎增加!\n" "[param tolerance_length] 控制在必須細分線段之前兩個相鄰點之間的最大距離。" msgid "" "The distance in pixels between two adjacent cached points. Changing it forces " "the cache to be recomputed the next time the [method get_baked_points] or " "[method get_baked_length] function is called. The smaller the distance, the " "more points in the cache and the more memory it will consume, so use with " "care." msgstr "" "相鄰兩個快取點之間的距離,以圖元為單位。改變它將迫使快取在下次呼叫 [method " "get_baked_points] 或 [method get_baked_length] 函式時重新計算。距離越小,快取" "中的點越多,佔用的記憶體也越多,所以使用時要注意。" msgid "Describes a Bézier curve in 3D space." msgstr "描述 3D 空間的貝茲爾曲線。" msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path3D], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up further " "calculations." msgstr "" "該類描述了 3D 空間中的貝茲曲線。它主要用於給 [Path3D] 提供一個形狀,但也可以手" "動取樣以用於其他目的。\n" "它保留沿曲線預先計算的點的快取,以加速進一步的計算。" msgid "Returns the cache of points as a [PackedVector3Array]." msgstr "返回快取的點,型別為 [PackedVector3Array]。" msgid "Returns the cache of tilts as a [PackedFloat32Array]." msgstr "將傾斜快取返回為一個 [PackedFloat32Array]。" msgid "" "Returns the cache of up vectors as a [PackedVector3Array].\n" "If [member up_vector_enabled] is [code]false[/code], the cache will be empty." msgstr "" "將向上向量的快取返回為一個 [PackedVector3Array]。\n" "如果 [member up_vector_enabled] 為 [code]false[/code],則快取將為空。" msgid "" "Returns the closest offset to [param to_point]. This offset is meant to be " "used in [method sample_baked] or [method sample_baked_up_vector].\n" "[param to_point] must be in this curve's local space." msgstr "" "返回最接近 [param to_point] 的偏移量。該偏移量被用於 [method sample_baked] 或 " "[method sample_baked_up_vector]。\n" "[param to_point] 必須在該曲線的局部空間中。" msgid "" "Returns the position of the control point leading to the vertex [param idx]. " "The returned position is relative to the vertex [param idx]. If the index is " "out of bounds, the function sends an error to the console, and returns [code]" "(0, 0, 0)[/code]." msgstr "" "返回指向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] " "的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0, 0)[/" "code]。" msgid "" "Returns the position of the control point leading out of the vertex [param " "idx]. The returned position is relative to the vertex [param idx]. If the " "index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0, 0)[/code]." msgstr "" "返回離向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] " "的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0, 0)[/" "code]。" msgid "" "Returns the position of the vertex [param idx]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0, " "0)[/code]." msgstr "" "返回頂點 [param idx] 的位置。如果索引越界,則該函式將向控制台發送一個錯誤,並" "返回 [code](0, 0, 0)[/code]。" msgid "" "Returns the tilt angle in radians for the point [param idx]. If the index is " "out of bounds, the function sends an error to the console, and returns " "[code]0[/code]." msgstr "" "返回點 [param idx] 的傾斜弧度角。如果索引越界,則該函式將向控制台發送一個錯" "誤,並返回 [code]0[/code]。" msgid "" "Returns the position between the vertex [param idx] and the vertex [code]idx " "+ 1[/code], where [param t] controls if the point is the first vertex " "([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in " "between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) " "give strange, but predictable results.\n" "If [param idx] is out of bounds it is truncated to the first or last vertex, " "and [param t] is ignored. If the curve has no points, the function sends an " "error to the console, and returns [code](0, 0, 0)[/code]." msgstr "" "返回頂點 [param idx] 和頂點 [code]idx + 1[/code] 之間的位置,其中 [param t] 控" "制該點是否為第一個頂點([code]t = 0.0[/code])、最後一個頂點([code]t = 1.0[/" "code])、或介於兩者之間。超出範圍([code]0.0 >= t <=1[/code])的 [param t] 的" "值會給出奇怪但可預測的結果。\n" "如果 [param idx] 越界,它將被截斷到第一個或最後一個頂點,而 [param t] 將被忽" "略。如果曲線沒有點,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0, 0)[/" "code]。" msgid "" "Sets the tilt angle in radians for the point [param idx]. If the index is out " "of bounds, the function sends an error to the console.\n" "The tilt controls the rotation along the look-at axis an object traveling the " "path would have. In the case of a curve controlling a [PathFollow3D], this " "tilt is an offset over the natural tilt the [PathFollow3D] calculates." msgstr "" "以弧度為單位,設定點 [param idx] 的傾斜角度。如果索引超出範圍,則該函式將向控" "制台發送一個錯誤。\n" "傾斜控制物件沿著路徑行進時,沿著觀察軸的旋轉。在曲線控制 [PathFollow3D] 的情況" "下,該傾斜是 [PathFollow3D] 計算的自然傾斜的偏移。" msgid "" "The distance in meters between two adjacent cached points. Changing it forces " "the cache to be recomputed the next time the [method get_baked_points] or " "[method get_baked_length] function is called. The smaller the distance, the " "more points in the cache and the more memory it will consume, so use with " "care." msgstr "" "相鄰兩個快取點之間的距離,單位為米。改變它將迫使快取在下次呼叫 [method " "get_baked_points] 或 [method get_baked_length] 函式時重新計算。距離越小,快取" "中的點越多,佔用的記憶體也越多,所以使用時要注意。" msgid "" "If [code]true[/code], the curve will bake up vectors used for orientation. " "This is used when [member PathFollow3D.rotation_mode] is set to [constant " "PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be " "recomputed." msgstr "" "如果為 [code]true[/code],則曲線將烘焙用於定向的向量。當 [member " "PathFollow3D.rotation_mode] 被設定為 [constant " "PathFollow3D.ROTATION_ORIENTED] 時使用。更改它會強制快取被重新計算。" msgid "A 1D texture where pixel brightness corresponds to points on a curve." msgstr "一維紋理,其中像素亮度對應於曲線上的點。" msgid "" "The format the texture should be generated with. When passing a CurveTexture " "as an input to a [Shader], this may need to be adjusted." msgstr "" "生成紋理時應使用的格式。當將 CurveTexture 作為輸入傳遞給 [Shader] 時,可能需要" "調整。" msgid "" "The width of the texture (in pixels). Higher values make it possible to " "represent high-frequency data better (such as sudden direction changes), at " "the cost of increased generation time and memory usage." msgstr "" "紋理寬度(單位為圖元)。較大的值能夠更好地表示高頻資料(例如方向的突變),但會" "增加生成時間和記憶體佔用。" msgid "" "Store the curve equally across the red, green and blue channels. This uses " "more video memory, but is more compatible with shaders that only read the " "green and blue values." msgstr "" "將曲線平均儲存在紅色、綠色和藍色通道上。這會使用更多的顯存,但與唯讀取綠色和藍" "色值的著色器更相容。" msgid "" "Store the curve only in the red channel. This saves video memory, but some " "custom shaders may not be able to work with this." msgstr "" "僅將曲線儲存在紅色通道中。這可以節省顯存,但某些自訂著色器可能無法使用它。" msgid "" "A 1D texture where the red, green, and blue color channels correspond to " "points on 3 curves." msgstr "一維紋理,其中紅色、綠色和藍色通道分別對應 3 條曲線上的點。" msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "表示圓柱形 [PrimitiveMesh] 的類。" msgid "" "Class representing a cylindrical [PrimitiveMesh]. This class can be used to " "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" "表示圓柱形 [PrimitiveMesh] 的類。通過將 [member top_radius] 或 [member " "bottom_radius] 屬性設定為 [code]0.0[/code],這個類可以用來建立圓錐體。" msgid "" "Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces " "will not be generated, resulting in a conic shape. See also [member " "cap_bottom]." msgstr "" "圓柱體的底部半徑。如果設定為 [code]0.0[/code],則不會生成底面,呈圓錐狀。另見 " "[member cap_bottom]。" msgid "" "If [code]true[/code], generates a cap at the bottom of the cylinder. This can " "be set to [code]false[/code] to speed up generation and rendering when the " "cap is never seen by the camera. See also [member bottom_radius].\n" "[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is " "always skipped even if [member cap_bottom] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則在圓柱體底部生成一個蓋子。這可以設定為 " "[code]false[/code] 以在相機從未看到蓋子時加速生成和算繪。另見 [member " "bottom_radius]。\n" "[b]注意:[/b]如果 [member bottom_radius] 為 [code]0.0[/code],即使 [member " "cap_bottom] 為 [code]true[/code],蓋子生成也會始終被跳過。" msgid "" "If [code]true[/code], generates a cap at the top of the cylinder. This can be " "set to [code]false[/code] to speed up generation and rendering when the cap " "is never seen by the camera. See also [member top_radius].\n" "[b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is " "always skipped even if [member cap_top] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則在圓柱體頂部生成一個蓋子。這可以設定為 " "[code]false[/code] 以在相機從未看到蓋子時加速生成和算繪。另見 [member " "top_radius]。\n" "[b]注意:[/b]如果 [member top_radius] 為 [code]0.0[/code],即使 [member " "cap_top] 為 [code]true[/code],蓋子生成也會始終被跳過。" msgid "Full height of the cylinder." msgstr "圓柱體的全高。" msgid "" "Number of radial segments on the cylinder. Higher values result in a more " "detailed cylinder/cone at the cost of performance." msgstr "" "圓柱體上的徑向段數。更高的值會生成更細緻的圓柱體或圓錐體,但以性能為代價。" msgid "" "Number of edge rings along the height of the cylinder. Changing [member " "rings] does not have any visual impact unless a shader or procedural mesh " "tool is used to alter the vertex data. Higher values result in more " "subdivisions, which can be used to create smoother-looking effects with " "shaders or procedural mesh tools (at the cost of performance). When not " "altering the vertex data using a shader or procedural mesh tool, [member " "rings] should be kept to its default value." msgstr "" "沿圓柱體的高度的邊緣環的數量。除非使用著色器或程式網格工具來更改頂點資料,否則" "更改 [member rings] 不會影響顯示,[member rings] 應保持其預設值。較高的值會產" "生更多的細分,這可用於使用著色器或程式式網格工具建立更平滑的顯示效果,但以性能" "為代價。" msgid "" "Top radius of the cylinder. If set to [code]0.0[/code], the top faces will " "not be generated, resulting in a conic shape. See also [member cap_top]." msgstr "" "圓柱體的頂部半徑。如果設定為 [code]0.0[/code],則不會生成頂面,呈圓錐狀。另見 " "[member cap_top]。" msgid "A 3D cylinder shape used for physics collision." msgstr "用於物理碰撞的 3D 圓柱體形狀。" msgid "" "A 3D cylinder shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Note:[/b] There are several known bugs with cylinder collision shapes. " "Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.\n" "[b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, " "but it is slower than [CapsuleShape3D], [BoxShape3D], and [SphereShape3D]." msgstr "" "3D 膠囊形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n" "[b]注意:[/b]圓柱體碰撞形狀有若干已知的問題。建議改用 [CapsuleShape3D] 或 " "[BoxShape3D]。\n" "[b]性能:[/b][CylinderShape3D] 可以快速檢查碰撞,但比 [CapsuleShape3D]、" "[BoxShape3D] 和 [CylinderShape3D] 慢。" msgid "The cylinder's height." msgstr "圓柱體的高度。" msgid "The cylinder's radius." msgstr "圓柱體的半徑。" msgid "" "A physics joint that connects two 2D physics bodies with a spring-like force." msgstr "通過類似彈簧的力連接兩個 2D 物理物體的物理關節。" msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "彈簧關節的最大長度。兩個連接體不能超過這個值。" msgid "" "When the bodies attached to the spring joint move they stretch or squash it. " "The joint always tries to resize towards this length." msgstr "" "當連接到彈簧關節的機構移動時,它們會拉伸或擠壓它。關節總是嘗試向這個長度調整。" msgid "" "The higher the value, the less the bodies attached to the joint will deform " "it. The joint applies an opposing force to the bodies, the product of the " "stiffness multiplied by the size difference from its resting length." msgstr "" "該值越大,連接在關節上的機構變形越小。關節對各機構施加一個相反的力,即剛度乘以" "與其靜止長度的大小差的乘積。" msgid "Node that projects a texture onto a [MeshInstance3D]." msgstr "將紋理投影到 [MeshInstance3D] 上的節點。" msgid "" "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals " "to add detail to a scene without affecting the underlying [Mesh]. They are " "often used to add weathering to building, add dirt or mud to the ground, or " "add variety to props. Decals can be moved at any time, making them suitable " "for things like blob shadows or laser sight dots.\n" "They are made of an [AABB] and a group of [Texture2D]s specifying [Color], " "normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals " "are projected within their [AABB] so altering the orientation of the Decal " "affects the direction in which they are projected. By default, Decals are " "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " "texture atlas which is used for drawing the decals so all decals can be drawn " "at once. Godot uses clustered decals, meaning they are stored in cluster data " "and drawn when the mesh is drawn, they are not drawn as a post-processing " "effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " "regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, " "opaque pre-pass). This means translucent or transparent areas of a material " "will remain translucent or transparent even if an opaque decal is applied on " "them.\n" "[b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering " "methods, not Compatibility. When using the Mobile rendering method, only 8 " "decals can be displayed on each mesh resource. Attempting to display more " "than 8 decals on a single mesh resource will result in decals flickering in " "and out as the camera moves.\n" "[b]Note:[/b] When using the Mobile rendering method, decals will only " "correctly affect meshes whose visibility AABB intersects with the decal's " "AABB. If using a shader to deform the mesh in a way that makes it go outside " "its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on " "the mesh. Otherwise, the decal may not be visible on the mesh." msgstr "" "[Decal] 用於將紋理投射到場景中的 [Mesh] 上。使用裝飾可在不影響底層 [Mesh] 的情" "況下向場景中新增細節。它們通常用於為建築物新增風化效果,為地面新增污垢或泥土," "或為道具新增多樣性。裝飾可以隨時移動,使其適用於斑點陰影或鐳射瞄準點之類的東" "西。\n" "裝飾由一個 [AABB] 和一組用於指定 [Color]、法線、ORM(環境光遮蔽、粗糙度、金屬" "度)和自發光的 [Texture2D] 組成。裝飾在其 [AABB] 內投影,因此改變裝飾的朝向會" "影響它們投影的方向。預設情況下,裝飾向下投影(即從正 Y 到負 Y)。\n" "與裝飾關聯的 [Texture2D] 會自動儲存在用於繪製裝飾的紋理合集中,因此可以一次繪" "制所有裝飾。Godot 使用集群裝飾,這意味著裝飾是儲存在集群資料中的,會在繪製網格" "時繪製,而不是作為後期處理效果在此之後進行繪製。\n" "[b]注意:[/b]裝飾不會影響底層材質的透明度,無論其透明度模式如何(Alpha 混合、" "Alpha 剪切、Alpha 雜湊、不透明預通)。這意味著材質的半透明或透明區域將保持半透" "明或透明,即使在其上套用不透明裝飾也是如此。\n" "[b]注意:[/b]裝飾僅在支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" "使用 Mobile 算繪方式時,每個網格資源上最多只能顯示 8 個裝飾。嘗試在單個網格資" "源上顯示超過 8 個裝飾,將導致裝飾隨著相機移動而閃爍。\n" "[b]注意:[/b]當使用 Mobile 算繪方式時,裝飾只會正確影響其可視 AABB 與該裝飾的 " "AABB 相交的網格。如果使用著色器變形網格,使其超出網格自身的 AABB,則必須增大網" "格上的 [member GeometryInstance3D.extra_cull_margin]。否則,裝飾可能在該網格上" "不可見。" msgid "" "Returns the [Texture2D] associated with the specified [enum DecalTexture]. " "This is a convenience method, in most cases you should access the texture " "directly.\n" "For example, instead of [code]albedo_tex = " "$Decal.get_texture(Decal.TEXTURE_ALBEDO)[/code], use [code]albedo_tex = " "$Decal.texture_albedo[/code].\n" "One case where this is better than accessing the texture directly is when you " "want to copy one Decal's textures to another. For example:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" "\t$NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n" "{\n" "\tGetNode(\"NewDecal\").SetTexture(i, " "GetNode(\"OldDecal\").GetTexture(i));\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回與指定的 [enum DecalTexture] 關聯的 [Texture2D]。這是一個便捷方法,在大多" "數情況下,你應該直接存取紋理。\n" "例如,相比於 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/" "code],請使用 [code]albedo_tex = $Decal.texture_albedo[/code]。\n" "有一種情況下這種寫法比直接存取紋理更好,那就是當想要將裝飾的紋理複製到另一個裝" "飾是。例如:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" "\t$NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n" "{\n" "\tGetNode(\"NewDecal\").SetTexture(i, " "GetNode(\"OldDecal\").GetTexture(i));\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Sets the [Texture2D] associated with the specified [enum DecalTexture]. This " "is a convenience method, in most cases you should access the texture " "directly.\n" "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" "One case where this is better than accessing the texture directly is when you " "want to copy one Decal's textures to another. For example:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" "\t$NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n" "{\n" "\tGetNode(\"NewDecal\").SetTexture(i, " "GetNode(\"OldDecal\").GetTexture(i));\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "設定與指定的 [enum DecalTexture] 關聯的 [Texture2D]。這是一個便捷方法,在大多" "數情況下,你應該直接存取紋理。\n" "例如,相比於 [code]albedo_tex = $Decal.set_texture(Decal.TEXTURE_ALBEDO, " "albedo_tex)[/code],請使用 [code]$Decal.texture_albedo = albedo_tex[/code]。\n" "有一種情況下這種寫法比直接存取紋理更好,那就是當想要將裝飾的紋理複製到另一個裝" "飾是。例如:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" "\t$NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n" "{\n" "\tGetNode(\"NewDecal\").SetTexture(i, " "GetNode(\"OldDecal\").GetTexture(i));\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Blends the albedo [Color] of the decal with albedo [Color] of the underlying " "mesh. This can be set to [code]0.0[/code] to create a decal that only affects " "normal or ORM. In this case, an albedo texture is still required as its alpha " "channel will determine where the normal and ORM will be overridden. See also " "[member modulate]." msgstr "" "將該裝飾的反照率 [Color] 與底層網格的反照率 [Color] 混合。可以將其設定為 " "[code]0.0[/code],從而建立僅影響法線或 ORM 的裝飾。這種情況下仍然需要反照率紋" "理,因為它的 Alpha 通道將決定覆蓋法線和 ORM 的位置。另見 [member modulate]。" msgid "" "Specifies which [member VisualInstance3D.layers] this decal will project on. " "By default, Decals affect all layers. This is used so you can specify which " "types of objects receive the Decal and which do not. This is especially " "useful so you can ensure that dynamic objects don't accidentally receive a " "Decal intended for the terrain under them." msgstr "" "指定此裝飾將投射到哪些 [member VisualInstance3D.layers] 上。預設情況下,裝飾會" "影響所有圖層。可用於指定哪些型別的對象接收該裝飾、哪些不接收。這一點特別有用," "你可以確保動態物件不會意外收到用於其下方地形的裝飾。" msgid "" "The distance from the camera at which the Decal begins to fade away (in 3D " "units)." msgstr "與相機的距離,裝飾從該處開始淡出(以 3D 單位表示)。" msgid "" "If [code]true[/code], decals will smoothly fade away when far from the active " "[Camera3D] starting at [member distance_fade_begin]. The Decal will fade out " "over [member distance_fade_begin] + [member distance_fade_length], after " "which it will be culled and not sent to the shader at all. Use this to reduce " "the number of active Decals in a scene and thus improve performance." msgstr "" "如果為 [code]true[/code],裝飾會在遠離活動的 [Camera3D] 時平滑地淡出,從 " "[member distance_fade_begin] 開始。該裝飾將在 [member distance_fade_begin] + " "[member distance_fade_length] 處消失,之後就會被剔除,根本不會發送到著色器。請" "使用這個選項來減少場景中啟動裝飾的數量,從而提高性能。" msgid "" "The distance over which the Decal fades (in 3D units). The Decal becomes " "slowly more transparent over this distance and is completely invisible at the " "end. Higher values result in a smoother fade-out transition, which is more " "suited when the camera moves fast." msgstr "" "該裝飾淡出的距離(以 3D 單位表示)。這段距離內,該裝飾會慢慢變得透明,直至完全" "不可見。值越大,淡出過渡更平滑,更適合於相機快速移動的情況。" msgid "" "Energy multiplier for the emission texture. This will make the decal emit " "light at a higher or lower intensity, independently of the albedo color. See " "also [member modulate]." msgstr "" "自發光紋理的能量倍數。會使裝飾以更高或更低的強度發光,與反照率顏色無關。另見 " "[member modulate]。" msgid "" "Sets the curve over which the decal will fade as the surface gets further " "from the center of the [AABB]. Only positive values are valid (negative " "values will be clamped to [code]0.0[/code]). See also [member upper_fade]." msgstr "" "設定該裝飾的淡出曲線,表示隨著表面遠離 [AABB] 中心而逐漸淡出。僅正值有效(負值" "將被限制到 [code]0.0[/code])。另見 [member upper_fade]。" msgid "" "Changes the [Color] of the Decal by multiplying the albedo and emission " "colors with this value. The alpha component is only taken into account when " "multiplying the albedo color, not the emission color. See also [member " "emission_energy] and [member albedo_mix] to change the emission and albedo " "intensity independently of each other." msgstr "" "更改裝飾的 [Color],將其反照率和自發光顏色乘以這個值。僅在與反照率顏色相乘時才" "會考慮 Alpha 分量,與自發光顏色相乘時則不會。如果要獨立更改自發光和反照率強" "度,請參閱 [member emission_energy] 和 [member albedo_mix]。" msgid "" "Fades the Decal if the angle between the Decal's [AABB] and the target " "surface becomes too large. A value of [code]0[/code] projects the Decal " "regardless of angle, a value of [code]1[/code] limits the Decal to surfaces " "that are nearly perpendicular.\n" "[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/" "code] has a small performance cost due to the added normal angle computations." msgstr "" "如果裝飾的 [AABB] 與目標表面之間的角度變得過大,則淡出裝飾。值為 [code]0[/" "code] 時在投影裝飾會忽略角度,值為 [code]1[/code] 時會將裝飾限制到幾乎垂直的表" "面。\n" "[b]注意:[/b]將 [member normal_fade] 設定為大於 [code]0.0[/code] 的值會有較小" "的性能成本,因為增加了法線角度計算。" msgid "" "Sets the size of the [AABB] used by the decal. All dimensions must be set to " "a value greater than zero (they will be clamped to [code]0.001[/code] if this " "is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/" "code].\n" "[b]Note:[/b] To improve culling efficiency of \"hard surface\" decals, set " "their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set " "the Y component of the [member size] as low as possible. This will reduce the " "decals' AABB size without affecting their appearance." msgstr "" "設定裝飾使用的 [AABB] 的大小。所有大小都必須設定為大於零的值(如果不是這種情" "況,它們將被鉗制為 [code]0.001[/code])。該 AABB 從 [code]-size/2[/code] 到 " "[code]size/2[/code]。\n" "[b]注意:[/b]為了提高“硬表面”裝飾的剔除效率,將它們的 [member upper_fade] 和 " "[member lower_fade] 設定為 [code]0.0[/code],並將 [member size] 的 Y 分量設定" "的越低越好。這將減少裝飾的 AABB 大小而不影響它們的外觀。" msgid "" "[Texture2D] with the base [Color] of the Decal. Either this or the [member " "texture_emission] must be set for the Decal to be visible. Use the alpha " "channel like a mask to smoothly blend the edges of the decal with the " "underlying object.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " "per-material basis, the filter mode for [Decal] textures is set globally with " "[member ProjectSettings.rendering/textures/decals/filter]." msgstr "" "帶有裝飾的基礎 [Color] 的 [Texture2D]。必須設定這個屬性或者 [member " "texture_emission] 裝飾才可見。要將裝飾的邊緣與底層物件平滑地混合,請像遮罩一樣" "使用 Alpha 通道。\n" "[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋" "理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] " "全域設定的。" msgid "" "[Texture2D] with the emission [Color] of the Decal. Either this or the " "[member texture_albedo] must be set for the Decal to be visible. Use the " "alpha channel like a mask to smoothly blend the edges of the decal with the " "underlying object.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " "per-material basis, the filter mode for [Decal] textures is set globally with " "[member ProjectSettings.rendering/textures/decals/filter]." msgstr "" "帶有裝飾的自發光 [Color] 的 [Texture2D]。必須設定這個屬性或者 [member " "texture_albedo] 裝飾才可見。要將裝飾的邊緣與底層物件平滑地混合,請像遮罩一樣使" "用 Alpha 通道。\n" "[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋" "理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] " "全域設定的。" msgid "" "[Texture2D] with the per-pixel normal map for the decal. Use this to add " "extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " "per-material basis, the filter mode for [Decal] textures is set globally with " "[member ProjectSettings.rendering/textures/decals/filter].\n" "[b]Note:[/b] Setting this texture alone will not result in a visible decal, " "as [member texture_albedo] must also be set. To create a normal-only decal, " "load an albedo texture into [member texture_albedo] and set [member " "albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be " "used to determine where the underlying surface's normal map should be " "overridden (and its intensity)." msgstr "" "帶有裝飾的逐圖元法線貼圖的 [Texture2D]。可用於為裝飾新增額外的細節。\n" "[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋" "理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] " "全域設定的。\n" "[b]注意:[/b]單獨設定此紋理時裝飾不可見,因為還必須設定 [member " "texture_albedo]。要建立僅包含法線的裝飾,請將反照率紋理載入到 [member " "texture_albedo],並將 [member albedo_mix] 設定為 [code]0.0[/code]。反照率紋理" "的 Alpha 通道將用於確定應在何處覆蓋底層表面的法線貼圖(及其強度)。" msgid "" "[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. " "Use this to add extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " "per-material basis, the filter mode for [Decal] textures is set globally with " "[member ProjectSettings.rendering/textures/decals/filter].\n" "[b]Note:[/b] Setting this texture alone will not result in a visible decal, " "as [member texture_albedo] must also be set. To create an ORM-only decal, " "load an albedo texture into [member texture_albedo] and set [member " "albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be " "used to determine where the underlying surface's ORM map should be overridden " "(and its intensity)." msgstr "" "存有裝飾的環境光遮蔽、粗糙度、金屬性的 [Texture2D]。可用於為裝飾新增額外的細" "節。\n" "[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋" "理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] " "全域設定的。\n" "[b]注意:[/b]單獨設定此紋理時裝飾不可見,因為還必須設定 [member " "texture_albedo]。要建立僅包含 ORM 的裝飾,請將反照率紋理載入到 [member " "texture_albedo],並將 [member albedo_mix] 設定為 [code]0.0[/code]。反照率紋理" "的 Alpha 通道將用於確定應在何處覆蓋底層表面的 ORM 貼圖(及其強度)。" msgid "" "Sets the curve over which the decal will fade as the surface gets further " "from the center of the [AABB]. Only positive values are valid (negative " "values will be clamped to [code]0.0[/code]). See also [member lower_fade]." msgstr "" "設定該裝飾的淡出曲線,表示隨著表面遠離 [AABB] 中心而逐漸淡出。僅正值有效(負值" "將被限制到 [code]0.0[/code])。另見 [member upper_fade]。" msgid "[Texture2D] corresponding to [member texture_albedo]." msgstr "與 [member texture_albedo] 對應的 [Texture2D]。" msgid "[Texture2D] corresponding to [member texture_normal]." msgstr "與 [member texture_normal] 對應的 [Texture2D]。" msgid "[Texture2D] corresponding to [member texture_orm]." msgstr "與 [member texture_orm] 對應的 [Texture2D]。" msgid "[Texture2D] corresponding to [member texture_emission]." msgstr "與 [member texture_emission] 對應的 [Texture2D]。" msgid "Max size of [enum DecalTexture] enum." msgstr "[enum DecalTexture] 列舉的最大大小。" msgid "A built-in data structure that holds key-value pairs." msgstr "包含鍵值對的內建資料結構。" msgid "GDScript basics: Dictionary" msgstr "GDScript 基礎:字典" msgid "Constructs an empty [Dictionary]." msgstr "建構空的 [Dictionary]。" msgid "" "Returns the same dictionary as [param from]. If you need a copy of the " "dictionary, use [method duplicate]." msgstr "" "返回與 [param from] 相同的字典。如果你需要該字典的副本,請使用 [method " "duplicate]。" msgid "Clears the dictionary, removing all entries from it." msgstr "清空該字典,移除其中的所有條目。" msgid "" "Removes the dictionary entry by key, if it exists. Returns [code]true[/code] " "if the given [param key] existed in the dictionary, otherwise [code]false[/" "code].\n" "[b]Note:[/b] Do not erase entries while iterating over the dictionary. You " "can iterate over the [method keys] array instead." msgstr "" "如果字典中存在與鍵對應的條目,則將其移除。如果給定的鍵 [param key] 在字典中存" "在,則返回 [code]true[/code] ,否則返回 [code]false[/code] 。\n" "[b]注意:[/b]請勿在走訪字典時擦除條目。你可以改為走訪 [method keys] 陣列。" msgid "" "Finds and returns the first key whose associated value is equal to [param " "value], or [code]null[/code] if it is not found.\n" "[b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, " "[method find_key] may give misleading results." msgstr "" "找到並返回關聯值等於 [param value] 的第一個鍵,如果沒有找到,則返回 " "[code]null[/code]。\n" "[b]注意:[/b][code]null[/code] 也是有效的鍵。如果字典中包含這個鍵,則 [method " "find_key] 可能會給出誤導性的結果。" msgid "" "Returns the corresponding value for the given [param key] in the dictionary. " "If the [param key] does not exist, returns [param default], or [code]null[/" "code] if the parameter is omitted." msgstr "" "返回該字典中與給定的鍵 [param key] 對應的值。如果 [param key] 不存在,則返回 " "[param default],如果省略了該參數則返回 [code]null[/code]。" msgid "" "Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/" "code]). See also [method size]." msgstr "" "如果該字典為空(大小為 [code]0[/code]),則返回 [code]true[/code]。另見 " "[method size]。" msgid "" "Returns [code]true[/code] if the dictionary is read-only. See [method " "make_read_only]. Dictionaries are automatically read-only if declared with " "[code]const[/code] keyword." msgstr "" "如果該字典是唯讀的,則返回 [code]true[/code] 。見 [method make_read_only]。用 " "[code]const[/code] 關鍵字宣告的字典自動唯讀。" msgid "Returns the list of keys in the dictionary." msgstr "返回該字典中的鍵列表。" msgid "" "Makes the dictionary read-only, i.e. disables modification of the " "dictionary's contents. Does not apply to nested content, e.g. content of " "nested dictionaries." msgstr "" "使該字典唯讀,即禁用字典內容的修改。不適用於巢狀內容,例如內嵌字典的內容。" msgid "" "Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }" "[/code]) always return [code]0[/code]. See also [method is_empty]." msgstr "" "返回該字典中條目的數量。空字典([code]{ }[/code])始終返回 [code]0[/code]。另" "見 [method is_empty]。" msgid "Returns the list of values in this dictionary." msgstr "返回該字典中的值列表。" msgid "" "Returns [code]true[/code] if the two dictionaries do not contain the same " "keys and values." msgstr "如果兩個字典包含的鍵、值不同,則返回 [code]true[/code] 。" msgid "" "Returns [code]true[/code] if the two dictionaries contain the same keys and " "values. The order of the entries does not matter.\n" "[b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/" "b]. If you need to compare by value, iterate over both dictionaries." msgstr "" "如果兩個字典包含的鍵、值心相同,則返回 [code]true[/code] 。條目順序並不重" "要。\n" "[b]注意:[/b]在 C# 中,按照慣例,這個運算子進行的是按[b]引用[/b]比較。如果你需" "要按值比較,請走訪這兩個字典。" msgid "" "Returns the corresponding value for the given [param key] in the dictionary. " "If the entry does not exist, fails and returns [code]null[/code]. For safe " "access, use [method get] or [method has]." msgstr "" "返回該字典中與給定的鍵 [param key] 對應的值。如果條目不存在或者失敗,則返回 " "[code]null[/code]。為了更安全的存取,請使用 [method get] 或 [method has]。" msgid "Provides methods for managing directories and their content." msgstr "提供管理目錄及其內容的方法。" msgid "File system" msgstr "檔案系統" msgid "" "Copies the [param from] file to the [param to] destination. Both arguments " "should be paths to files, either relative or absolute. If the destination " "file exists and is not access-protected, it will be overwritten.\n" "If [param chmod_flags] is different than [code]-1[/code], the Unix " "permissions for the destination path will be set to the provided value, if " "available on the current operating system.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" "將 [param from] 檔複製到 [param to] 目標位置。兩個參數都應該是檔的路徑,可以是" "相對路徑,也可以是絕對路徑。如果目的檔案存在並且沒有存取保護,則它將被覆蓋。\n" "如果 [param chmod_flags] 不同於 [code]-1[/code],且如果在目前作業系統上可用," "目標路徑的 Unix 許可權將設定為提供的值。\n" "返回 [enum Error] 錯誤碼常數之一(成功時為 [constant OK])。" msgid "Static version of [method copy]. Supports only absolute paths." msgstr "靜態版本的 [method copy]。僅支援絕對路徑。" msgid "" "Returns whether the current item processed with the last [method get_next] " "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" "返回上一次 [method get_next] 呼叫處理的目前專案是否為目錄([code].[/code] 和 " "[code].[/code] 屬於目錄)。" msgid "" "Returns the absolute path to the currently opened directory (e.g. [code]res://" "folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "返回目前打開目錄的絕對路徑(例如 [code]res://資料夾[/code] 或 [code]C:" "\\tmp\\資料夾[/code])。" msgid "" "Returns the currently opened directory's drive index. See [method " "get_drive_name] to convert returned index to the name of the drive." msgstr "" "返回目前打開目錄的驅動器索引。要將返回的索引轉換為驅動器名稱,請參閱 [method " "get_drive_name]。" msgid "" "Returns a [PackedStringArray] containing filenames of the directory contents, " "excluding directories. The array is sorted alphabetically.\n" "Affected by [member include_hidden].\n" "[b]Note:[/b] When used on a [code]res://[/code] path in an exported project, " "only the files actually included in the PCK at the given folder level are " "returned. In practice, this means that since imported resources are stored in " "a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and " "[code]*.import[/code] files are returned (plus a few files such as " "[code]project.godot[/code] or [code]project.binary[/code] and the project " "icon). In an exported project, the list of returned files will also vary " "depending on whether [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code]." msgstr "" "返回目錄內容的檔案名 [PackedStringArray],不含目錄。該陣列按字母排序。\n" "受 [member include_hidden] 的影響。\n" "[b]注意:[/b]在匯出後的專案中對 [code]res://[/code] 使用時,只會返回確實在 " "PCK 的給定資料夾中存在的檔案。在實踐中,匯入後的資源是存放在頂層的 " "[code].godot[/code] 資料夾中的,因此只會返回 [code]*.gd[/code] 和 " "[code]*.import[/code] 檔的路徑(以及 [code]project.godot[/code] 或者 " "[code]project.binary[/code] 和專案圖示等檔)。匯出後的專案中,返回的列表也會因" "為 [member ProjectSettings.editor/export/convert_text_resources_to_binary] 是" "否為 [code]true[/code] 而變化。" msgid "" "Returns the next element (file or directory) in the current directory.\n" "The name of the file or directory is returned (and not its full path). Once " "the stream has been fully processed, the method returns an empty [String] and " "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" "返回目前的目錄中的下一個元素(檔或目錄)。\n" "返回的是檔或目錄的名稱(不是完整路徑)。完全處理完流之後,該方法會返回空 " "[String] 並自動將流關閉(即此時不必再呼叫 [method list_dir_end])。" msgid "Returns the result of the last [method open] call in the current thread." msgstr "返回目前執行緒中最後一次 [method open] 呼叫的結果。" msgid "" "Returns the available space on the current directory's disk, in bytes. " "Returns [code]0[/code] if the platform-specific method to query the available " "space fails." msgstr "" "返回目前的目錄所在磁片的可用空間,單位為位元組。如果該平臺查詢可用空間的方法失" "敗,則返回 [code]0[/code]。" msgid "" "Initializes the stream used to list all files and directories using the " "[method get_next] function, closing the currently opened stream if needed. " "Once the stream has been processed, it should typically be closed with " "[method list_dir_end].\n" "Affected by [member include_hidden] and [member include_navigational].\n" "[b]Note:[/b] The order of files and directories returned by this method is " "not deterministic, and can vary between operating systems. If you want a list " "of all files or folders sorted alphabetically, use [method get_files] or " "[method get_directories]." msgstr "" "初始化流,用於使用 [method get_next] 函式列出所有檔和目錄,如果需要還會關閉目" "前打開的流。處理完流之後,一般應使用 [method list_dir_end] 關閉。\n" "受 [member include_hidden] 和 [member include_navigational] 的影響。\n" "[b]注意:[/b]該方法返回的檔和目錄順序是不確定的,不同作業系統也可能不同。如果" "你想要獲取按字母排序的檔或資料夾列表,請使用 [method get_files] 或 [method " "get_directories]。" msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it has " "been fully processed with [method get_next] does not matter)." msgstr "" "關閉用 [method list_dir_begin] 打開的目前流(並不關注是否已經用 [method " "get_next] 完成處理)。" msgid "" "Creates a directory. The argument can be relative to the current directory, " "or an absolute path. The target directory should be placed in an already " "existing directory (to create the full path recursively, see [method " "make_dir_recursive]).\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" "建立目錄。參數可以相對於目前的目錄,也可以是絕對路徑。目標目錄應該位於已經存在" "的目錄中(遞迴建立完整的路徑請參閱 [method make_dir_recursive])。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "Static version of [method make_dir]. Supports only absolute paths." msgstr "靜態版本的 [method make_dir]。僅支援絕對路徑。" msgid "" "Creates a target directory and all necessary intermediate directories in its " "path, by calling [method make_dir] recursively. The argument can be relative " "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" "遞迴呼叫 [method make_dir] 方法,建立目標目錄及其路徑中所有必要的中間目錄。參" "數可以相對於目前的目錄,也可以是絕對路徑。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "" "Static version of [method make_dir_recursive]. Supports only absolute paths." msgstr "靜態版本的 [method make_dir_recursive]。僅支援絕對路徑。" msgid "" "Creates a new [DirAccess] object and opens an existing directory of the " "filesystem. The [param path] argument can be within the project tree " "([code]res://folder[/code]), the user directory ([code]user://folder[/code]) " "or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or " "[code]C:\\tmp\\folder[/code]).\n" "Returns [code]null[/code] if opening the directory failed. You can use " "[method get_open_error] to check the error that occurred." msgstr "" "新建 [DirAccess] 物件並打開檔案系統中的某個現存目錄。[param path] 參數可以是在" "專案樹中([code]res://folder[/code])、使用者目錄中([code]user://folder[/" "code]),也可以是使用者檔案系統的絕對路徑(例如 [code]/tmp/folder[/code] 或 " "[code]C:\\tmp\\folder[/code])。\n" "如果打開目錄失敗,則返回 [code]null[/code]。你可以使用 [method " "get_open_error] 來查看發生的錯誤。" msgid "" "Permanently deletes the target file or an empty directory. The argument can " "be relative to the current directory, or an absolute path. If the target " "directory is not empty, the operation will fail.\n" "If you don't want to delete the file/directory permanently, use [method " "OS.move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" "將目的檔案或空目錄永久刪除。參數可以相對於目前的目錄,也可以是絕對路徑。如果目" "標目錄非空,則操作失敗。\n" "如果你不想永久刪除該檔/目錄,請改用 [method OS.move_to_trash]。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "Static version of [method remove]. Supports only absolute paths." msgstr "靜態版本的 [method remove]。僅支援絕對路徑。" msgid "" "Renames (move) the [param from] file or directory to the [param to] " "destination. Both arguments should be paths to files or directories, either " "relative or absolute. If the destination file or directory exists and is not " "access-protected, it will be overwritten.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" "將 [param from] 檔或目錄重命名為(移動至)[param to] 目標。兩個參數都應該是檔" "或目錄的路徑,可以是相對路徑也可以是絕對路徑。如果目的檔案或目錄已存在,並且沒" "有防寫,則會被覆蓋。\n" "返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。" msgid "Static version of [method rename]. Supports only absolute paths." msgstr "靜態版本的 [method rename]。僅支援絕對路徑。" msgid "" "If [code]true[/code], hidden files are included when navigating the " "directory.\n" "Affects [method list_dir_begin], [method get_directories] and [method " "get_files]." msgstr "" "如果為 [code]true[/code],則在導覽目錄時包含隱藏檔。\n" "影響 [method list_dir_begin]、[method get_directories]、[method get_files]。" msgid "" "If [code]true[/code], [code].[/code] and [code]..[/code] are included when " "navigating the directory.\n" "Affects [method list_dir_begin] and [method get_directories]." msgstr "" "如果為 [code]true[/code],則在導覽目錄時包含 [code].[/code] 和 [code]..[/" "code]。\n" "影響 [method list_dir_begin] 和 [method get_directories]。" msgid "Directional 2D light from a distance." msgstr "來自遠處的 2D 平行光。" msgid "" "The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel " "to the plane) to 1 (perpendicular to the plane)." msgstr "" "燈光的高度。用於 2D 法線貼圖。範圍從 0(平行於平面)到 1(垂直於平面)。" msgid "" "The maximum distance from the camera center objects can be before their " "shadows are culled (in pixels). Decreasing this value can prevent objects " "located outside the camera from casting shadows (while also improving " "performance). [member Camera2D.zoom] is not taken into account by [member " "max_distance], which means that at higher zoom values, shadows will appear to " "fade out sooner when zooming onto a given point." msgstr "" "物件在其陰影被剔除前與相機中心的最大距離(單位:圖元)。降低這個值可以防止位於" "相機外部的物件投射陰影(同時還可以提高性能)。[member Camera2D.zoom] 不被 " "[member max_distance] 考慮在內,這意味著在較高的縮放值下,當縮放到一個給定的點" "時,陰影會更快地淡出。" msgid "Directional light from a distance, as from the Sun." msgstr "來自遠處的平行光,如太陽光。" msgid "3D lights and shadows" msgstr "3D 燈光與陰影" msgid "Faking global illumination" msgstr "偽造全域光照" msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits. Enabling shadow blend splitting also has a " "moderate performance cost. This is ignored when [member " "directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" "如果為 [code]true[/code],會犧牲陰影的細節,換取分割區域之間更平滑的過渡。啟用" "陰影混合分割同時也會帶來一些性能消耗。當 [member directional_shadow_mode] 為 " "[constant SHADOW_ORTHOGONAL] 時會被忽略。" msgid "" "Proportion of [member directional_shadow_max_distance] at which point the " "shadow starts to fade. At [member directional_shadow_max_distance], the " "shadow will disappear. The default value is a balance between smooth fading " "and distant shadow visibility. If the camera moves fast and the [member " "directional_shadow_max_distance] is low, consider lowering [member " "directional_shadow_fade_start] below [code]0.8[/code] to make shadow " "transitions less noticeable. On the other hand, if you tuned [member " "directional_shadow_max_distance] to cover the entire scene, you can set " "[member directional_shadow_fade_start] to [code]1.0[/code] to prevent the " "shadow from fading in the distance (it will suddenly cut off instead)." msgstr "" "陰影開始消失時,[member directional_shadow_max_distance] 的比例。在 [member " "directional_shadow_max_distance] 處,陰影會消失。預設值是平滑淡化和遠處陰影可" "見性之間的平衡。如果相機移動較快且 [member directional_shadow_max_distance] 較" "低,請考慮將 [member directional_shadow_fade_start] 降低到 [code]0.8[/code] 以" "下,以使陰影過渡不那麼明顯。另一方面,如果調整了 [member " "directional_shadow_max_distance] 來覆蓋整個場景,可以將 [member " "directional_shadow_fade_start] 設定為 [code]1.0[/code],以防止陰影在遠處逐漸淡" "化(它將會突然切斷 )。" msgid "" "The maximum distance for shadow splits. Increasing this value will make " "directional shadows visible from further away, at the cost of lower overall " "shadow detail and performance (since more objects need to be included in the " "directional shadow rendering)." msgstr "" "陰影分割的最大距離。將這個值增大會讓定向陰影在更遠處可見,代價是整體的陰影細節" "降低和性能(因為算繪定向陰影時需要包含更多的物體)。" msgid "" "Sets the size of the directional shadow pancake. The pancake offsets the " "start of the shadow's camera frustum to provide a higher effective depth " "resolution for the shadow. However, a high pancake size can cause artifacts " "in the shadows of large objects that are close to the edge of the frustum. " "Reducing the pancake size can help. Setting the size to [code]0[/code] turns " "off the pancaking effect." msgstr "" "設定定向陰影斑點的大小。 斑點偏移了陰影的相機視錐體的起點,為陰影提供更高的有" "效深度解析度。但是,較大的斑點尺寸會導致靠近視錐體邊緣的大型物體的陰影出現偽" "影。減少斑點的大小會有所幫助。將大小設定為 [code]0[/code] 會關閉斑點效果。" msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." msgstr "" "相機到陰影分割 1 的距離。相對於 [member directional_shadow_max_distance]。只有" "當 [member directional_shadow_mode] 為 [constant SHADOW_PARALLEL_2_SPLITS] 或 " "[constant SHADOW_PARALLEL_4_SPLITS] 時才使用。" msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" "從陰影分割 1 到陰影分割 2 的距離。相對於 [member " "directional_shadow_max_distance]。僅在 [member directional_shadow_mode] 為 " "[constant SHADOW_PARALLEL_4_SPLITS] 時使用。" msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" "從陰影分割 2 到陰影分割 3 的距離。相對於 [member " "directional_shadow_max_distance]。只有當 [member directional_shadow_mode] 為 " "[constant SHADOW_PARALLEL_4_SPLITS] 時才使用。" msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" "從正交的角度算繪整個場景的陰影圖。這是最快的定向陰影模式。可能會導致近距離物體" "的陰影更模糊。" msgid "" "Splits the view frustum in 2 areas, each with its own shadow map. This shadow " "mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant " "SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" "將視錐體分成2個區域,每個區域都有自己的陰影貼圖。這種陰影模式是 [constant " "SHADOW_ORTHOGONAL] 和 [constant SHADOW_PARALLEL_4_SPLITS] 在性能上的折衷。" msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is the " "slowest directional shadow mode." msgstr "" "將視錐體分成 4 個區域,每個區域都有自己的陰影貼圖。這是最慢的定向陰影模式。" msgid "Makes the light visible in both scene lighting and sky rendering." msgstr "使燈光在場景照明和天空算繪中都可見。" msgid "" "Makes the light visible in scene lighting only (including direct lighting and " "global illumination). When using this mode, the light will not be visible " "from sky shaders." msgstr "" "使燈光僅在場景照明中可見(包括直接照明和全域照明)。使用此模式時,天空著色器看" "不到此燈光。" msgid "" "Makes the light visible to sky shaders only. When using this mode the light " "will not cast light into the scene (either through direct lighting or through " "global illumination), but can be accessed through sky shaders. This can be " "useful, for example, when you want to control sky effects without " "illuminating the scene (during a night cycle, for example)." msgstr "" "使燈光僅對天空著色器可見。使用此模式時,燈光不會將燈光投射到場景中(通過直接照" "明或通過全域照明),但可以通過天空著色器存取。例如,當你想要控制天空效果而不照" "亮場景時(例如,在夜間迴圈期間),這可能很有用。" msgid "A server interface for low-level window management." msgstr "用於低階視窗管理的伺服器介面。" msgid "" "[DisplayServer] handles everything related to window management. It is " "separated from [OS] as a single operating system may support multiple display " "servers.\n" "[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " "argument[/url] disables all rendering and window management functions. Most " "functions from [DisplayServer] will return dummy values in this case." msgstr "" "所有與視窗管理相關的內容都由 [DisplayServer](顯示伺服器)處理。因為一個操作系" "統可能支援多個顯示伺服器,所以與 [OS] 是分開的。\n" "[b]無頭模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/" "editor/command_line_tutorial.html]命令列參數[/url]啟動引擎,就會禁用所有算繪和" "視窗管理功能。此時 [DisplayServer] 的大多數函式都會返回虛擬值。" msgid "Returns the user's clipboard as a string if possible." msgstr "如果可能,將使用者的剪貼板作為字串返回。" msgid "" "Returns [code]true[/code] if there is a text content on the user's clipboard." msgstr "如果使用者的剪貼板中有內容,則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if there is an image content on the user's " "clipboard." msgstr "如果使用者的剪貼板中有內容,則返回 [code]true[/code]。" msgid "Sets the user's clipboard content to the given string." msgstr "將使用者的剪貼板內容設定為給定的字串。" msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回預設滑鼠游標形狀,由 [method cursor_set_shape] 設定。" msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " "[method cursor_get_shape] and [method cursor_set_custom_image]." msgstr "" "設定預設的滑鼠游標形狀。游標的外觀將根據使用者的作業系統和滑鼠游標主題而變化。" "另見 [method cursor_get_shape] 和 [method cursor_set_custom_image]。" msgid "" "Allows the [param process_id] PID to steal focus from this window. In other " "words, this disables the operating system's focus stealing protection for the " "specified PID.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" "讓程序 PID [param process_id] 竊取該視窗的焦點。換句話說,會禁用作業系統對指" "定 PID 的焦點竊取保護。\n" "[b]注意:[/b]該方法僅在 Windows 上實作。" msgid "" "Forces window manager processing while ignoring all [InputEvent]s. See also " "[method process_events].\n" "[b]Note:[/b] This method is implemented on Windows and macOS." msgstr "" "強制視窗管理器進行處理,會忽略所有 [InputEvent]。另見 [method " "process_events]。\n" "[b]注意:[/b]這個方法在 Windows 和 macOS 上實作。" msgid "" "Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " "display cutout or notch. These are non-functional areas on edge-to-edge " "screens used by cameras and sensors. Returns an empty array if the device " "does not have cutouts. See also [method get_display_safe_area].\n" "[b]Note:[/b] Currently only implemented on Android. Other platforms will " "return an empty array even if they do have display cutouts or notches." msgstr "" "返回 [Rect2] 的 [Array],其中每個都是顯示切口或凹口的邊界矩形。這些是相機和傳" "感器使用的無邊框螢幕上的非功能區域。如果裝置沒有切口,則返回一個空陣列。另見 " "[method get_display_safe_area]。\n" "[b]注意:[/b]目前僅在 Android 上實作。其他平臺將返回一個空陣列,即使它們確實有" "顯示切口或凹口。" msgid "" "Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons " "are swapped in dialogs. This is enabled by default on Windows to follow " "interface conventions, and be toggled by changing [member ProjectSettings.gui/" "common/swap_cancel_ok].\n" "[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " "[method DisplayServer.dialog_show]." msgstr "" "如果對話方塊中的[b]確定[/b]和[b]取消[/b]按鈕進行了交換,則返回 [code]true[/" "code]。在 Windows 和 UWP 上預設啟用,從而遵循介面規範,可以使用 [member " "ProjectSettings.gui/common/swap_cancel_ok] 開關。\n" "[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生對話方塊不受影" "響。" msgid "" "Returns the list of Godot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." msgstr "" "返回屬於該程序的 Godot 視窗 ID 列表。\n" "[b]注意:[/b]這個列表中不含原生對話方塊。" msgid "" "Returns the accelerator of the item at index [param idx]. Accelerators are " "special combinations of keys that activate the item, no matter which control " "is focused.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的快捷鍵。快捷鍵是能夠啟動該功能表專案的特" "殊按鍵組合,無論該控制項是否有焦點。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the callback of the item at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的回呼函式。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns number of items in the global menu with ID [param menu_root].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回 ID 為 [param menu_root] 的全域選單中功能表專案的數量。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the icon of the item at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的圖示。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the horizontal offset of the item at the given [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的水平偏移量。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the callback of the item accelerator at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的快捷鍵回呼函式。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns number of states of a multistate item. See [method " "global_menu_add_multistate_item] for details.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回多狀態項的狀態數。詳見 [method global_menu_add_multistate_item]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the state of a multistate item. See [method " "global_menu_add_multistate_item] for details.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回多狀態項的狀態。詳見 [method global_menu_add_multistate_item]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the submenu ID of the item at index [param idx]. See [method " "global_menu_add_submenu_item] for more info on how to add a submenu.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的子功能表 ID。關於如何新增子功能表的更多資" "訊見 [method global_menu_add_submenu_item]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the metadata of the specified item, which might be of any type. You " "can set it with [method global_menu_set_item_tag], which provides a simple " "way of assigning context data to items.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回指定功能表專案的中繼資料,可能是任何型別。中繼資料可以使用 [method " "global_menu_set_item_tag] 設定,可以方法地為功能表專案關聯本文資料。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the text of the item at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案的文字。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the tooltip associated with the specified index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回索引為 [param idx] 的功能表專案所關聯的工具提示。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if the item at index [param idx] is checkable in " "some way, i.e. if it has a checkbox or radio button.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "如果索引為 [param idx] 的功能表專案能夠以某種方式選中,即有核取方塊或選項按" "鈕,則返回 [code]true[/code]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if the item at index [param idx] is checked.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "如果索引為 [param idx] 的功能表專案處於選中狀態,則返回 [code]true[/code]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if the item at index [param idx] is disabled. When " "it is disabled it can't be selected, or its action invoked.\n" "See [method global_menu_set_item_disabled] for more info on how to disable an " "item.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "如果索引為 [param idx] 的功能表專案處於禁用狀態,則返回 [code]true[/code]。禁" "用狀態下無法被選中,也無法啟動動作。\n" "關於如何禁用功能表專案的更多資訊見 [method global_menu_set_item_disabled]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if the item at index [param idx] has radio button-" "style checkability.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "如果索引為 [param idx] 的功能表專案為選項按鈕風格,則返回 [code]true[/" "code]。\n" "[b]注意:[/b]僅為裝飾作用;必須自行為單選組新增選中、取消選中的邏輯。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Removes the item at index [param idx] from the global menu [param " "menu_root].\n" "[b]Note:[/b] The indices of items after the removed item will be shifted by " "one.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "從全域功能表 [param menu_root] 移除索引為 [param idx] 的功能表專案。\n" "[b]注意:[/b]位置在被移除功能表專案之後的功能表專案的索引號都會減一。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the accelerator of the item at index [param idx]. [param keycode] can be " "a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum " "Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl " "+ A[/kbd]).\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的快捷鍵。[param keycode] 可以是單一 [enum " "Key],也可以是 [enum KeyModifierMask] 和 [enum Key] 用按位元或操作進行的組合," "例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the callback of the item at index [param idx]. Callback is emitted when " "an item is pressed.\n" "[b]Note:[/b] The [param callback] Callable needs to accept exactly one " "Variant parameter, the parameter passed to the Callable will be the value " "passed to the [code]tag[/code] parameter when the menu item was created.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的回呼函式。回呼函式會在按下功能表專案時發" "出。\n" "[b]注意:[/b][param callback] Callable 只接受一個 Variant 參數,傳入 Callable " "的參數是建立功能表專案時傳給 [code]tag[/code] 參數的值。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets whether the item at index [param idx] has a checkbox. If [code]false[/" "code], sets the type of the item to plain text.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案是否為核取方塊。如果為 [code]false[/code]," "則會將該功能表專案的型別設定為純文字。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the checkstate status of the item at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的選中狀態。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Enables/disables the item at index [param idx]. When it is disabled, it can't " "be selected and its action can't be invoked.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "啟用/禁用索引為 [param idx] 的功能表專案。禁用狀態下無法被選中,也無法啟動動" "作。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Replaces the [Texture2D] icon of the specified [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS.\n" "[b]Note:[/b] This method is not supported by macOS \"_dock\" menu items." msgstr "" "替換指定索引 [param idx] 的 [Texture2D] 圖示。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。\n" "[b]注意:[/b]該方法不支援 macOS 的“_dock”功能表專案。" msgid "" "Sets the horizontal offset of the item at the given [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的水平偏移量。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the callback of the item at index [param idx]. Callback is emitted when " "its accelerator is activated.\n" "[b]Note:[/b] The [param key_callback] Callable needs to accept exactly one " "Variant parameter, the parameter passed to the Callable will be the value " "passed to the [code]tag[/code] parameter when the menu item was created.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的回呼函式。回呼函式會在啟動快捷鍵時發" "出。\n" "[b]注意:[/b][param key_callback] Callable 只接受一個 Variant 參數,傳入 " "Callable 的參數是建立功能表專案時傳給 [code]tag[/code] 參數的值。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets number of state of a multistate item. See [method " "global_menu_add_multistate_item] for details.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定多狀態項的狀態數。詳見 [method global_menu_add_multistate_item]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the type of the item at the specified index [param idx] to radio button. " "If [code]false[/code], sets the type of the item to plain text.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "將索引為 [param idx] 的功能表專案設定為選項按鈕風格。如果為 [code]false[/" "code],則會將該功能表專案的型別設定為純文字。\n" "[b]注意:[/b]僅為裝飾作用;必須自行為單選組新增選中、取消選中的邏輯。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the state of a multistate item. See [method " "global_menu_add_multistate_item] for details.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定多狀態項的狀態。詳見 [method global_menu_add_multistate_item]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the submenu of the item at index [param idx]. The submenu is the ID of a " "global menu root that would be shown when the item is clicked.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的子功能表。子功能表是某個全域選單根功能表" "專案的 ID,點擊該功能表專案時會顯示子功能表。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the metadata of an item, which may be of any type. You can later get it " "with [method global_menu_get_item_tag], which provides a simple way of " "assigning context data to items.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定指定功能表專案的中繼資料,可以是任何型別。後續可以使用 [method " "global_menu_get_item_tag] 獲取,可以方法地為功能表專案關聯本文資料。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the text of the item at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的文字。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Sets the [String] tooltip of the item at the specified index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "設定索引為 [param idx] 的功能表專案的工具提示 [String]。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if the specified [param feature] is supported by " "the current [DisplayServer], [code]false[/code] otherwise." msgstr "" "如果目前的 [DisplayServer] 支援指定的功能 [param feature],則返回 [code]true[/" "code],否則返回 [code]false[/code]。" msgid "" "Returns the text selection in the [url=https://en.wikipedia.org/wiki/" "Input_method]Input Method Editor[/url] composition string, with the " "[Vector2i]'s [code]x[/code] component being the caret position and [code]y[/" "code] being the length of the selection.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯" "器[/url]編組字串中選中的文字,[Vector2i] 的 [code]x[/code] 分量為游標的位置," "[code]y[/code] 則為所選項的長度。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns the composition string contained within the [url=https://" "en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] window.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯" "器[/url]視窗中的編組字串。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if touch events are available (Android or iOS), the " "capability is detected on the Web platform or if [member " "ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is " "[code]true[/code]." msgstr "" "如果觸摸事件可用(Android 或 iOS)、在 Web 平臺上偵測到該功能或如果 [member " "ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 為 " "[code]true[/code] 時,則返回 [code]true[/code]。" msgid "" "Returns the current state of mouse buttons (whether each button is pressed) " "as a bitmask. If multiple mouse buttons are pressed at the same time, the " "bits are added together. Equivalent to [method Input.get_mouse_button_mask]." msgstr "" "以位元遮罩的形式返回目前滑鼠按鍵的狀態(各個按鈕是否處於按下狀態)。如果同時按" "下了多個按鍵,則會同時設定多個比特位。等價於 [method " "Input.get_mouse_button_mask]。" msgid "Returns the current mouse mode. See also [method mouse_set_mode]." msgstr "返回目前的滑鼠模式。另見 [method mouse_set_mode]。" msgid "Returns the mouse cursor's current position in screen coordinates." msgstr "返回滑鼠游標的目前位置,使用螢幕座標。" msgid "Sets the current mouse mode. See also [method mouse_get_mode]." msgstr "設定目前的滑鼠模式。另見 [method mouse_get_mode]。" msgid "" "Perform window manager processing, including input flushing. See also [method " "force_process_and_drop_events], [method Input.flush_buffered_events] and " "[member Input.use_accumulated_input]." msgstr "" "執行視窗管理器處理,包括輸入的清空。另見 [method " "force_process_and_drop_events]、[method Input.flush_buffered_events]、[member " "Input.use_accumulated_input]。" msgid "" "Returns the greatest scale factor of all screens.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least " "one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other " "cases.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回所有螢幕的最大縮放係數。\n" "[b]注意:[/b]在 macOS 上,如果系統中至少有一個 hiDPI(Retina)螢幕,則返回值" "為 [code]2.0[/code],在所有其他情況下返回值為 [code]1.0[/code] 。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code] if the screen should never be turned off by the " "operating system's power-saving measures. See also [method " "screen_set_keep_on]." msgstr "" "如果作業系統的節電措施永遠不會關閉螢幕,則返回 [code]true[/code]。另見 " "[method screen_set_keep_on]。" msgid "" "Sets whether the screen should never be turned off by the operating system's " "power-saving measures. See also [method screen_is_kept_on]." msgstr "" "設定螢幕是否總是不會被作業系統的節能措施關閉。另見 [method " "screen_is_kept_on]。" msgid "" "Returns current active tablet driver name.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" "返回目前活動的數位板驅動程式的名稱。\n" "[b]注意:[/b]該方法僅在 Windows 上實作。" msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" "返回可用的數位板驅動程式的總數。\n" "[b]注意:[/b]該方法僅在 Windows 上實作。" msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" "返回給定索引的數位板驅動程式名稱。\n" "[b]注意:[/b]該方法僅在 Windows 上實作。" msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "如果虛擬鍵盤為顯示狀態則隱藏虛擬鍵盤,否則不做任何操作。" msgid "" "Shows the virtual keyboard if the platform has one.\n" "[param existing_text] parameter is useful for implementing your own " "[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has " "already been typed (the virtual keyboard uses it for auto-correct and " "predictions).\n" "[param position] parameter is the screen space [Rect2] of the edited text.\n" "[param type] parameter allows configuring which type of virtual keyboard to " "show.\n" "[param max_length] limits the number of characters that can be entered if " "different from [code]-1[/code].\n" "[param cursor_start] can optionally define the current text cursor position " "if [param cursor_end] is not set.\n" "[param cursor_start] and [param cursor_end] can optionally define the current " "text selection.\n" "[b]Note:[/b] This method is implemented on Android, iOS and Web." msgstr "" "如果該平臺有虛擬鍵盤,則顯示虛擬鍵盤。\n" "[param existing_text] 參數對於實作你自己的 [LineEdit] 或 [TextEdit] 很有用,因" "為它告訴虛擬鍵盤已經輸入了哪些文字(虛擬鍵盤使用它進行自動校正和預測)。\n" "[param position] 參數為編輯文字的螢幕空間 [Rect2]。\n" "[param type] 參數允許配置要顯示的虛擬鍵盤型別。\n" "[param max_length] 在當與 [code]-1[/code] 不同時,限制可輸入的字元數。\n" "如果未設定 [param cursor_end],則可選參數 [param cursor_start] 可以定義目前文" "本游標位置。\n" "可選參數 [param cursor_start] 和 [param cursor_end],可以定義目前文字選區。\n" "[b]注意:[/b]該方法在 Android、iOS 和 Web 上實作。" msgid "" "Returns [code]true[/code] if anything can be drawn in the window specified by " "[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" "render-loop[/code] command line argument or a headless build will return " "[code]false[/code]." msgstr "" "如果可以在 [param window_id] 指定的視窗中繪製任何內容,則返回 [code]true[/" "code],否則返回 [code]false[/code]。使用 [code]--disable-render-loop[/code] 命" "令列參數或無頭建構將返回 [code]false[/code]。" msgid "" "Returns ID of the active popup window, or [constant INVALID_WINDOW_ID] if " "there is none." msgstr "返回活動快顯視窗的 ID,如果沒有則返回 [constant INVALID_WINDOW_ID]。" msgid "" "Returns the [method Object.get_instance_id] of the [Window] the [param " "window_id] is attached to." msgstr "" "返回 [param window_id] 所附加的 [Window] 的 [method Object.get_instance_id]。" msgid "Returns the current value of the given window's [param flag]." msgstr "返回給定視窗目前的 [param flag] 值。" msgid "" "Returns the window's maximum size (in pixels). See also [method " "window_set_max_size]." msgstr "返回該視窗的最大尺寸,單位為圖元。另見 [method window_set_max_size]。" msgid "" "Returns the window's minimum size (in pixels). See also [method " "window_set_min_size]." msgstr "返回該視窗的最小尺寸,單位為圖元。另見 [method window_set_min_size]。" msgid "Returns the mode of the given window." msgstr "返回給定視窗的模式。" msgid "" "Returns the bounding box of control, or menu item that was used to open the " "popup window, in the screen coordinate system." msgstr "" "該函式返回控制項或功能表專案在螢幕坐標系統中的邊界框,這個控制項或功能表專案被" "用來打開彈出視窗。" msgid "" "Returns the position of the client area of the given window on the screen." msgstr "返回螢幕上給定視窗的使用者端區域位置。" msgid "" "Returns the position of the given window on the screen including the borders " "drawn by the operating system. See also [method window_get_position]." msgstr "" "該函式返回給定視窗在螢幕上的位置,包括作業系統繪製的邊框。另見 [method " "window_get_position]。" msgid "" "Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and " "height ([code]z[/code]) of the title that are safe to use (contains no " "buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag " "is set." msgstr "" "當設定了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 旗標時,該函式返回標題左邊距 " "([code]x[/code])、右邊距 ([code]y[/code]) 和高度 ([code]z[/code]),這些邊距可" "以安全地使用(不包含任何按鈕或其他元素)。" msgid "" "Returns the size of the window specified by [param window_id] (in pixels), " "excluding the borders drawn by the operating system. This is also called the " "\"client area\". See also [method window_get_size_with_decorations], [method " "window_set_size] and [method window_get_position]." msgstr "" "返回視窗的大小(單位為圖元),不包含作業系統繪製的邊框,該視窗由 [param " "window_id] 指定。這個區域也叫做“使用者端區域”。另見 [method " "window_get_size_with_decorations]、[method window_set_size]、[method " "window_get_position]。" msgid "" "Returns the size of the window specified by [param window_id] (in pixels), " "including the borders drawn by the operating system. See also [method " "window_get_size]." msgstr "" "返回視窗的大小(單位為圖元),包含作業系統繪製的邊框,該視窗由 [param " "window_id] 指定。另見 [method window_get_size]。" msgid "Returns the V-Sync mode of the given window." msgstr "返回給定視窗的垂直同步模式。" msgid "" "Returns [code]true[/code] if the window specified by [param window_id] is " "focused." msgstr "如果 [param window_id] 指定的視窗已獲得焦點,則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the given window can be maximized (the maximize " "button is enabled)." msgstr "" "如果給定的視窗能夠最大化(最大化按鈕已啟用),則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code], if double-click on a window title should maximize " "it.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "如果按兩下視窗標題應將其最大化,則返回 [code]true[/code]。\n" "[b]注意:[/b]這個方法僅在 macOS 上實作。" msgid "" "Returns [code]true[/code], if double-click on a window title should minimize " "it.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "如果按兩下視窗標題應將其最小化,則返回 [code]true[/code]。\n" "[b]注意:[/b]這個方法僅在 macOS 上實作。" msgid "" "Moves the window specified by [param window_id] to the foreground, so that it " "is visible over other windows." msgstr "將由 [param window_id] 指定的視窗移動至前臺,使其位於其他視窗之上。" msgid "" "Makes the window specified by [param window_id] request attention, which is " "materialized by the window title and taskbar entry blinking until the window " "is focused. This usually has no visible effect if the window is currently " "focused. The exact behavior varies depending on the operating system." msgstr "" "讓由 [param window_id] 指定的視窗請求注意,該視窗獲得焦點之前會閃爍視窗標題和" "工作列專案。如果該視窗目前持有焦點,則通常是沒有可見效果的。實際的行為因操作系" "統而異。" msgid "" "If set to [code]true[/code], this window will always stay on top of its " "parent window, parent window will ignore input while this window is opened.\n" "[b]Note:[/b] On macOS, exclusive windows are confined to the same space " "(virtual desktop or screen) as the parent window.\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" "如果設定為 [code]true[/code],該視窗將始終位於其父視窗之上,父視窗將在該視窗打" "開時忽略輸入。\n" "[b]注意:[/b]在 macOS 上,獨佔視窗被限制在與父視窗相同的空間(虛擬桌面或屏幕)" "中。\n" "[b]注意:[/b]該方法在 macOS 和 Windows 上實作。" msgid "" "Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method " "Editor[/url] should be enabled for the window specified by [param window_id]. " "See also [method window_set_ime_position]." msgstr "" "設定是否應該為視窗啟用[url=https://zh.wikipedia.org/wiki/" "%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯器[/url],該視窗由 [param window_id] 指" "定。另見 [method window_set_ime_position]。" msgid "" "Sets the position of the [url=https://en.wikipedia.org/wiki/" "Input_method]Input Method Editor[/url] popup for the specified [param " "window_id]. Only effective if [method window_set_ime_active] was set to " "[code]true[/code] for the specified [param window_id]." msgstr "" "設定指定 [param window_id] 的[url=https://zh.wikipedia.org/wiki/" "%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯器[/url]彈出框的位置。僅在指定 [param " "window_id] 的 [method window_set_ime_active] 為 [code]true[/code] 時有效。" msgid "" "Sets the bounding box of control, or menu item that was used to open the " "popup window, in the screen coordinate system. Clicking this area will not " "auto-close this popup." msgstr "" "設定用於打開快顯視窗的控制項或功能表專案的範圍框,使用螢幕坐標系。在該區域中點" "擊不會自動關閉該彈出框。" msgid "" "Sets the size of the given window to [param size] (in pixels). See also " "[method window_get_size] and [method window_get_position].\n" "[b]Note:[/b] It's recommended to change this value using [member Window.size] " "instead." msgstr "" "將給定視窗的大小設定為 [param size](單位為圖元)。另見 [method " "window_get_size] 和 [method window_get_position]。\n" "[b]注意:[/b]建議改用 [member Window.size] 更改此值。" msgid "" "Sets the title of the given window to [param title].\n" "[b]Note:[/b] It's recommended to change this value using [member " "Window.title] instead.\n" "[b]Note:[/b] Avoid changing the window title every frame, as this can cause " "performance issues on certain window managers. Try to change the window title " "only a few times per second at most." msgstr "" "將給定視窗的標題設定為 [param title]。\n" "[b]注意:[/b]建議改用 [member Window.title] 更改此值。\n" "[b]注意:[/b]避免每一影格都更改視窗標題,因為這會導致某些視窗管理器出現性能問" "題。嘗試每秒最多更改幾次視窗標題。" msgid "" "When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the " "center of the first titlebar button.\n" "[b]Note:[/b] This flag is implemented only on macOS." msgstr "" "設定了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 旗標時,會設定第一個標題列按鈕中" "心的偏移量。\n" "[b]注意:[/b]這個旗標僅在 macOS 上實作。" msgid "" "Display server supports global menu. This allows the application to display " "its menu items in the operating system's top bar. [b]macOS[/b]" msgstr "" "顯示伺服器支援全域功能表。能夠讓套用程式在作業系統的頂部欄顯示其功能表專案。" "[b]macOS[/b]" msgid "" "Display server supports multiple windows that can be moved outside of the " "main window. [b]Windows, macOS, Linux (X11)[/b]" msgstr "" "顯示伺服器支援多視窗,可以移動到主視窗之外。[b]Windows、macOS、Linux(X11)[/" "b]" msgid "" "Display server supports touchscreen input. [b]Windows, Linux (X11), Android, " "iOS, Web[/b]" msgstr "顯示伺服器支援觸屏輸入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]" msgid "" "Display server supports popping up a virtual keyboard when requested to input " "text without a physical keyboard. [b]Android, iOS, Web[/b]" msgstr "" "顯示伺服器支援在請求輸入文字但沒有物理鍵盤時彈出虛擬鍵盤。[b]Android、iOS、" "Web[/b]" msgid "" "Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" "Korean text. This is handled by the operating system, rather than by Godot. " "[b]Windows, macOS, Linux (X11)[/b]" msgstr "" "顯示伺服器支援 [url=https://en.wikipedia.org/wiki/Input_method]輸入法[/url]," "它通常用於輸入中文、日文和韓文文字。這由作業系統處理,而不是由 Godot 處理。" "[b]Windows, macOS, Linux (X11)[/b]" msgid "" "Display server supports changing the window icon (usually displayed in the " "top-left corner). [b]Windows, macOS, Linux (X11)[/b]" msgstr "" "顯示伺服器支援改變視窗圖示(通常顯示在左上角)。[b]Windows、macOS、Linux" "(X11)[/b]" msgid "" "Display server supports changing the window icon (usually displayed in the " "top-left corner). [b]Windows, macOS[/b]" msgstr "顯示伺服器支援改變視窗圖示(通常顯示在左上角)。[b]Windows、macOS[/b]" msgid "" "Display server supports changing the screen orientation. [b]Android, iOS[/b]" msgstr "顯示伺服器支援改變螢幕朝向。[b]Android、iOS[/b]" msgid "" "Display server supports expanding window content to the title. See [constant " "WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]" msgstr "" "顯示伺服器支援將視窗內容擴充到標題。見 [constant " "WINDOW_FLAG_EXTEND_TO_TITLE]。[b]macOS[/b]" msgid "" "Display server supports reading screen pixels. See [method screen_get_pixel]." msgstr "顯示伺服器支援讀取螢幕圖元。見 [method screen_get_pixel]。" msgid "Makes the mouse cursor visible if it is hidden." msgstr "如果滑鼠游標處於隱藏狀態,則使其可見。" msgid "Makes the mouse cursor hidden if it is visible." msgstr "如果滑鼠游標是可見的,則使其隱藏。" msgid "" "Captures the mouse. The mouse will be hidden and its position locked at the " "center of the window manager's window.\n" "[b]Note:[/b] If you want to process the mouse's movement in this mode, you " "need to use [member InputEventMouseMotion.relative]." msgstr "" "捕獲滑鼠。滑鼠將被隱藏,其位置被鎖定在視窗管理器視窗的中心。\n" "[b]注意:[/b]如果你想在這種模式下處理滑鼠的移動,則需要使用 [member " "InputEventMouseMotion.relative]。" msgid "Confines the mouse cursor to the game window, and make it visible." msgstr "將滑鼠游標限制在遊戲視窗內,並使其可見。" msgid "Confines the mouse cursor to the game window, and make it hidden." msgstr "將滑鼠游標限制在遊戲視窗內,並使其隱藏。" msgid "" "The ID of the main window spawned by the engine, which can be passed to " "methods expecting a [code]window_id[/code]." msgstr "" "主視窗的 ID,可以傳給需要 [code]window_id[/code] 的方法,該視窗由引擎生成。" msgid "Default landscape orientation." msgstr "預設橫屏朝向。" msgid "Default portrait orientation." msgstr "預設豎屏朝向。" msgid "Reverse landscape orientation (upside down)." msgstr "倒橫屏朝向(上下顛倒)。" msgid "Reverse portrait orientation (upside down)." msgstr "倒豎屏朝向(上下顛倒)。" msgid "" "Automatic landscape orientation (default or reverse depending on sensor)." msgstr "自動橫屏朝向(感測器決定預設或倒向)。" msgid "Automatic portrait orientation (default or reverse depending on sensor)." msgstr "自動豎屏朝向(感測器決定預設或倒向)。" msgid "" "Automatic landscape or portrait orientation (default or reverse depending on " "sensor)." msgstr "自動橫屏或豎屏朝向(感測器決定預設或倒向)。" msgid "Default text virtual keyboard." msgstr "預設文字虛擬鍵盤。" msgid "Multiline virtual keyboard." msgstr "多行虛擬鍵盤。" msgid "Virtual number keypad, useful for PIN entry." msgstr "虛擬數位鍵盤,可用於 PIN 輸入。" msgid "Virtual number keypad, useful for entering fractional numbers." msgstr "虛擬數位鍵盤,可用於輸入小數。" msgid "Virtual phone number keypad." msgstr "虛擬手機號碼鍵盤。" msgid "" "Virtual keyboard with additional keys to assist with typing email addresses." msgstr "帶有附加鍵的虛擬鍵盤,可説明輸入電子郵寄地址。" msgid "" "Virtual keyboard for entering a password. On most platforms, this should " "disable autocomplete and autocapitalization.\n" "[b]Note:[/b] This is not supported on Web. Instead, this behaves identically " "to [constant KEYBOARD_TYPE_DEFAULT]." msgstr "" "用於輸入密碼的虛擬鍵盤。在大多數平臺上,這應該會禁用自動完成和自動首字母大寫功" "能。\n" "[b]注意:[/b]Web 平臺不支援。與 [constant KEYBOARD_TYPE_DEFAULT] 的行為相同。" msgid "Virtual keyboard with additional keys to assist with typing URLs." msgstr "帶有附加鍵的虛擬鍵盤,可説明輸入 URL。" msgid "" "Arrow cursor shape. This is the default when not pointing anything that " "overrides the mouse cursor, such as a [LineEdit] or [TextEdit]." msgstr "" "箭頭游標形狀。這是預設形狀,沒有指向 [LineEdit] 和 [TextEdit] 等會覆蓋滑鼠指針" "的節點時顯示。" msgid "" "I-beam cursor shape. This is used by default when hovering a control that " "accepts text input, such as [LineEdit] or [TextEdit]." msgstr "" "工字游標形狀。預設在懸停於 [LineEdit] 和 [TextEdit] 等接受文字輸入的控制項時顯" "示。" msgid "" "Pointing hand cursor shape. This is used by default when hovering a " "[LinkButton] or a URL tag in a [RichTextLabel]." msgstr "" "指點的手形游標形狀。預設在懸停於 [LinkButton] 或 [RichTextLabel] 中的 URL 標簽" "時使用。" msgid "" "Crosshair cursor. This is intended to be displayed when the user needs " "precise aim over an element, such as a rectangle selection tool or a color " "picker." msgstr "" "十字游標。應當在使用者需要精確瞄準某個元素時顯示,例如矩形選擇工具和顏色拾取" "器。" msgid "" "Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/" "i] the arrow. Intended to be used for non-blocking operations (when the user " "can do something else at the moment). See also [constant CURSOR_BUSY]." msgstr "" "等待游標。大多數游標主題會在箭頭[i]旁邊[/i]顯示旋轉圖示。旨在用於非阻塞操作" "(此時使用者可以做其他事情)。另見 [constant CURSOR_BUSY]。" msgid "" "Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a " "spinning icon. Intended to be used for blocking operations (when the user " "can't do anything else at the moment). See also [constant CURSOR_WAIT]." msgstr "" "等待游標。大多數游標主題會把箭頭[i]替換[/i]為旋轉圖示。旨在用於阻塞操作(此時" "使用者無法做其他事情)。另見 [constant CURSOR_WAIT]。" msgid "" "Dragging hand cursor. This is displayed during drag-and-drop operations. See " "also [constant CURSOR_CAN_DROP]." msgstr "拖動的手形游標。在拖放操作過程中顯示。另見 [constant CURSOR_CAN_DROP]。" msgid "" "\"Can drop\" cursor. This is displayed during drag-and-drop operations if " "hovering over a [Control] that can accept the drag-and-drop event. On most " "cursor themes, this displays a dragging hand with an arrow symbol besides it. " "See also [constant CURSOR_DRAG]." msgstr "" "“能放下”游標。在拖放操作過程中,如果將滑鼠懸停在可以接受拖放事件的 [Control] " "上,就會顯示這個游標。大多數游標主題會顯示一隻正在拖拽的手,旁邊有一個箭頭符" "號。另見 [constant CURSOR_DRAG]。" msgid "" "Forbidden cursor. This is displayed during drag-and-drop operations if the " "hovered [Control] can't accept the drag-and-drop event." msgstr "" "禁止游標。在拖放操作過程中,如果將滑鼠懸停在不可接受拖放事件的 [Control] 上," "就會顯示這個游標。" msgid "" "Vertical resize cursor. Intended to be displayed when the hovered [Control] " "can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT]." msgstr "" "垂直尺寸調整游標。只在用於懸停的 [Control] 可以用滑鼠調整垂直大小時顯示。另見 " "[constant CURSOR_VSPLIT]。" msgid "" "Horizontal resize cursor. Intended to be displayed when the hovered [Control] " "can be horizontally resized using the mouse. See also [constant " "CURSOR_HSPLIT]." msgstr "" "水平尺寸調整游標。只在用於懸停的 [Control] 可以用滑鼠調整水平大小時顯示。另見 " "[constant CURSOR_HSPLIT]。" msgid "" "Secondary diagonal resize cursor (top-right/bottom-left). Intended to be " "displayed when the hovered [Control] can be resized on both axes at once " "using the mouse." msgstr "" "輔助對角線尺寸調整游標(右上/左下)。只在但懸停的 [Control] 可以使用滑鼠同時在" "兩個軸上調整大小時顯示。" msgid "" "Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed " "when the hovered [Control] can be resized on both axes at once using the " "mouse." msgstr "" "主對角線尺寸調整游標(左上/右下)。只在當懸停的 [Control] 可以使用滑鼠同時在兩" "個軸上調整大小時顯示。" msgid "" "Move cursor. Intended to be displayed when the hovered [Control] can be moved " "using the mouse." msgstr "移動游標。應在能夠使用滑鼠移動被懸停 [Control] 時顯示。" msgid "" "Vertical split cursor. This is displayed when hovering a [Control] with " "splits that can be vertically resized using the mouse, such as " "[VSplitContainer]. On some cursor themes, this cursor may have the same " "appearance as [constant CURSOR_VSIZE]." msgstr "" "垂直分割游標。當游標懸停於 [VSplitContainer] 等能夠使用滑鼠調整拆分的垂直大小" "的 [Control] 時顯示。部分游標主題中,該游標的外觀和 [constant CURSOR_VSIZE] 一" "致。" msgid "" "Horizontal split cursor. This is displayed when hovering a [Control] with " "splits that can be horizontally resized using the mouse, such as " "[HSplitContainer]. On some cursor themes, this cursor may have the same " "appearance as [constant CURSOR_HSIZE]." msgstr "" "水平分割游標。當游標懸停於 [HSplitContainer] 等能夠使用滑鼠調整拆分的水平大小" "的 [Control] 時顯示。部分游標主題中,該游標的外觀和 [constant CURSOR_HSIZE] 一" "致。" msgid "" "Help cursor. On most cursor themes, this displays a question mark icon " "instead of the mouse cursor. Intended to be used when the user has requested " "help on the next element that will be clicked." msgstr "" "幫助游標。在大多數游標主題中顯示為問號圖示,不顯示為滑鼠游標。應在使用者請求對" "下一次點擊的元素提供説明資訊時使用。" msgid "Represents the size of the [enum CursorShape] enum." msgstr "代表 [enum CursorShape] 列舉的大小。" msgid "The native file dialog allows selecting one, and only one file." msgstr "該對話方塊只允許選擇一個檔。" msgid "The native file dialog allows selecting multiple files." msgstr "該對話方塊允許選擇多個檔。" msgid "" "The native file dialog only allows selecting a directory, disallowing the " "selection of any file." msgstr "該對話方塊只允許選擇一個目錄,不允許選擇任何檔。" msgid "The native file dialog allows selecting one file or directory." msgstr "該對話方塊允許選擇一個檔或目錄。" msgid "The native file dialog will warn when a file exists." msgstr "當檔案存在時,對話方塊會發出警告。" msgid "" "Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to " "the size of the screen)." msgstr "視窗模式,即 [Window] 不佔據整個螢幕(除非設定為螢幕的大小)。" msgid "" "Minimized window mode, i.e. [Window] is not visible and available on window " "manager's window list. Normally happens when the minimize button is pressed." msgstr "" "最小化視窗模式,即 [Window] 在視窗管理器的視窗列表中既不可見也不可用。通常發生" "在按下最小化按鈕時。" msgid "" "Maximized window mode, i.e. [Window] will occupy whole screen area except " "task bar and still display its borders. Normally happens when the maximize " "button is pressed." msgstr "" "最大化視窗模式,即 [Window] 會佔據整個螢幕區域,工作列除外,並且會顯示邊框。通" "常發生在按下最大化按鈕時。" msgid "" "The window can't be resized by dragging its resize grip. It's still possible " "to resize the window using [method window_set_size]. This flag is ignored for " "full screen windows." msgstr "" "該視窗不能通過拖動其調整大小的手柄來調整大小。但仍然可以使用 [method " "window_set_size] 調整視窗大小。全屏視窗會忽略該旗標。" msgid "" "The window do not have native title bar and other decorations. This flag is " "ignored for full-screen windows." msgstr "該視窗沒有原生標題列和其他裝飾。全屏視窗會忽略該旗標。" msgid "" "The window is floating on top of all other windows. This flag is ignored for " "full-screen windows." msgstr "該視窗懸浮在所有其他視窗之上。全屏視窗會忽略該旗標。" msgid "" "The window can't be focused. No-focus window will ignore all input, except " "mouse clicks." msgstr "該視窗無法獲得焦點。無聚焦視窗會忽略除滑鼠點擊外的所有輸入。" msgid "" "Window is part of menu or [OptionButton] dropdown. This flag can't be changed " "when the window is visible. An active popup window will exclusively receive " "all input, without stealing focus from its parent. Popup windows are " "automatically closed when uses click outside it, or when an application is " "switched. Popup window must have transient parent set (see [method " "window_set_transient])." msgstr "" "視窗是功能表或 [OptionButton] 下拉式功能表的一部分。當視窗可見時,不能更改該旗" "標。活動的快顯視窗會以獨佔的形式接收所有輸入,但不會從其父視窗竊取焦點。當在其" "外部點擊或切換套用程式時,快顯視窗將會自動關閉。 快顯視窗必須已經設定了臨時父" "級(參見 [method window_set_transient])。" msgid "" "Window content is expanded to the full size of the window. Unlike borderless " "window, the frame is left intact and can be used to resize the window, title " "bar is transparent, but have minimize/maximize/close buttons.\n" "Use [method window_set_window_buttons_offset] to adjust minimize/maximize/" "close buttons offset.\n" "Use [method window_get_safe_title_margins] to determine area under the title " "bar that is not covered by decorations.\n" "[b]Note:[/b] This flag is implemented only on macOS." msgstr "" "視窗內容擴充到視窗的全部大小。與無邊框視窗不同,框架仍保持不變,可以調整視窗大" "小,標題列是透明的,但具有最小化/最大化/關閉按鈕。\n" "使用 [method window_set_window_buttons_offset] 調整最小化/最大化/關閉按鈕的偏" "移量。\n" "使用 [method window_get_safe_title_margins] 確定標題列下方未被裝飾覆蓋的區" "域。\n" "[b]注意:[/b]該旗標僅在 macOS 上實作。" msgid "" "All mouse events are passed to the underlying window of the same application." msgstr "所有滑鼠事件都被傳遞到同一套用程式的底層視窗。" msgid "Max value of the [enum WindowFlags]." msgstr "[enum WindowFlags] 的最大值。" msgid "Bottom edge of a window." msgstr "視窗的底部邊緣。" msgid "Utterance has begun to be spoken." msgstr "發言開始。" msgid "Utterance was successfully finished." msgstr "發言順利結束。" msgid "Utterance was canceled, or TTS service was unable to process it." msgstr "發言取消,或者 TTS 服務無法處理。" msgid "Utterance reached a word or sentence boundary." msgstr "發言到達單詞或句子的邊界。" msgid "Resizes the texture to the specified dimensions." msgstr "將紋理的大小調整為指定的尺寸。" msgid "Helper class to implement a DTLS server." msgstr "實作 DTLS 伺服器的輔助類。" msgid "" "Setup the DTLS server to use the given [param server_options]. See [method " "TLSOptions.server]." msgstr "" "設定 DTLS 伺服器以使用給定的 [param server_options]。請參閱 [method " "TLSOptions.server]。" msgid "" "Try to initiate the DTLS handshake with the given [param udp_peer] which must " "be already connected (see [method PacketPeerUDP.connect_to_host]).\n" "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the " "new connections will be invalid due to cookie exchange." msgstr "" "嘗試與給定 [param udp_peer] 啟動 DTLS 握手,必須已連接到該 [param udp_peer]" "(請參閱 [method PacketPeerUDP.connect_to_host])。\n" "[b]注意:[/b]必須檢查返回的 PacketPeerUDP 的狀態是否為 [constant " "PacketPeerDTLS.STATUS_HANDSHAKING],因為正常情況下,50% 的新連接會因為 cookie " "交換而無效。" msgid "Godot editor's command palette." msgstr "Godot 編輯器的命令面板。" msgid "" "Object that holds all the available Commands and their shortcuts text. These " "Commands can be accessed through [b]Editor > Command Palette[/b] menu.\n" "Command key names use slash delimiters to distinguish sections, for example: " "[code]\"example/command1\"[/code] then [code]example[/code] will be the " "section name.\n" "[codeblocks]\n" "[gdscript]\n" "var command_palette = EditorInterface.get_command_palette()\n" "# external_command is a function that will be called with the command is " "executed.\n" "var command_callable = Callable(self, \"external_command\").bind(arguments)\n" "command_palette.add_command(\"command\", \"test/command\",command_callable)\n" "[/gdscript]\n" "[csharp]\n" "EditorCommandPalette commandPalette = " "EditorInterface.Singleton.GetCommandPalette();\n" "// ExternalCommand is a function that will be called with the command is " "executed.\n" "Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n" "commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_command_palette]." msgstr "" "該物件包含所有可用命令及其快捷方式文字。這些命令可以通過 [b]Editor > 命令面板" "[/b] 選單存取。\n" "命令鍵名使用斜杠分隔符號來區分部分,例如:[code]\"example/command1\"[/code]," "那麼 [code]example[/code] 將是部分名稱。\n" "[codeblocks]\n" "[gdscript]\n" "var command_palette = get_editor_interface().get_command_palette()\n" "# external_command 是將在命令執行時呼叫的函式。\n" "var command_callable = Callable(self, \"external_command\").bind(arguments)\n" "command_palette.add_command(\"command\", \"test/command\",command_callable)\n" "[/gdscript]\n" "[csharp]\n" "EditorCommandPalette commandPalette = " "GetEditorInterface().GetCommandPalette();\n" "// ExternalCommand 是將在命令執行時呼叫的函式。\n" "Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n" "commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]不應直接產生實體此類。相反,使用 [method " "EditorInterface.get_command_palette] 存取單例。" msgid "" "Adds a custom command to EditorCommandPalette.\n" "- [param command_name]: [String] (Name of the [b]Command[/b]. This is " "displayed to the user.)\n" "- [param key_name]: [String] (Name of the key for a particular [b]Command[/" "b]. This is used to uniquely identify the [b]Command[/b].)\n" "- [param binded_callable]: [Callable] (Callable of the [b]Command[/b]. This " "will be executed when the [b]Command[/b] is selected.)\n" "- [param shortcut_text]: [String] (Shortcut text of the [b]Command[/b] if " "available.)" msgstr "" "向 EditorCommandPalette 新增自訂命令。\n" "- [param command_name]:[String]([b]Command[/b] 的名稱。這會顯示給使用" "者。)\n" "- [param key_name]:[String](特定 [b]Command[/b] 的金鑰名稱。這用於唯一標識 " "[b]Command[/b]。)\n" "- [param binded_callable]:[Callable]([b]Command[/b] 的 Callable。這將在選擇 " "[b]Command[/b] 時執行。)\n" "- [param shortcut_text]:[String]([b]Command[/b] 的快捷鍵文字,如果可用。)" msgid "" "Removes the custom command from EditorCommandPalette.\n" "- [param key_name]: [String] (Name of the key for a particular [b]Command[/" "b].)" msgstr "" "從 EditorCommandPalette 中刪除自訂命令。\n" "- [param key_name]: [String] (特定 [b]Command[/b] 的鍵名)" msgid "Plugin for adding custom context menus in the editor." msgstr "用於在編輯器中新增自訂快捷選單的外掛程式。" msgid "A base class to implement debugger plugins." msgstr "實作除錯器外掛程式的基底類別。" msgid "Returns the [EditorDebuggerSession] with the given [param id]." msgstr "返回具有給定 [param id] 的 [EditorDebuggerSession]。" msgid "" "Returns an array of [EditorDebuggerSession] currently available to this " "debugger plugin.\n" "[b]Note:[/b] Sessions in the array may be inactive, check their state via " "[method EditorDebuggerSession.is_active]." msgstr "" "返回該除錯器外掛程式目前可用的 [EditorDebuggerSession] 陣列。\n" "[b]注意:[/b]陣列中的會話可能處於非活動狀態,請通過 [method " "EditorDebuggerSession.is_active] 檢查它們的狀態。" msgid "A class to interact with the editor debugger." msgstr "與編輯器除錯器互動的類。" msgid "" "Returns [code]true[/code] if the debug session is currently attached to a " "remote instance." msgstr "如果除錯會話附加到了某個遠端實例,則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the attached remote instance is currently in the " "debug loop." msgstr "如果附加的遠端實例正處於除錯迴圈中,則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the attached remote instance can be debugged." msgstr "如果附加的遠端實例可以除錯,則返回 [code]true[/code]。" msgid "" "Removes the given [param control] from the debug session UI in the debugger " "bottom panel." msgstr "將給定的控制項 [param control] 從底部除錯器面板的除錯會話 UI 中移除。" msgid "" "Sends the given [param message] to the attached remote instance, optionally " "passing additionally [param data]. See [EngineDebugger] for how to retrieve " "those messages." msgstr "" "向原生實例發送給定的消息 [param message],還可以傳入額外的資料 [param data]。" "如何獲取這些消息見 [EngineDebugger]。" msgid "" "Toggle the given [param profiler] on the attached remote instance, optionally " "passing additionally [param data]. See [EngineProfiler] for more details." msgstr "" "在所附加的遠端實例上開關給定的 [param profiler],還可以傳入額外的資料 [param " "data]。詳見 [EngineProfiler]。" msgid "" "Emitted when the attached remote instance enters a break state. If [param " "can_debug] is [code]true[/code], the remote instance will enter the debug " "loop." msgstr "" "當連接的遠端實例進入中斷狀態時發出。如果 [param can_debug] 為 [code]true[/" "code],則遠端實例將進入除錯迴圈。" msgid "Emitted when the attached remote instance exits a break state." msgstr "當連接的遠端實例退出中斷狀態時觸發。" msgid "" "Emitted when a remote instance is attached to this session (i.e. the session " "becomes active)." msgstr "當一個遠端實例連接到該會話時觸發(即該會話成為活動狀態)。" msgid "" "Emitted when a remote instance is detached from this session (i.e. the " "session becomes inactive)." msgstr "當一個遠端實例從該會話中分離出來時(即該會話變為非活動狀態)發出。" msgid "" "Identifies a supported export platform, and internally provides the " "functionality of exporting to that platform." msgstr "標識一個支援的匯出平臺,並在內部提供匯出到該平臺的功能。" msgid "" "Base resource that provides the functionality of exporting a release build of " "a project to a platform, from the editor. Stores platform-specific metadata " "such as the name and supported features of the platform, and performs the " "exporting of projects, PCK files, and ZIP files. Uses an export template for " "the platform provided at the time of project exporting.\n" "Used in scripting by [EditorExportPlugin] to configure platform-specific " "customization of scenes and resources. See [method " "EditorExportPlugin._begin_customize_scenes] and [method " "EditorExportPlugin._begin_customize_resources] for more details." msgstr "" "基礎資源,提供從編輯器將專案的發行建構匯出到平臺的功能。儲存特定於平臺的元數" "據,例如平臺的名稱和支援的功能,並執行專案、PCK 檔和 ZIP 檔的匯出。使用在專案" "匯出時提供的平臺匯出範本。\n" "在 [EditorExportPlugin] 的腳本中用於配置特定於平臺的場景和資源的定制。有關詳細" "信息,請參閱 [method EditorExportPlugin._begin_customize_scenes] 和 [method " "EditorExportPlugin._begin_customize_resources]。" msgid "" "Returns the name of the export operating system handled by this " "[EditorExportPlatform] class, as a friendly string. Possible return values " "are [code]Windows[/code], [code]Linux[/code], [code]macOS[/code], " "[code]Android[/code], [code]iOS[/code], and [code]Web[/code]." msgstr "" "以友善字串的形式傳回由此[EditorExportPlatform] 類別處理的匯出作業系統的名稱。" "可能的回傳值為[code]Windows[/code]、[code]Linux [/code]、[code]macOS[/code]、" "[code]Android[/code]、[code]iOS[/code] 和 [code]Web[/code]。" msgid "Exporter for Android." msgstr "適用於 Android 的匯出器。" msgid "Exporting for Android" msgstr "為 Android 匯出" msgid "Android plugins documentation index" msgstr "編輯器外掛程式文件索引" msgid "" "Array of random bytes that the licensing Policy uses to create an " "[url=https://developer.android.com/google/play/licensing/adding-" "licensing#impl-Obfuscator]Obfuscator[/url]." msgstr "" "許可政策用於建立 [url=https://developer.android.com/google/play/licensing/" "adding-licensing#impl-Obfuscator]Obfuscator[/url] 的隨機位元組陣列。" msgid "" "If [code]true[/code], [code]arm64[/code] binaries are included into exported " "project." msgstr "" "如果為 [code]true[/code],[code]arm64[/code] 二進位檔案將包含在匯出的專案中。" msgid "" "If [code]true[/code], [code]arm32[/code] binaries are included into exported " "project." msgstr "" "如果為 [code]true[/code],[code]arm32[/code] 二進位檔案將包含在匯出的專案中。" msgid "" "If [code]true[/code], [code]x86_32[/code] binaries are included into exported " "project." msgstr "" "如果為 [code]true[/code],[code]x86_32[/code] 二進位檔案將包含在匯出的專案中。" msgid "" "If [code]true[/code], [code]x86_64[/code] binaries are included into exported " "project." msgstr "" "如果為 [code]true[/code],[code]x86_64[/code] 二進位檔案將包含在匯出的專案中。" msgid "If [code]true[/code], Gradle build is used instead of pre-built APK." msgstr "如果為 [code]true[/code],則使用 Gradle 建構而不是預建構的 APK。" msgid "" "If [code]true[/code], OpenGL ES debug context will be created (additional " "runtime checking, validation, and logging)." msgstr "" "如果為 [code]true[/code],則將建立 OpenGL ES 除錯本文(額外的運作時檢查、驗" "證、和紀錄記錄)。" msgid "" "Path of the debug keystore file.\n" "Can be overridden with the environment variable " "[code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code].\n" "Fallbacks to [code]EditorSettings.export/android/debug_keystore[/code] if " "empty." msgstr "" "除錯金鑰庫檔的路徑。\n" "可以被環境變數 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code] 覆蓋。\n" "如果為空,則退回到 [code]EditorSettings.export/android/debug_keystore[/code]。" msgid "" "Password for the debug keystore file.\n" "Can be overridden with the environment variable " "[code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code].\n" "Fallbacks to [code]EditorSettings.export/android/debug_keystore_pass[/code] " "if both it and [member keystore/debug] are empty." msgstr "" "除錯金鑰庫檔的密碼。\n" "可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code] 覆蓋。\n" "如果該屬性和 [member keystore/debug] 都為空,則退回到 " "[code]EditorSettings.export/android/debug_keystore_pass[/code]。" msgid "" "User name for the debug keystore file.\n" "Can be overridden with the environment variable " "[code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code].\n" "Fallbacks to [code]EditorSettings.export/android/debug_keystore_user[/code] " "if both it and [member keystore/debug] are empty." msgstr "" "除錯金鑰庫檔案的使用者名。\n" "可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code] 覆蓋。\n" "如果該屬性和 [member keystore/debug] 都為空,則退回到 " "[code]EditorSettings.export/android/debug_keystore_user[/code]。" msgid "" "Path of the release keystore file.\n" "Can be overridden with the environment variable " "[code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code]." msgstr "" "發行金鑰庫檔的路徑。\n" "可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code] 覆蓋。" msgid "" "Password for the release keystore file.\n" "Can be overridden with the environment variable " "[code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code]." msgstr "" "發行金鑰庫檔的密碼。\n" "可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code] 覆蓋。" msgid "" "User name for the release keystore file.\n" "Can be overridden with the environment variable " "[code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code]." msgstr "" "發行金鑰庫檔的使用者名。\n" "可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code] 覆蓋。" msgid "" "Application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/icon]." msgstr "" "套用程式圖示檔。如果留空,它將退回到 [member ProjectSettings.application/" "config/icon]。" msgid "Name of the application." msgstr "套用程式的名稱。" msgid "" "If [code]true[/code], the user will be able to set this app as the system " "launcher in Android preferences." msgstr "如果為 [code]true[/code],則編輯器會在運作遊戲專案時清空“輸出”面板。" msgid "If [code]true[/code], this app will show in Android TV launcher UI." msgstr "如果為 [code]true[/code],對話方塊將顯示出隱藏檔。" msgid "" "If [code]true[/code], this app will show in the device's app library.\n" "[b]Note:[/b] This is [code]true[/code] by default." msgstr "" "如果為 [code]true[/code],則在觸控式螢幕裝置上啟用兩指平移和縮放手勢。\n" "[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。" msgid "If [code]true[/code], package signing is enabled." msgstr "如果為 [code]true[/code],則包簽章被啟用。" msgid "" "Allows read/write access to the \"properties\" table in the checkin database. " "See [url=https://developer.android.com/reference/android/" "Manifest.permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]." msgstr "" "允許對簽到資料庫的“properties”表進行讀寫存取。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/" "url]。" msgid "" "Allows access to the approximate location information. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]." msgstr "" "允許存取大致位置資訊。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]。" msgid "" "Allows access to the precise location information. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]." msgstr "" "允許存取精確位置資訊。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]。" msgid "" "Allows access to the extra location provider commands. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/" "url]." msgstr "" "允許對額外位置提供方命令的存取。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/" "url]。" msgid "Allows an application to create mock location providers for testing." msgstr "允許套用程式為測試目的建立 Mock 位置提供方。" msgid "" "Allows access to the information about networks. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url]." msgstr "" "允許對網路相關資訊進行存取。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url]。" msgid "Allows an application to use SurfaceFlinger's low level features." msgstr "允許套用程式使用 SurfaceFlinger 的底層功能。" msgid "" "Allows access to the information about Wi-Fi networks. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/url]." msgstr "" "允許對 Wi-Fi 網路相關資訊進行存取。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/" "url]。" msgid "" "Allows applications to call into AccountAuthenticators. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url]." msgstr "" "允許套用程式對 AccountAuthenticator 進行呼叫。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url]。" msgid "" "Allows an application to add voicemails into the system. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url]." msgstr "" "允許套用程式向系統中新增語音郵件。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url]。" msgid "" "Allows an application to act as an AccountAuthenticator for the " "AccountManager." msgstr "允許套用程式在 AccountManager 中扮演 AccountAuthenticator 的角色。" msgid "" "Allows an application to collect battery statistics. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]." msgstr "" "允許套用程式收集電池統計資訊。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]。" msgid "" "Must be required by an AccessibilityService, to ensure that only the system " "can bind to it. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/" "url]." msgstr "" "AccessibilityService 必須要求此許可權,確保只能系統能夠進行綁定。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/" "url]。" msgid "" "Allows an application to tell the AppWidget service which application can " "access AppWidget's data. See [url=https://developer.android.com/reference/" "android/Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]." msgstr "" "允許套用程式告訴 AppWidget 服務哪個套用程式可以存取 AppWidget 的資料。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]。" msgid "" "Must be required by device administration receiver, to ensure that only the " "system can interact with it. See [url=https://developer.android.com/reference/" "android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]." msgstr "" "裝置管理接收器所必需的,以確保只有系統可以與其互動。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]。" msgid "" "Must be required by an InputMethodService, to ensure that only the system can " "bind to it. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]." msgstr "" "InputMethodService 必須要求此許可權,確保只能系統能夠進行綁定。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]。" msgid "" "Must be required by a HostApduService or OffHostApduService to ensure that " "only the system can bind to it. See [url=https://developer.android.com/" "reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]." msgstr "" "HostApduService 或 OffHostApduService 必須要求此許可權,確保只能系統能夠進行綁" "定。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]。" msgid "" "Must be required by a NotificationListenerService, to ensure that only the " "system can bind to it. See [url=https://developer.android.com/reference/" "android/" "Manifest.permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/" "url]." msgstr "" "NotificationListenerService 必須要求此許可權,確保只能系統能夠進行綁定。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/" "url]。" msgid "" "Must be required by a PrintService, to ensure that only the system can bind " "to it. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]." msgstr "" "PrintService 必須要求此許可權,確保只能系統能夠進行綁定。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]。" msgid "" "Must be required by a RemoteViewsService, to ensure that only the system can " "bind to it. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]." msgstr "" "RemoteViewsService 必須要求此許可權,確保只能系統能夠進行綁定。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]。" msgid "" "Must be required by a TextService (e.g. SpellCheckerService) to ensure that " "only the system can bind to it. See [url=https://developer.android.com/" "reference/android/Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/" "url]." msgstr "" "TextService(例如 SpellCheckerService)必須要求此許可權,確保只能系統能夠進行" "綁定。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/url]。" msgid "" "Must be required by a VpnService, to ensure that only the system can bind to " "it. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]." msgstr "" "VpnService 必須要求此許可權,確保只能系統能夠進行綁定。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]。" msgid "" "Must be required by a WallpaperService, to ensure that only the system can " "bind to it. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]." msgstr "" "WallpaperService 必須要求此許可權,確保只能系統能夠進行綁定。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]。" msgid "" "Allows applications to connect to paired bluetooth devices. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BLUETOOTH]BLUETOOTH[/url]." msgstr "" "允許套用程式連接到配對的藍牙裝置。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#BLUETOOTH]BLUETOOTH[/url]。" msgid "" "Allows applications to discover and pair bluetooth devices. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]." msgstr "" "允許套用程式發現並配對藍牙裝置。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]。" msgid "" "Allows applications to pair bluetooth devices without user interaction, and " "to allow or disallow phonebook access or message access. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]." msgstr "" "允許套用程式在無需使用者互動的情況下配對藍牙裝置,並允許或禁止存取電話簿或消" "息。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]。" msgid "Required to be able to disable the device (very dangerous!)." msgstr "能夠禁用該裝置(非常危險!)必須要求此許可權。" msgid "" "Allows an application to broadcast a notification that an application package " "has been removed. See [url=https://developer.android.com/reference/android/" "Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]." msgstr "" "允許套用程式廣播套用套裝程式已被刪除的通知。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/" "url]。" msgid "" "Allows an application to broadcast an SMS receipt notification. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url]." msgstr "" "允許套用程式廣播短信接收通知。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url]。" msgid "" "Allows an application to broadcast sticky intents. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]." msgstr "" "允許套用程式廣播粘性意圖。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]。" msgid "" "Allows an application to broadcast a WAP PUSH receipt notification. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/url]." msgstr "" "允許套用程式廣播 WAP PUSH 回條通知。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/" "url]。" msgid "" "Allows an application to initiate a phone call without going through the " "Dialer user interface. See [url=https://developer.android.com/reference/" "android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url]." msgstr "" "允許套用程式無需通過撥號器使用者介面即可發起電話呼叫。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CALL_PHONE]CALL_PHONE[/url]。" msgid "" "Allows an application to call any phone number, including emergency numbers, " "without going through the Dialer user interface. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]." msgstr "" "允許套用程式無需通過撥號器使用者介面,即可撥打任意電話號碼,包括緊急號碼。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]。" msgid "" "Required to be able to access the camera device. See [url=https://" "developer.android.com/reference/android/Manifest.permission#CAMERA]CAMERA[/" "url]." msgstr "" "能夠存取相機裝置必須要求此許可權。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#CAMERA]CAMERA[/url]。" msgid "" "Allows an application to capture audio output. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]." msgstr "" "允許套用程式捕獲音訊輸出。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]。" msgid "Allows an application to capture secure video output." msgstr "允許套用程式捕獲安全的影片輸出。" msgid "Allows an application to capture video output." msgstr "允許套用程式捕獲影片輸出。" msgid "" "Allows an application to change whether an application component (other than " "its own) is enabled or not. See [url=https://developer.android.com/reference/" "android/" "Manifest.permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/" "url]." msgstr "" "允許套用程式更改是否啟用套用程式元件(除了它自己的元件)。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/" "url]。" msgid "" "Allows an application to modify the current configuration, such as locale. " "See [url=https://developer.android.com/reference/android/" "Manifest.permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]." msgstr "" "允許套用程式修改目前配置,例如區域設定。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]。" msgid "" "Allows applications to change network connectivity state. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]." msgstr "" "允許套用程式更改網路連接狀態。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]。" msgid "" "Allows applications to enter Wi-Fi Multicast mode. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/" "url]." msgstr "" "允許套用程式進入 Wi-Fi 多播模式。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/" "url]。" msgid "" "Allows applications to change Wi-Fi connectivity state. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/url]." msgstr "" "允許套用程式更改 Wi-Fi 連接狀態。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/" "url]。" msgid "" "Allows an application to clear the caches of all installed applications on " "the device. See [url=https://developer.android.com/reference/android/" "Manifest.permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]." msgstr "" "允許套用程式清除裝置上所有已安裝套用程式的快取。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]。" msgid "Allows an application to clear user data." msgstr "允許套用程式清除使用者資料。" msgid "" "Allows enabling/disabling location update notifications from the radio. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]." msgstr "" "允許啟用/禁用無線電的位置更新通知。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]。" msgid "Array of custom permission strings." msgstr "自訂許可權字串陣列。" msgid "" "Allows an application to delete packages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url]." msgstr "" "允許套用程式刪除包。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url]。" msgid "Allows low-level access to power management." msgstr "允許對電源管理進行低級存取。" msgid "" "Allows applications to RW to diagnostic resources. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]." msgstr "" "允許套用程式讀寫診斷資源。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]。" msgid "" "Allows applications to disable the keyguard if it is not secure. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url]." msgstr "" "如果鍵盤保護不安全,則允許套用程式禁用它。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url]。" msgid "" "Allows an application to retrieve state dump information from system " "services. See [url=https://developer.android.com/reference/android/" "Manifest.permission#DUMP]DUMP[/url]." msgstr "" "允許套用程式從系統服務檢索狀態轉儲資訊。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#DUMP]DUMP[/url]。" msgid "" "Allows an application to expand or collapse the status bar. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]." msgstr "" "允許套用程式展開或折疊狀態列。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]。" msgid "" "Run as a manufacturer test application, running as the root user. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#FACTORY_TEST]FACTORY_TEST[/url]." msgstr "" "作為製造商測試套用程式運作,以 root 使用者身份運作。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#FACTORY_TEST]FACTORY_TEST[/url]。" msgid "Allows access to the flashlight." msgstr "允許存取手電筒。" msgid "" "Allows an application to force a BACK operation on whatever is the top " "activity." msgstr "允許套用程式對任何頂部 activity 強制執行 BACK 操作。" msgid "" "Allows access to the list of accounts in the Accounts Service. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]." msgstr "" "允許存取帳戶服務中的帳戶列表。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]。" msgid "" "Allows an application to find out the space used by any package. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/url]." msgstr "" "允許套用程式找出任何包所使用的空間。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/" "url]。" msgid "Deprecated in API level 21." msgstr "在 API 級別 21 中已放棄使用。" msgid "" "Allows an application to retrieve private information about the current top " "activity." msgstr "允許套用程式檢索有關目前頂部 activity 的私有資訊。" msgid "" "Used on content providers to allow the global search system to access their " "data. See [url=https://developer.android.com/reference/android/" "Manifest.permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]." msgstr "" "用於內容提供者,以允許全域搜索系統存取其資料。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]。" msgid "Allows access to hardware peripherals." msgstr "允許存取硬體週邊裝置。" msgid "" "Allows an application to inject user events (keys, touch, trackball) into the " "event stream and deliver them to ANY window." msgstr "" "允許套用程式將使用者事件(按鍵、觸摸、軌跡球)注入事件流並將它們傳遞到任意窗" "口。" msgid "" "Allows an application to install a location provider into the Location " "Manager. See [url=https://developer.android.com/reference/android/" "Manifest.permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]." msgstr "" "允許套用程式將位置提供程式安裝到位置管理器中。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/" "url]。" msgid "" "Allows an application to install packages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url]." msgstr "" "允許套用程式安裝套裝軟體。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url]。" msgid "" "Allows an application to install a shortcut in Launcher. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/url]." msgstr "" "允許套用程式在啟動器中安裝快捷方式。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/" "url]。" msgid "" "Allows an application to open windows that are for use by parts of the system " "user interface." msgstr "允許套用程式打開供系統使用者介面部分使用的視窗。" msgid "" "Allows applications to open network sockets. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#INTERNET]INTERNET[/url]." msgstr "" "允許套用程式打開網路通訊端。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#INTERNET]INTERNET[/url]。" msgid "" "Allows an application to call " "ActivityManager.killBackgroundProcesses(String). See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]." msgstr "" "允許套用程式呼叫 ActivityManager.killBackgroundProcesses(String)。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/" "url]。" msgid "" "Allows an application to use location features in hardware, such as the " "geofencing api. See [url=https://developer.android.com/reference/android/" "Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]." msgstr "" "允許套用程式使用硬體中的位置功能,例如地理圍欄 API。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]。" msgid "" "Allows an application to manage the list of accounts in the AccountManager." msgstr "允許套用程式管理 AccountManager 中的帳戶列表。" msgid "" "Allows an application to manage (create, destroy, Z-order) application tokens " "in the window manager." msgstr "允許套用程式在視窗管理器中管理(建立、銷毀、Z 排序)套用程式權杖。" msgid "" "Allows an application to manage access to documents, usually as part of a " "document picker. See [url=https://developer.android.com/reference/android/" "Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]." msgstr "" "允許套用程式管理對文件的存取,通常作為文件選擇器的一部分。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]。" msgid "" "Allows an application a broad access to external storage in scoped storage. " "See [url=https://developer.android.com/reference/android/" "Manifest.permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]." msgstr "" "允許套用程式廣泛存取範圍儲存中的外部儲存。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]。" msgid "" "See [url=https://developer.android.com/reference/android/" "Manifest.permission#MASTER_CLEAR]MASTER_CLEAR[/url]." msgstr "" "見 [url=https://developer.android.com/reference/android/" "Manifest.permission#MASTER_CLEAR]MASTER_CLEAR[/url]。" msgid "" "Allows an application to know what content is playing and control its " "playback. See [url=https://developer.android.com/reference/android/" "Manifest.permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]." msgstr "" "允許套用程式瞭解正在播放的內容並控制其播放。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]。" msgid "" "Allows an application to modify global audio settings. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/url]." msgstr "" "允許套用程式修改全域音訊設定。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/" "url]。" msgid "" "Allows modification of the telephony state - power on, mmi, etc. Does not " "include placing calls. See [url=https://developer.android.com/reference/" "android/Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]." msgstr "" "允許修改電話狀態 - 開機、mmi 等。不包括撥打電話。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]。" msgid "" "Allows formatting file systems for removable storage. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]." msgstr "" "允許格式化卸除式存放裝置的檔案系統。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]。" msgid "" "Allows mounting and unmounting file systems for removable storage. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]." msgstr "" "允許掛載和解除安裝卸除式存放裝置的檔案系統。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/" "url]。" msgid "" "Allows applications to perform I/O operations over NFC. See [url=https://" "developer.android.com/reference/android/Manifest.permission#NFC]NFC[/url]." msgstr "" "允許套用程式通過 NFC 執行 I/O 操作。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#NFC]NFC[/url]。" msgid "Deprecated in API level 15." msgstr "API 級別 15 中廢棄。" msgid "" "Allows an application to read the user's calendar data. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url]." msgstr "" "允許套用程式讀取使用者的日曆資料。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url]。" msgid "" "Allows an application to read the user's call log. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url]." msgstr "" "允許套用程式讀取使用者的通話記錄。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url]。" msgid "" "Allows an application to read the user's contacts data. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" "允許套用程式讀取使用者的連路人資料。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" msgid "" "Allows an application to take screen shots and more generally get access to " "the frame buffer data." msgstr "允許套用程式截取螢幕截圖,並且更常見的是存取框架緩衝區資料。" msgid "" "Allows an application to read (but not write) the user's browsing history and " "bookmarks." msgstr "允許套用程式讀取(但不能寫入)使用者的流覽歷史記錄和書簽。" msgid "Deprecated in API level 16." msgstr "在 API 級別 16 中已放棄使用。" msgid "" "Allows an application to read the low-level system log files. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#READ_LOGS]READ_LOGS[/url]." msgstr "" "允許套用程式讀取低級系統紀錄檔。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_LOGS]READ_LOGS[/url]。" msgid "" "Allows read only access to phone state. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url]." msgstr "" "允許對電話狀態進行唯讀存取。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url]。" msgid "Allows an application to read the user's personal profile data." msgstr "允許套用程式讀取使用者的個人設定檔資料。" msgid "" "Allows an application to read SMS messages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_SMS]READ_SMS[/url]." msgstr "" "允許套用程式讀取 SMS 消息。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#READ_SMS]READ_SMS[/url]。" msgid "Allows an application to read from the user's social stream." msgstr "允許套用程式讀取使用者的社交流。" msgid "" "Allows applications to read the sync settings. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]." msgstr "" "允許套用程式讀取同步設定。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]。" msgid "" "Allows applications to read the sync stats. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]." msgstr "" "允許套用程式讀取同步統計資訊。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]。" msgid "Allows an application to read the user dictionary." msgstr "允許套用程式讀取使用者詞典。" msgid "" "Required to be able to reboot the device. See [url=https://" "developer.android.com/reference/android/Manifest.permission#REBOOT]REBOOT[/" "url]." msgstr "" "能夠重新開機裝置必須要求此許可權。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#REBOOT]REBOOT[/url]。" msgid "" "Allows an application to receive the Intent.ACTION_BOOT_COMPLETED that is " "broadcast after the system finishes booting. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url]." msgstr "" "允許套用程式接收系統啟動完成後廣播的 Intent.ACTION_BOOT_COMPLETED。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url]。" msgid "" "Allows an application to monitor incoming MMS messages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#RECEIVE_MMS]RECEIVE_MMS[/url]." msgstr "" "允許套用程式監聽收到的 MMS 消息。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#RECEIVE_MMS]RECEIVE_MMS[/url]。" msgid "" "Allows an application to receive SMS messages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url]." msgstr "" "允許套用程式接收短信。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url]。" msgid "" "Allows an application to receive WAP push messages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/url]." msgstr "" "允許套用程式接收 WAP 推送消息。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/" "url]。" msgid "" "Allows an application to record audio. See [url=https://developer.android.com/" "reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]." msgstr "" "允許套用程式錄音。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]。" msgid "" "Allows an application to change the Z-order of tasks. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" "允許套用程式對工作的 Z 順序進行修改。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。" msgid "" "Allows an application (Phone) to send a request to other applications to " "handle the respond-via-message action during incoming calls. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]." msgstr "" "允許套用程式(手機)在接聽電話時向其他套用程式發送對“通過短信回復”動作的處理請" "求。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]。" msgid "" "Allows an application to send SMS messages. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SEND_SMS]SEND_SMS[/url]." msgstr "" "允許套用程式發送短信。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#SEND_SMS]SEND_SMS[/url]。" msgid "" "Allows an application to watch and control how activities are started " "globally in the system." msgstr "允許套用程式對系統如何啟動 Activity 進行全域監聽和控制。" msgid "" "Allows an application to broadcast an Intent to set an alarm for the user. " "See [url=https://developer.android.com/reference/android/" "Manifest.permission#SET_ALARM]SET_ALARM[/url]." msgstr "" "允許套用程式對設定使用者鬧鐘的 Intent 進行廣播。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_ALARM]SET_ALARM[/url]。" msgid "" "Allows an application to control whether activities are immediately finished " "when put in the background. See [url=https://developer.android.com/reference/" "android/Manifest.permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url]." msgstr "" "允許套用程式對進入後臺時是否立即終止 Activity 進行控制。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url]。" msgid "" "Allows to modify the global animation scaling factor. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]." msgstr "" "允許對全域動畫縮放係數進行修改。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]。" msgid "" "Configure an application for debugging. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]." msgstr "" "對套用程式進行除錯配置。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]。" msgid "" "Allows low-level access to setting the orientation (actually rotation) of the " "screen." msgstr "允許對設定螢幕朝向(本質為旋轉)的功能進行底層存取。" msgid "Allows low-level access to setting the pointer speed." msgstr "允許對設定指標速度的功能進行底層存取。" msgid "" "Allows an application to set the maximum number of (not needed) application " "processes that can be running. See [url=https://developer.android.com/" "reference/android/Manifest.permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/" "url]." msgstr "" "允許套用程式對同時能夠運作的最大(不再需要的)套用程式程序數進行設定。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/url]。" msgid "" "Allows applications to set the system time directly. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_TIME]SET_TIME[/url]." msgstr "" "允許套用程式對系統時間進行直接設定。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#SET_TIME]SET_TIME[/url]。" msgid "" "Allows applications to set the system time zone directly. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_TIME_ZONE]SET_TIME_ZONE[/url]." msgstr "" "允許套用程式對系統時區進行直接設定。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#SET_TIME_ZONE]SET_TIME_ZONE[/url]。" msgid "" "Allows applications to set the wallpaper. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url]." msgstr "" "允許套用程式對壁紙進行設定。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url]。" msgid "" "Allows applications to set the wallpaper hints. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url]." msgstr "" "允許套用程式對壁紙提示進行設定。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url]。" msgid "" "Allow an application to request that a signal be sent to all persistent " "processes. See [url=https://developer.android.com/reference/android/" "Manifest.permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/" "url]." msgstr "" "允許套用程式請求將訊號發送到所有持久化程序。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/" "url]。" msgid "" "Allows an application to open, close, or disable the status bar and its " "icons. See [url=https://developer.android.com/reference/android/" "Manifest.permission#STATUS_BAR]STATUS_BAR[/url]." msgstr "" "允許套用程式對狀態列及其圖示進行打開、關閉、禁用等操作。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#STATUS_BAR]STATUS_BAR[/url]。" msgid "" "Allows an application to allow access the subscribed feeds ContentProvider." msgstr "允許套用程式對訂閱的 ContentProvider 源進行存取。" msgid "" "Allows an app to create windows using the type " "WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY, shown on top of all " "other apps. See [url=https://developer.android.com/reference/android/" "Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]." msgstr "" "允許套用使用 WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY 型別建立顯示" "在其他套用之上的視窗。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]。" msgid "" "Allows using the device's IR transmitter, if available. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url]." msgstr "" "允許使用該裝置的 IR 發送器。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url]。" msgid "" "Allows an application to update device statistics. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]." msgstr "" "允許套用程式對裝置統計資訊進行更新。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]。" msgid "Allows an application to request authtokens from the AccountManager." msgstr "允許套用程式向 AccountManager 請求授權權杖。" msgid "" "Allows an application to use SIP service. See [url=https://" "developer.android.com/reference/android/Manifest.permission#USE_SIP]USE_SIP[/" "url]." msgstr "" "允許套用程式使用 SIP 服務。見 [url=https://developer.android.com/reference/" "android/Manifest.permission#USE_SIP]USE_SIP[/url]。" msgid "" "Allows access to the vibrator. See [url=https://developer.android.com/" "reference/android/Manifest.permission#VIBRATE]VIBRATE[/url]." msgstr "" "允許存取振動器。見 [url=https://developer.android.com/reference/android/" "Manifest.permission#VIBRATE]VIBRATE[/url]。" msgid "" "Allows using PowerManager WakeLocks to keep processor from sleeping or screen " "from dimming. See [url=https://developer.android.com/reference/android/" "Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]." msgstr "" "允許使用 PowerManager WakeLock 放置處理器進入休眠或螢幕變暗。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]。" msgid "" "Allows applications to write the apn settings and read sensitive fields of an " "existing apn settings like user and password. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]." msgstr "" "允許套用程式寫入 APN 設定並讀取已有 APN 設定中的使用者名、密碼等敏感欄位。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]。" msgid "" "Allows an application to write the user's calendar data. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]." msgstr "" "允許套用程式對使用者的日曆資料進行寫操作。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]。" msgid "" "Allows an application to write (but not read) the user's call log data. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]." msgstr "" "允許套用程式對使用者的通話記錄資料進行寫操作(不會允許讀操作)。見 " "[url=https://developer.android.com/reference/android/" "Manifest.permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]。" msgid "" "Allows an application to write the user's contacts data. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_CONTACTS]WRITE_CONTACTS[/url]." msgstr "" "允許套用程式對使用者的通訊錄資料進行寫操作。見 [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_CONTACTS]WRITE_CONTACTS[/url]。" msgid "" "Allows an application to write to external storage. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]." msgstr "" "允許套用程式對外部儲存進行寫操作。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]。" msgid "" "Allows an application to modify the Google service map. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]." msgstr "" "允許套用程式對 Google 服務對應進行修改。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]。" msgid "" "Allows an application to write (but not read) the user's browsing history and " "bookmarks." msgstr "允許套用程式對使用者的流覽器歷史和收藏進行寫操作(不會允許讀操作)。" msgid "" "Allows an application to write (but not read) the user's personal profile " "data." msgstr "允許套用程式對使用者的個人資訊資料進行寫操作(不會允許讀操作)。" msgid "" "Allows an application to read or write the secure system settings. See " "[url=https://developer.android.com/reference/android/" "Manifest.permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]." msgstr "" "允許套用程式對安全系統設定進行讀寫操作。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]。" msgid "" "Allows an application to read or write the system settings. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_SETTINGS]WRITE_SETTINGS[/url]." msgstr "" "允許套用程式對系統設定進行讀寫操作。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#WRITE_SETTINGS]WRITE_SETTINGS[/url]。" msgid "Allows an application to write SMS messages." msgstr "允許套用程式發送短信。" msgid "" "Allows an application to write (but not read) the user's social stream data." msgstr "允許套用程式對使用者的社交流資料進行寫操作(不會允許讀操作)。" msgid "" "Allows applications to write the sync settings. See [url=https://" "developer.android.com/reference/android/" "Manifest.permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url]." msgstr "" "允許套用程式對同步設定進行寫操作。見 [url=https://developer.android.com/" "reference/android/" "Manifest.permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url]。" msgid "Allows an application to write to the user dictionary." msgstr "允許套用程式對使用者字典進行寫操作。" msgid "Indicates whether the application supports larger screen form-factors." msgstr "表示套用程式是否支援較大螢幕尺寸。" msgid "" "Indicates whether an application supports the \"normal\" screen form-factors." msgstr "表示套用程式是否支援“正常”螢幕尺寸。" msgid "Indicates whether the application supports smaller screen form-factors." msgstr "表示套用程式是否支援較小螢幕尺寸。" msgid "" "Indicates whether the application supports extra large screen form-factors." msgstr "表示套用程式是否支援超大螢幕尺寸。" msgid "" "If [code]true[/code], allows the application to participate in the backup and " "restore infrastructure." msgstr "如果為 [code]true[/code],則允許套用程式參與基礎設施的備份與恢復。" msgid "" "Machine-readable application version. This must be incremented for every new " "release pushed to the Play Store." msgstr "" "機器可讀的套用程式版本。每向 Play Store 推送一個新版本,該版本都必須遞增。" msgid "" "Application version visible to the user. Falls back to [member " "ProjectSettings.application/config/version] if left empty." msgstr "" "套用程式圖示檔。如果留空,它將退回到 [member ProjectSettings.application/" "config/icon]。" msgid "Exporting for iOS" msgstr "為 iOS 匯出" msgid "iOS plugins documentation index" msgstr "編輯器外掛程式文件索引" msgid "Exporter for iOS." msgstr "iOS 匯出器。" msgid "" "Apple Team ID, unique 10-character string. To locate your Team ID check " "\"Membership details\" section in your Apple developer account dashboard, or " "\"Organizational Unit\" of your code signing certificate. See [url=https://" "developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate " "your Team ID[/url]." msgstr "" "Apple 團隊 ID,唯一的 10 字元的字串。要找到你的團隊 ID,請檢查 Apple 開發者帳" "戶儀錶板中的“會員詳細資訊”部分,或程式碼簽章憑證的“組織單位”。見 [url=https://" "developer.apple.com/cn/help/account/manage-your-team/locate-your-team-id]搜尋" "你的團隊 ID[/url]。" msgid "" "Unique application identifier in a reverse-DNS format, can only contain " "alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/" "code]), hyphens ([code]-[/code]), and periods ([code].[/code])." msgstr "" "反向 DNS 格式的唯一套用程式識別字,只能包含字母數位字元([code]A-Z[/code]、" "[code]a-z[/code] 和 [code]0-9[/code])、連字號([code]-[/code])和句點" "([code].[/code])。" msgid "Application distribution target (debug export)." msgstr "套用程式分發目標(除錯匯出)。" msgid "Application distribution target (release export)." msgstr "套用程式分發目標(發行匯出)。" msgid "" "If [code]true[/code], exports iOS project files without building an XCArchive " "or [code].ipa[/code] file. If [code]false[/code], exports iOS project files " "and builds an XCArchive and [code].ipa[/code] file at the same time. When " "combining Godot with Fastlane or other build pipelines, you may want to set " "this to [code]true[/code]." msgstr "" "如果 [code]true[/code],匯出 iOS專案檔案而不建構 XCArchive 或 [code].ipa[/" "code] 檔案。如果 [code]false[/code],匯出iOS 專案檔案並同時建置XCArchive 和" "[code].ipa[/code] 檔案。當Godot 與Fastlane 或其他建置管道結合使用時,您可能需" "要將其設為[code]true[/code]。" msgid "Interpolation method used to resize application icon." msgstr "用於調整套用程式圖示大小的插值方法。" msgid "A four-character creator code that is specific to the bundle. Optional." msgstr "特定於該組合包的四字元建立者碼。可選的。" msgid "Supported device family." msgstr "支援的裝置家族。" msgid "" "If [code]true[/code], networking features related to Wi-Fi access are " "enabled. See [url=https://developer.apple.com/support/required-device-" "capabilities/]Required Device Capabilities[/url]." msgstr "" "如果為 [code]true[/code],則啟用與 Wi-Fi 存取相關的網路功能。見 [url=https://" "developer.apple.com/cn/support/required-device-capabilities/]App 所需的裝置功" "能[/url]。" msgid "" "Path to the custom export template. If left empty, default template is used." msgstr "到自訂匯出範本的路徑。如果留空,則預設範本將被使用。" msgid "" "App Store application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/icon]. See [url=https://" "developer.apple.com/design/human-interface-guidelines/foundations/app-" "icons]App icons[/url]." msgstr "" "App Store 套用程式圖示檔。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Home screen application icon file on iPad (2x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPad 主螢幕套用程式圖示檔(2x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Home screen application icon file on iPad (3x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPad 主螢幕套用程式圖示檔(3x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Home screen application icon file on iPhone (2x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPhone 主螢幕套用程式圖示檔(2x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Home screen application icon file on iPhone (3x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPhone 主螢幕套用程式圖示檔(3x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Notification icon file on iPad and iPhone (2x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPad 和 iPhone 上的通知圖示檔(2x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Notification icon file on iPhone (3x DPI). If left empty, it will fallback to " "[member ProjectSettings.application/config/icon]. See [url=https://" "developer.apple.com/design/human-interface-guidelines/foundations/app-" "icons]App icons[/url]." msgstr "" "iPad 和 iPhone 上的通知圖示檔(3x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Application settings icon file on iPad and iPhone (2x DPI). If left empty, it " "will fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPad 和 iPhone 上的套用程式設定圖示檔(2x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Application settings icon file on iPhone (3x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPhone 上的套用程式設定圖示檔(3x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "Spotlight icon file on iPad and iPhone (2x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" "iPad 和 iPhone 上的“聚焦”圖示檔(2x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/" "cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。" msgid "" "A message displayed when requesting access to the device's camera (in " "English)." msgstr "請求存取裝置相機時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the device's camera (localized)." msgstr "請求存取裝置相機時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the device's microphone (in " "English)." msgstr "請求存取裝置麥克風時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the device's microphone " "(localized)." msgstr "請求存取裝置麥克風時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's photo library (in " "English)." msgstr "請求存取使用者照片圖庫時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's photo library " "(localized)." msgstr "請求存取使用者照片圖庫時顯示的(當地語系化)消息。" msgid "A custom background color of the storyboard launch screen." msgstr "Storyboard 啟動畫面的自訂背景色。" msgid "" "Application launch screen image file (2x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/boot_splash/image]." msgstr "" "套用程式啟動畫面影像檔(2x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/boot_splash/image]。" msgid "" "Application launch screen image file (3x DPI). If left empty, it will " "fallback to [member ProjectSettings.application/boot_splash/image]." msgstr "" "套用程式啟動畫面影像檔(3x DPI)。如果留空,則會退回至 [member " "ProjectSettings.application/boot_splash/image]。" msgid "Launch screen image scaling mode." msgstr "啟動畫面圖像縮放模式。" msgid "" "If [code]true[/code], [member storyboard/custom_bg_color] is used as a launch " "screen background color, otherwise [code]application/boot_splash/bg_color[/" "code] project setting is used." msgstr "" "如果為 [code]true[/code],則會將 [member storyboard/custom_bg_color] 用作啟動" "螢幕的背景色,否則會使用專案設定 [code]application/boot_splash/bg_color[/" "code]。" msgid "" "If [code]true[/code], the app \"Documents\" folder can be accessed via " "\"Files\" app. See [url=https://developer.apple.com/documentation/" "bundleresources/information_property_list/" "lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]." msgstr "" "如果為 [code]true[/code],套用的“Documents”資料夾可以在“檔”套用中存取。見 " "[url=https://developer.apple.com/documentation/bundleresources/" "information_property_list/" "lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]。" msgid "" "If [code]true[/code], the app \"Documents\" folder can be accessed via iTunes " "file sharing. See [url=https://developer.apple.com/documentation/" "bundleresources/information_property_list/" "uifilesharingenabled]UIFileSharingEnabled[/url]." msgstr "" "如果為 [code]true[/code],套用的“Documents”資料夾可以在 iTunes 檔共用中訪問。" "見 [url=https://developer.apple.com/documentation/bundleresources/" "information_property_list/uifilesharingenabled]UIFileSharingEnabled[/url]。" msgid "Exporter for Linux/BSD." msgstr "Linux/BSD 匯出器。" msgid "Exporting for Linux" msgstr "為 Linux 匯出" msgid "" "If [code]true[/code], project resources are embedded into the executable." msgstr "如果為 [code]true[/code],則會將專案資源嵌入到可執行檔中。" msgid "" "If [code]true[/code], a console wrapper is exported alongside the main " "executable, which allows running the project with enabled console output." msgstr "" "如果為 [code]true[/code],則會在匯出主可執行檔的同時匯出一個控制台封裝,能夠在" "運作專案時啟用控制台輸出。" msgid "" "Script code to execute on the remote host when app is finished.\n" "The following variables can be used in the script:\n" "- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to " "upload app and scripts to.\n" "- [code]{archive_name}[/code] - Name of the ZIP containing uploaded " "application.\n" "- [code]{exe_name}[/code] - Name of application executable.\n" "- [code]{cmd_args}[/code] - Array of the command line argument for the " "application." msgstr "" "套用結束時,要在遠端主機上執行的腳本程式碼。\n" "可以在腳本中使用以下變數:\n" "- [code]{temp_dir}[/code] - 遠端的暫存檔案夾路徑,用於上傳套用和腳本。\n" "- [code]{archive_name}[/code] - 包含上傳的套用程式的 ZIP 檔的名稱。\n" "- [code]{exe_name}[/code] - 套用程式可執行檔的名稱。\n" "- [code]{cmd_args}[/code] - 套用程式命令列參數的陣列。" msgid "Enables remote deploy using SSH/SCP." msgstr "啟用通過 SSH/SCP 進行遠端部署。" msgid "Array of the additional command line arguments passed to the SCP." msgstr "要傳給 SCP 的額外命令列參數的陣列。" msgid "Array of the additional command line arguments passed to the SSH." msgstr "要傳給 SSH 的額外命令列參數的陣列。" msgid "" "Remote host SSH user name and address, in [code]user@address[/code] format." msgstr "遠端主機 SSH 使用者名及位址,格式為 [code]使用者名@地址[/code]。" msgid "Remote host SSH port number." msgstr "遠端主機 SSH 埠號。" msgid "" "Script code to execute on the remote host when running the app.\n" "The following variables can be used in the script:\n" "- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to " "upload app and scripts to.\n" "- [code]{archive_name}[/code] - Name of the ZIP containing uploaded " "application.\n" "- [code]{exe_name}[/code] - Name of application executable.\n" "- [code]{cmd_args}[/code] - Array of the command line argument for the " "application." msgstr "" "運作套用時,要在遠端主機上執行的腳本程式碼。\n" "可以在腳本中使用以下變數:\n" "- [code]{temp_dir}[/code] - 遠端的暫存檔案夾路徑,用於上傳套用和腳本。\n" "- [code]{archive_name}[/code] - 包含上傳的套用程式的 ZIP 檔的名稱。\n" "- [code]{exe_name}[/code] - 套用程式可執行檔的名稱。\n" "- [code]{cmd_args}[/code] - 套用程式命令列參數的陣列。" msgid "Exporter for macOS." msgstr "macOS 匯出器。" msgid "Exporting for macOS" msgstr "為 macOS 匯出" msgid "Running Godot apps on macOS" msgstr "在 macOS 上運作 Godot 套用" msgid "Application category for the App Store." msgstr "App Store 的套用程式分類。" msgid "Copyright notice for the bundle visible to the user (in English)." msgstr "組合包的(英文)版權宣告,使用者可見。" msgid "Copyright notice for the bundle visible to the user (localized)." msgstr "組合包的(當地語系化)版權宣告,使用者可見。" msgid "" "If set to [code]1[/code], ANGLE libraries are exported with the exported " "application. If set to [code]0[/code], ANGLE libraries are exported only if " "[member ProjectSettings.rendering/gl_compatibility/driver] is set to [code]" "\"opengl3_angle\"[/code]." msgstr "" "如果設定為[code]1[/code],則ANGLE 函式庫將隨匯出的應用程式一起匯出。如果設定為" "[code]0[/code],則匯出ANGLE 函式庫僅當 [member ProjectSettings.rendering/" "gl_compatibility/driver] 設定為 [code]\"opengl3_angle\"[/code]." msgid "" "Application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/macos_native_icon], and then to [member " "ProjectSettings.application/config/icon]." msgstr "" "套用程式圖示檔。如果留空,則會退回至 [member ProjectSettings.application/" "config/macos_native_icon],繼而退回至 [member ProjectSettings.application/" "config/icon]。" msgid "" "Application executable architecture.\n" "Supported architectures: [code]x86_64[/code], [code]arm64[/code], and " "[code]universal[/code] ([code]x86_64 + arm64[/code]).\n" "Official export templates include [code]universal[/code] binaries only." msgstr "" "套用程式可執行檔的架構。\n" "支援的架構有:[code]x86_64[/code]、[code]arm64[/code]、[code]universal[/code]" "([code]x86_64 + arm64[/code])。\n" "官方匯出範本中只包含 [code]universal[/code] 的二進位檔案。" msgid "" "PKCS #12 certificate file used to sign [code].app[/code] bundle.\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code]." msgstr "" "用於對 [code].app[/code] 組合包進行簽章的 PKCS #12 憑證檔。\n" "可以使用環境變數 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code] 覆蓋。" msgid "" "Password for the certificate file used to sign [code].app[/code] bundle.\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code]." msgstr "" "用於對 [code].app[/code] 組合包進行簽章的憑證檔的密碼。\n" "可以使用環境變數 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code] 覆蓋。" msgid "Tool to use for code signing." msgstr "用於程式碼簽章的工具。" msgid "" "Array of the additional command line arguments passed to the code signing " "tool." msgstr "要額外傳給程式碼簽章工具的命令列參數的陣列。" msgid "" "Allows app to use dynamic linker environment variables to inject code. If you " "are using add-ons with dynamic or self-modifying native code, enable them " "according to the add-on documentation. See [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-" "environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/" "url]." msgstr "" "允許套用使用動態連結器環境變數注入程式碼。如果你使用的外掛程式使用了動態或自我" "修改的原生程式碼,請根據該外掛程式文件中的說明啟用。見 [url=https://" "developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_cs_allow-dyld-environment-" "variables]com.apple.security.cs.allow-dyld-environment-variables[/url]。" msgid "" "Allows creating writable and executable memory for JIT code. If you are using " "add-ons with dynamic or self-modifying native code, enable them according to " "the add-on documentation. See [url=https://developer.apple.com/documentation/" "bundleresources/entitlements/com_apple_security_cs_allow-" "jit]com.apple.security.cs.allow-jit[/url]." msgstr "" "允許建立可寫可執行記憶體,用於 JIT 程式碼。如果你使用的外掛程式使用了動態或自" "我修改的原生程式碼,請根據該外掛程式文件中的說明啟用。見 [url=https://" "developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_cs_allow-jit]com.apple.security.cs.allow-jit[/url]。" msgid "" "Allows creating writable and executable memory without JIT restrictions. If " "you are using add-ons with dynamic or self-modifying native code, enable them " "according to the add-on documentation. See [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/com_apple_security_cs_allow-" "unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-" "memory[/url]." msgstr "" "允許建立可寫可執行記憶體,不受 JIT 限制。如果你使用的外掛程式使用了動態或自我" "修改的原生程式碼,請根據該外掛程式文件中的說明啟用。見 [url=https://" "developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_cs_allow-unsigned-executable-" "memory]com.apple.security.cs.allow-unsigned-executable-memory[/url]。" msgid "" "Enable to allow app to interact with Bluetooth devices. This entitlement is " "required to use wireless controllers. See [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url]." msgstr "" "啟用後能夠允許套用與藍牙裝置互動。使用無線控制器時,必須擁有這項權利。見 " "[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/" "url]。" msgid "" "Enable to allow app to interact with USB devices. This entitlement is " "required to use wired controllers. See [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_device_usb]com.apple.security.device.usb[/url]." msgstr "" "啟用後能夠允許套用與 USB 裝置互動。使用有線控制器時,必須擁有這項權利。見 " "[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_device_usb]com.apple.security.device.usb[/url]。" msgid "" "Enables App Sandbox. The App Sandbox restricts access to user data, " "networking, and devices. Sandboxed apps can't access most of the file system, " "can't use custom file dialogs and execute binaries outside the .app bundle. " "See [url=https://developer.apple.com/documentation/security/app_sandbox]App " "Sandbox[/url].\n" "[b]Note:[/b] To distribute an app through the App Store, you must enable the " "App Sandbox." msgstr "" "啟用 App Sandbox 套用沙盒。App Sandbox 能夠限制對使用者資料、網路以及裝置的訪" "問。沙盒套用無法存取檔案系統中的大部分區域,無法使用自訂檔對話方塊,也無法執" "行 .app 組合包之外的二進位檔案。見 [url=https://developer.apple.com/" "documentation/security/app_sandbox]App Sandbox[/url]。\n" "[b]注意:[/b]通過 App Store 分發套用時必須啟用 App Sandbox。" msgid "" "Allows read or write access to the user's \"Downloads\" folder. See " "[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_files_downloads_read-" "write]com.apple.security.files.downloads.read-write[/url]." msgstr "" "允許對使用者“下載”資料夾的讀寫存取。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_files_downloads_read-" "write]com.apple.security.files.downloads.read-write[/url]。" msgid "" "Allows read or write access to the user's \"Movies\" folder. See [url=https://" "developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_assets_movies_read-" "write]com.apple.security.files.movies.read-write[/url]." msgstr "" "允許對使用者“影片”資料夾的讀寫存取。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_assets_movies_read-" "write]com.apple.security.files.movies.read-write[/url]。" msgid "" "Allows read or write access to the user's \"Music\" folder. See [url=https://" "developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_assets_music_read-" "write]com.apple.security.files.music.read-write[/url]." msgstr "" "允許對使用者“音樂”資料夾的讀寫存取。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_assets_music_read-" "write]com.apple.security.files.music.read-write[/url]。" msgid "" "Allows read or write access to the user's \"Pictures\" folder. See " "[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_assets_pictures_read-" "write]com.apple.security.files.pictures.read-write[/url]." msgstr "" "允許對使用者“圖片”資料夾的讀寫存取。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_assets_pictures_read-" "write]com.apple.security.files.pictures.read-write[/url]。" msgid "" "Allows read or write access to the locations the user has selected using a " "native file dialog. See [url=https://developer.apple.com/documentation/" "bundleresources/entitlements/com_apple_security_files_user-selected_read-" "write]com.apple.security.files.user-selected.read-write[/url]." msgstr "" "允許對使用者“音樂”資料夾的讀寫存取。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_assets_music_read-" "write]com.apple.security.files.music.read-write[/url]。" msgid "" "List of helper executables to embedded to the app bundle. Sandboxed app are " "limited to execute only these executable. See [url=https://" "developer.apple.com/documentation/xcode/embedding-a-helper-tool-in-a-" "sandboxed-app]Embedding a command-line tool in a sandboxed app[/url]." msgstr "" "要嵌入套用組合包的輔助可執行檔列表。沙盒套用僅限於執行這些可執行檔。見 " "[url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-" "in-a-sandboxed-app]Embedding a command-line tool in a sandboxed app[/url]。" msgid "" "Enable to allow app to establish outgoing network connections. See " "[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_network_client]com.apple.security.network.client[/url]." msgstr "" "啟用後允許套用建立出站的網路連接。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_network_client]com.apple.security.network.client[/url]。" msgid "" "Enable to allow app to listen for incoming network connections. See " "[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_network_server]com.apple.security.network.server[/url]." msgstr "" "啟用後允許套用監聽入站的網路連接。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_network_server]com.apple.security.network.server[/url]。" msgid "" "Enable to allow app to send Apple events to other apps. See [url=https://" "developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_automation_apple-" "events]com.apple.security.automation.apple-events[/url]." msgstr "" "啟用後允許套用向其他套用發送 Apple 事件。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" "com_apple_security_automation_apple-" "events]com.apple.security.automation.apple-events[/url]。" msgid "" "Custom entitlements [code].plist[/code] file, if specified the rest of " "entitlements in the export config are ignored." msgstr "" "自訂權利 [code].plist[/code] 檔,如果指定,則會忽略匯出配置中的其他權利。" msgid "" "You can temporarily enable this entitlement to use native debugger (GDB, " "LLDB) with the exported app. This entitlement should be disabled for " "production export. See [url=https://developer.apple.com/documentation/xcode/" "embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a " "sandboxed app[/url]." msgstr "" "臨時啟用這個權利就可以對匯出的套用使用原生除錯器(GDB、LLDB)。生產匯出應該禁" "用這項權利。見 [url=https://developer.apple.com/documentation/xcode/embedding-" "a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a sandboxed " "app[/url]。" msgid "" "Allows app to load arbitrary libraries and frameworks (not signed with the " "same Team ID as the main executable or by Apple). Enable it if you are using " "GDExtension add-ons or ad-hoc signing, or want to support user-provided " "external add-ons. See [url=https://developer.apple.com/documentation/" "bundleresources/entitlements/com_apple_security_cs_disable-library-" "validation]com.apple.security.cs.disable-library-validation[/url]." msgstr "" "允許套用載入任意庫和框架(沒有使用與主可執行檔相同的團隊 ID 進行簽章,也沒有經" "過 Apple 的簽章)。如果你使用了 GDExtension 外掛程式或 ad-hoc 簽章,或者想要支" "援使用者提供的外部外掛程式,請啟用該選項。見 [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/com_apple_security_cs_disable-" "library-validation]com.apple.security.cs.disable-library-validation[/url]。" msgid "" "The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " "to sign [code].app[/code] bundle." msgstr "" "用於對 [code].app[/code] 組合包進行簽章的簽章身份的“全名”“通用名”或 SHA-1 哈" "希。" msgid "" "The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " "to sign [code].pkg[/code] installer package for App Store distribution, use " "[code]3rd Party Mac Developer Installer: Name.[/code] identity." msgstr "" "用於對通過 App Store 分發的 [code].pkg[/code] 安裝器進行簽章的簽章身份的“全" "名”“通用名”或 SHA-1 雜湊,使用 [code]3rd Party Mac Developer Installer: Name." "[/code] 身份。" msgid "" "Provisioning profile file downloaded from Apple developer account dashboard. " "See [url=https://developer.apple.com/help/account/manage-profiles/edit-" "download-or-delete-profiles]Edit, download, or delete provisioning profiles[/" "url].\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code]." msgstr "" "從 Apple 開發者帳戶控制台下載到的預置描述檔。見 [url=https://" "developer.apple.com/cn/help/account/manage-profiles/edit-download-or-delete-" "profiles/]編輯、下載或刪除預置描述檔[/url]。\n" "可以使用環境變數 [code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code] 覆蓋。" msgid "" "If enabled, a wrapper that can be used to run the application with console " "output is created alongside the exported application." msgstr "" "啟用後,會在匯出後的套用程式旁建立一個封裝程式,可以用來以帶命令行輸出的形式運" "作該套用程式。" msgid "" "If [code]true[/code], the application is rendered at native display " "resolution, otherwise it is always rendered at loDPI resolution and upscaled " "by OS when required." msgstr "" "如果為 [code]true[/code],則套用程式使用原生顯示器解析度算繪,否則始終使用 " "loHPI 解析度算繪,必要時由作業系統放大。" msgid "Application distribution target." msgstr "套用程式分發目標。" msgid "" "Apple App Store Connect API issuer key file.\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_NOTARIZATION_API_KEY[/code]." msgstr "" "Apple App Store Connect API 發行者金鑰檔案。\n" "可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_API_KEY[/code] 覆蓋。" msgid "" "Apple App Store Connect API issuer key ID.\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code]." msgstr "" "Apple App Store Connect API 發行者金鑰 ID。\n" "可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code] 覆蓋。" msgid "" "Apple App Store Connect API issuer UUID.\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_NOTARIZATION_API_UUID[/code]." msgstr "" "Apple App Store Connect API 發行者 UUID。\n" "可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_API_UUID[/code] 覆蓋。" msgid "" "Apple ID account name (email address).\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code]." msgstr "" "Apple ID 帳戶名(郵箱地址)。\n" "可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code] 覆蓋。" msgid "" "Apple ID app-specific password.\n" "Can be overridden with the environment variable " "[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code]." msgstr "" "Apple ID 針對套用的密碼。\n" "可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code] 覆" "蓋。" msgid "Tool to use for notarization." msgstr "用於公證的工具。" msgid "" "A message displayed when requesting access to the user's contacts (in " "English)." msgstr "請求存取使用者的連路人時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's contacts (localized)." msgstr "請求存取使用者的連路人時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's calendar data (in " "English)." msgstr "請求存取使用者的日曆資料時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's calendar data " "(localized)." msgstr "請求存取使用者的日曆資料時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's \"Desktop\" folder " "(in English)." msgstr "請求存取使用者的“桌面”資料夾時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's \"Desktop\" folder " "(localized)." msgstr "請求存取使用者的“桌面”資料夾時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's \"Documents\" folder " "(in English)." msgstr "請求存取使用者的“文件”資料夾時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's \"Documents\" folder " "(localized)." msgstr "請求存取使用者的“文件”資料夾時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's \"Downloads\" folder " "(in English)." msgstr "請求存取使用者的“下載”資料夾時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's \"Downloads\" folder " "(localized)." msgstr "請求存取使用者的“下載”資料夾時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's location information " "(in English)." msgstr "請求存取使用者的位置資訊時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's location information " "(localized)." msgstr "請求存取使用者的位置資訊時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's network drives (in " "English)." msgstr "請求存取使用者的網路磁碟時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's network drives " "(localized)." msgstr "請求存取使用者的網路磁碟時顯示的(當地語系化)消息。" msgid "" "A message displayed when requesting access to the user's removable drives (in " "English)." msgstr "請求存取使用者的可移除驅動器時顯示的(英文)消息。" msgid "" "A message displayed when requesting access to the user's removable drives " "(localized)." msgstr "請求存取使用者的可移除驅動器時顯示的(當地語系化)消息。" msgid "macOS build number used to build application executable." msgstr "建構套用程式可執行檔所使用的 macOS 建構號。" msgid "macOS SDK build number used to build application executable." msgstr "建構套用程式可執行檔所使用的 macOS SDK 建構號。" msgid "macOS SDK name used to build application executable." msgstr "建構套用程式可執行檔所使用的 macOS SDK 名稱。" msgid "" "macOS SDK version used to build application executable in the " "[code]major.minor[/code] format." msgstr "" "建構套用程式可執行檔所使用的 macOS SDK 版本,格式為 [code]主版本號.次版本號[/" "code]。" msgid "Xcode build number used to build application executable." msgstr "建構套用程式可執行檔所使用的 Xcode 建構號。" msgid "Xcode version used to build application executable." msgstr "建構套用程式可執行檔所使用的 Xcode 版本。" msgid "Base class for the desktop platform exporter (Windows and Linux/BSD)." msgstr "桌面平臺匯出器的基底類別(Windows 與 Linux/BSD)。" msgid "Exporting for Windows" msgstr "為 Windows 匯出" msgid "" "The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " "for debug export." msgstr "用於除錯匯出的簽章身份的“全名”、“通用名”或 SHA-1 雜湊值。" msgid "" "The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " "for release export." msgstr "用於發行匯出的簽章身份的“全名”、“通用名”或 SHA-1 雜湊值。" msgid "Exporter for the Web." msgstr "Web 匯出器。" msgid "Exporting for the Web" msgstr "為 Web 匯出" msgid "Web documentation index" msgstr "網頁文件索引" msgid "Exporter for Windows." msgstr "Windows 匯出器。" msgid "" "Company that produced the application. Required. See [url=https://" "learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" "block]StringFileInfo[/url]." msgstr "" "出品該程式的公司。必填。見 [url=https://learn.microsoft.com/en-us/windows/" "win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "Console wrapper icon file. If left empty, it will fallback to [member " "application/icon], then to [member ProjectSettings.application/config/" "windows_native_icon], and lastly, [member ProjectSettings.application/config/" "icon]." msgstr "" "控制台封裝圖示檔。如果留空,則依次退回至 [member application/icon]、[member " "ProjectSettings.application/config/windows_native_icon]、[member " "ProjectSettings.application/config/icon]。" msgid "" "Copyright notice for the bundle visible to the user. Optional. See " "[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" "block]StringFileInfo[/url]." msgstr "" "使用者可見的組合包版權宣告。選填。見 [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "File description to be presented to users. Required. See [url=https://" "learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" "block]StringFileInfo[/url]." msgstr "" "展示給使用者的檔案說明。必填。見 [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "Version number of the file. Falls back to [member ProjectSettings.application/" "config/version] if left empty. See [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." msgstr "" "檔的版本號。必填。見 [url=https://learn.microsoft.com/en-us/windows/win32/" "menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "Application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/windows_native_icon], and then to [member " "ProjectSettings.application/config/icon]." msgstr "" "套用程式圖示檔。如果留空,則退回至 [member ProjectSettings.application/config/" "windows_native_icon],而後是 [member ProjectSettings.application/config/" "icon]。" msgid "" "If enabled, icon and metadata of the exported executable is set according to " "the other [code]application/*[/code] values." msgstr "" "如果啟用,則會根據 [code]application/*[/code] 中的其他值設定匯出後可執行檔的圖" "示和中繼資料。" msgid "" "Name of the application. Required. See [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." msgstr "" "套用程式的名稱。必填。見 [url=https://learn.microsoft.com/en-us/windows/win32/" "menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "Application version visible to the user. Falls back to [member " "ProjectSettings.application/config/version] if left empty. See [url=https://" "learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" "block]StringFileInfo[/url]." msgstr "" "使用者可見的套用程式版本。必填。見 [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "Trademarks and registered trademarks that apply to the file. Optional. See " "[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" "block]StringFileInfo[/url]." msgstr "" "適用於該檔案的商標及注冊商標。選填。見 [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" msgid "" "Array of the additional command line arguments passed to the code signing " "tool. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/" "signtool-exe]Sign Tool[/url]." msgstr "" "要傳給程式碼簽章工具的額外命令列參數的資料。見[url=https://" "learn.microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。" msgid "" "Description of the signed content. See [url=https://learn.microsoft.com/en-us/" "dotnet/framework/tools/signtool-exe]Sign Tool[/url]." msgstr "" "對被簽章內容的描述。見[url=https://learn.microsoft.com/zh-cn/dotnet/framework/" "tools/signtool-exe]簽章工具[/url]。" msgid "" "Digest algorithm to use for creating signature. See [url=https://" "learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]." msgstr "" "建立簽章所使用的摘要演算法。見[url=https://learn.microsoft.com/zh-cn/dotnet/" "framework/tools/signtool-exe]簽章工具[/url]。" msgid "If [code]true[/code], executable signing is enabled." msgstr "如果為 [code]true[/code],則啟用可執行檔簽章。" msgid "" "PKCS #12 certificate file used to sign executable or certificate SHA-1 hash " "(if [member codesign/identity_type] is set to \"Use certificate store\"). See " "[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-" "exe]Sign Tool[/url].\n" "Can be overridden with the environment variable " "[code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code]." msgstr "" "用於對可執行檔簽章的 PKCS #12 憑證檔,或憑證的 SHA-1 雜湊(如果 [member " "codesign/identity_type] 為 \"Use certificate store\")。見[url=https://" "learn.microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/" "url]。\n" "可以使用環境變數 [code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code] 覆蓋。" msgid "" "Type of identity to use. See [url=https://learn.microsoft.com/en-us/dotnet/" "framework/tools/signtool-exe]Sign Tool[/url].\n" "Can be overridden with the environment variable " "[code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code]." msgstr "" "要使用的身份型別。見[url=https://learn.microsoft.com/zh-cn/dotnet/framework/" "tools/signtool-exe]簽章工具[/url]。\n" "可以使用環境變數 [code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code] 覆蓋。" msgid "" "Password for the certificate file used to sign executable. See [url=https://" "learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/" "url].\n" "Can be overridden with the environment variable " "[code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code]." msgstr "" "用於對可執行檔簽章的憑證檔的密碼。見[url=https://learn.microsoft.com/zh-cn/" "dotnet/framework/tools/signtool-exe]簽章工具[/url]。\n" "可以使用環境變數 [code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code] 覆蓋。" msgid "" "If [code]true[/code], time-stamp is added to the signature. See [url=https://" "learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]." msgstr "" "如果為 [code]true[/code],則會在簽章中新增時間戳記。見[url=https://" "learn.microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。" msgid "" "URL of the time stamp server. If left empty, the default server is used. See " "[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-" "exe]Sign Tool[/url]." msgstr "" "時間戳記伺服器的 URL。如果留空則使用預設伺服器。見[url=https://" "learn.microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。" msgid "" "If [code]true[/code], a console wrapper executable is exported alongside the " "main executable, which allows running the project with enabled console output." msgstr "" "如果為 [code]true[/code],則會在匯出主可執行檔的同時匯出一個控制台封裝可執行" "檔,能夠在運作專案時啟用控制台輸出。" msgid "A script that is executed when exporting the project." msgstr "在匯出專案時執行的腳本。" msgid "" "[EditorExportPlugin]s are automatically invoked whenever the user exports the " "project. Their most common use is to determine what files are being included " "in the exported project. For each plugin, [method _export_begin] is called at " "the beginning of the export process and then [method _export_file] is called " "for each exported file.\n" "To use [EditorExportPlugin], register it using the [method " "EditorPlugin.add_export_plugin] method first." msgstr "" "[EditorExportPlugin] 會在使用者匯出專案時自動呼叫。它們最常見的用途是確定哪些" "文件應該包含在匯出的專案中。對於每個外掛程式,匯出過程開始時都會呼叫 [method " "_export_begin],然後會為每一個匯出的檔呼叫 [method _export_file]。\n" "要使用 [EditorExportPlugin],請先用 [method EditorPlugin.add_export_plugin] 註" "冊。" msgid "Export Android plugins" msgstr "匯出 Android 外掛程式" msgid "" "Customize a scene. If changes are made to it, return the same or a new scene. " "Otherwise, return [code]null[/code]. If a new scene is returned, it is up to " "you to dispose of the old one.\n" "Implementing this method is required if [method _begin_customize_scenes] " "returns [code]true[/code]." msgstr "" "定制一個場景。如果對其進行了修改,則返回相同的或新的場景。否則,返回 " "[code]null[/code] 。如果返回一個新的場景,則由你來處理舊的場景。\n" "如果 [method _begin_customize_resources] 返回 [code]true[/code],則需要實作該" "方法。" msgid "This is called when the customization process for resources ends." msgstr "資源的自訂處理完成時呼叫。" msgid "This is called when the customization process for scenes ends." msgstr "場景的自訂處理完成時呼叫。" msgid "" "Virtual method to be overridden by the user. It is called when the export " "starts and provides all information about the export. [param features] is the " "list of features for the export, [param is_debug] is [code]true[/code] for " "debug builds, [param path] is the target path for the exported project. " "[param flags] is only used when running a runnable profile, e.g. when using " "native run on Android." msgstr "" "由使用者重寫的虛方法。它在匯出開始時呼叫,並提供有關匯出的所有資訊。[param " "features] 是匯出的功能列表,[param is_debug] 是 [code]true[/code] 時用於除錯建" "構,[param path] 是匯出專案的目標路徑。[param flags] 僅在運作可運作設定檔時使" "用,例如在 Android 上使用本機運作時。" msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "可以被使用者重寫的虛方法。在匯出完成後被呼叫。" msgid "" "Virtual method to be overridden by the user. This is called to retrieve the " "set of Android dependencies provided by this plugin. Each returned Android " "dependency should have the format of an Android remote binary dependency: " "[code]org.godot.example:my-plugin:0.0.0[/code]\n" "For more information see [url=https://developer.android.com/build/" "dependencies?agpversion=4.1#dependency-types]Android documentation on " "dependencies[/url].\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" "由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的Android 依賴項集。每個" "傳回的Android 依賴項應具有Android 遠端二進位依賴項的格式: " "[code]org.godot.example:my-plugin:0.0.0[/code]\n" "有關更多信息,請參閱 [url=https://developer.android.com/build/dependency?" "agpversion=4.1#dependency-types]有關依賴項的 Android 文件[/url]。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" msgid "" "Virtual method to be overridden by the user. This is called to retrieve the " "URLs of Maven repositories for the set of Android dependencies provided by " "this plugin.\n" "For more information see [url=https://docs.gradle.org/current/userguide/" "dependency_management.html#sec:maven_repo]Gradle documentation on dependency " "management[/url].\n" "[b]Note:[/b] Google's Maven repo and the Maven Central repo are already " "included by default.\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" "由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的 Android 依賴項集的 " "Maven 儲存庫的 URL。\n" "有關更多信息,請參閱 [url=https://docs.gradle.org/current/userguide/" "dependency_management.html#sec:maven_repo]有關依賴管理的 Gradle 檔案[/url]。\n" "[b]注意:[/b] Google 的 Maven 儲存庫和 Maven Central 儲存庫已預設包含在內。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" msgid "" "Virtual method to be overridden by the user. This is called to retrieve the " "local paths of the Android libraries archive (AAR) files provided by this " "plugin.\n" "[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://" "addons/[/code] directory. For example, an AAR file located under [code]res://" "addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an " "absolute path using [code]res://addons/hello_world_plugin/" "HelloWorld.release.aar[/code] or a relative path using " "[code]hello_world_plugin/HelloWorld.release.aar[/code].\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" "由使用者重寫的虛擬方法。呼叫此方法是為了檢索此外掛程式提供的 Android 庫存檔 " "(AAR) 檔案的本機路徑。\n" "[b]注意:[/b]相對路徑[b]必須[/b]相對於Godot的[code]res://addons/[/code]目錄。" "例如,位於 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/" "code] 下的 AAR 檔案可以使用 [code]res://addons/hello_world_plugin/" "HelloWorld.release 作為絕對路徑返回.aar[/code] 或使用[code]hello_world_plugin/" "HelloWorld.release.aar[/code] 的相對路徑。\n" "[b] 注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" msgid "" "Virtual method to be overridden by the user. This is used at export time to " "update the contents of the [code]activity[/code] element in the generated " "Android manifest.\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" "由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 " "[code]activity[/code] 元素的內容。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" msgid "" "Virtual method to be overridden by the user. This is used at export time to " "update the contents of the [code]application[/code] element in the generated " "Android manifest.\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" "由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 " "[code]application[/code] 元素的內容。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" msgid "" "Virtual method to be overridden by the user. This is used at export time to " "update the contents of the [code]manifest[/code] element in the generated " "Android manifest.\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" "由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 " "[code]manifest[/code] 元素的內容。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" msgid "" "Return a hash based on the configuration passed (for both scenes and " "resources). This helps keep separate caches for separate export " "configurations.\n" "Implementing this method is required if [method _begin_customize_resources] " "returns [code]true[/code]." msgstr "" "根據傳入的配置返回一個雜湊值(對於場景和資源)。這有助於為單獨的匯出配置保留單" "獨的快取。\n" "如果 [method _begin_customize_resources] 返回 [code]true[/code],則需要實作該" "方法。" msgid "" "Return a [PackedStringArray] of additional features this preset, for the " "given [param platform], should have." msgstr "" "返回該預設對於給定的 [param platform],應該具有的附加功能的 " "[PackedStringArray]。" msgid "" "Check the requirements for the given [param option] and return a non-empty " "warning string if they are not met.\n" "[b]Note:[/b] Use [method get_option] to check the value of the export options." msgstr "" "檢查給定 [param option] 的要求,如果不滿足則傳回非空警告字串。\n" "[b]注意:[/b] 使用 [method get_option] 檢查匯出選項的值。" msgid "" "Return a list of export options that can be configured for this export " "plugin.\n" "Each element in the return value is a [Dictionary] with the following keys:\n" "- [code]option[/code]: A dictionary with the structure documented by [method " "Object.get_property_list], but all keys are optional.\n" "- [code]default_value[/code]: The default value for this option.\n" "- [code]update_visibility[/code]: An optional boolean value. If set to " "[code]true[/code], the preset will emit [signal Object.property_list_changed] " "when the option is changed." msgstr "" "返回匯出選項列表,能夠用來配置這個匯出外掛程式。\n" "返回值中的每個元素都是一個 [Dictionary],包含如下欄位:\n" "- [code]option[/code]:字典,結構與 [method Object.get_property_list] 文件中的" "相同,但所有欄位都是可選的。\n" "- [code]default_value[/code]:該選項的預設值。\n" "- [code]update_visibility[/code]:可選的布林值。如果設為 [code]true[/code],則" "該選項發生變化時,預設會發出 [signal Object.property_list_changed]。" msgid "" "Return the name identifier of this plugin (for future identification by the " "exporter). The plugins are sorted by name before exporting.\n" "Implementing this method is required." msgstr "" "返回該外掛程式的名稱識別字(供匯出器將來識別)。外掛程式在匯出前按名稱排序。\n" "需要實作該方法。" msgid "" "Return [code]true[/code] if the plugin supports the given [param platform]." msgstr "" "如果外掛程式要處理給定的 [Resource] 型別 [param type],則返回 [code]true[/" "code]。" msgid "" "Adds an iOS bundle file from the given [param path] to the exported project." msgstr "將給定的[param path]中的iOS bundle檔新增到匯出的專案中。" msgid "Adds linker flags for the iOS export." msgstr "為 iOS 匯出新增連結器旗標。" msgid "" "Adds file or directory matching [param path] to [code]PlugIns[/code] " "directory of macOS app bundle.\n" "[b]Note:[/b] This is useful only for macOS exports." msgstr "" "將配對 [param path] 的檔或目錄,新增到 macOS 套用套裝程式的 [code]PlugIns[/" "code] 目錄中。\n" "[b]注意:[/b]僅適用於 macOS 匯出。" msgid "" "Adds a shared object or a directory containing only shared objects with the " "given [param tags] and destination [param path].\n" "[b]Note:[/b] In case of macOS exports, those shared objects will be added to " "[code]Frameworks[/code] directory of app bundle.\n" "In case of a directory code-sign will error if you place non code object in " "directory." msgstr "" "新增一個共用物件或僅包含具有給定 [param tags] 和目標 [param path] 的共用物件的" "目錄。\n" "[b]注意:[/b]使用 macOS 匯出時,這些共用物件將被新增到套用套裝程式的 " "[code]Frameworks[/code] 目錄中。\n" "如果使用的是目錄,如果將非程式碼物件放在該目錄中,則程式碼簽章時會報告有錯。" msgid "" "Returns the current value of an export option supplied by [method " "_get_export_options]." msgstr "返回 [method _get_export_options] 提供的匯出選項的目前值。" msgid "" "An editor feature profile which can be used to disable specific features." msgstr "編輯器功能配置,可用於禁用特定功能。" msgid "" "An editor feature profile can be used to disable specific features of the " "Godot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " "avoid accidentally making changes to files they aren't supposed to edit.\n" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" "編輯器功能配置可以用來禁用 Godot 編輯器的特定功能。當禁用時,這些功能將不會出" "現在編輯器中,從而使編輯器不那麼混亂。這個設定使編輯器更簡潔,在團隊中工作時。" "例如,遊戲美術和關卡設計師可以使用禁用腳本編輯器的功能配置,以避免意外地對他們" "不應該編輯的檔進行更改。\n" "要視覺化地管理編輯器功能配置,請使用編輯器視窗頂部的[b]編輯器 >管理功能配置..." "[/b]。" msgid "Returns the specified [param feature]'s human-readable name." msgstr "返回指定功能 [param feature] 的人類可讀名稱。" msgid "" "Returns [code]true[/code] if the class specified by [param class_name] is " "disabled. When disabled, the class won't appear in the Create New Node dialog." msgstr "" "如果 [param class_name] 指定的類被禁用,則返回 [code]true[/code]。被禁用時,該" "類不會出現在“建立 Node”對話方塊中。" msgid "" "Returns [code]true[/code] if editing for the class specified by [param " "class_name] is disabled. When disabled, the class will still appear in the " "Create New Node dialog but the Inspector will be read-only when selecting a " "node that extends the class." msgstr "" "如果對於由 [param class_name] 指定的類別的編輯已停用,則回傳 [code]true[/" "code]。停用時,該類別仍會顯示在新增節點對話框中,但選取繼承該類別的節點時,屬" "性檢視器將會是唯讀。" msgid "" "Returns [code]true[/code] if [param property] is disabled in the class " "specified by [param class_name]. When a property is disabled, it won't appear " "in the Inspector when selecting a node that extends the class specified by " "[param class_name]." msgstr "" "如果 [param property] 在由 [param class_name] 指定的類別中被停用,則回傳 " "[code]true[/code]。當屬性被停用時,在選取繼承由 [param class_name] 指定的類別" "的節點時,它將不會出現在屬性檢視器中。" msgid "" "Returns [code]true[/code] if the [param feature] is disabled. When a feature " "is disabled, it will disappear from the editor entirely." msgstr "" "如果 [param feature] 被禁用,則返回 [code]true[/code]。當一個功能被禁用時,它" "將從編輯器中完全消失。" msgid "" "Loads an editor feature profile from a file. The file must follow the JSON " "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method.\n" "[b]Note:[/b] Feature profiles created via the user interface are loaded from " "the [code]feature_profiles[/code] directory, as a file with the " "[code].profile[/code] extension. The editor configuration folder can be found " "by using [method EditorPaths.get_config_dir]." msgstr "" "從檔案載入編輯器功能設定檔。該檔案必須遵循使用功能設定檔管理員的 [b]Export[/" "b] 按鈕或 [method save_to_file] 方法取得的 JSON 格式。\n" "[b]注意:[/b] 透過使用者介面建立的功能設定檔從 [code]feature_profiles[/code] " "目錄加載,作為副檔名為 [code].profile[/code] 的檔案。可以使用[method " "EditorPaths.get_config_dir]找到編輯器設定資料夾。" msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] method.\n" "[b]Note:[/b] Feature profiles created via the user interface are saved in the " "[code]feature_profiles[/code] directory, as a file with the [code].profile[/" "code] extension. The editor configuration folder can be found by using " "[method EditorPaths.get_config_dir]." msgstr "" "將編輯器功能設定檔儲存到JSON 格式的檔案。然後可以使用功能設定檔管理器的" "[b]Import[/b] 按鈕或[method load_from_file] 方法匯入它。\n" "[b]注意:[/b] 透過使用者介面建立的功能設定檔會以副檔名為 [code].profile[/" "code] 的檔案保存在 [code]feature_profiles[/code] 目錄中。可以使用[method " "EditorPaths.get_config_dir]找到編輯器設定資料夾。" msgid "" "If [param disable] is [code]true[/code], disables the class specified by " "[param class_name]. When disabled, the class won't appear in the Create New " "Node dialog." msgstr "" "如果 [param disable] 為 [code]true[/code],則禁用 [param class_name] 指定的" "類。禁用後,該類不會出現在“建立新 Node”對話方塊中。" msgid "" "If [param disable] is [code]true[/code], disables editing for the class " "specified by [param class_name]. When disabled, the class will still appear " "in the Create New Node dialog but the Inspector will be read-only when " "selecting a node that extends the class." msgstr "" "如果 [param disable] 為 [code]true[/code],則會禁用由 [param class_name] 指定" "的類別的編輯功能。禁用時,該類別仍然會出現在建立新節點對話框中,但選取繼承該類" "別的節點時,[Inspector] 將會是唯讀。" msgid "" "If [param disable] is [code]true[/code], disables editing for [param " "property] in the class specified by [param class_name]. When a property is " "disabled, it won't appear in the Inspector when selecting a node that extends " "the class specified by [param class_name]." msgstr "" "如果 [param disable] 為 [code]true[/code],則停用由 [param class_name] 指定之" "類別中 [param property] 的編輯功能。當一個屬性被停用時,在選取繼承自由 [param " "class_name] 指定之類別的節點時,它將不會出現在屬性檢視器中。" msgid "" "If [param disable] is [code]true[/code], disables the editor feature " "specified in [param feature]. When a feature is disabled, it will disappear " "from the editor entirely." msgstr "" "如果 [param disable] 為 [code]true[/code],則禁用 [param feature] 中指定的編輯" "器功能。當一個功能被禁用時,它將從編輯器中完全消失。" msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." msgstr "" "3D 編輯器。如果禁用此功能,3D 編輯器將不顯示,但 3D 節點仍將顯示在“建立新 " "Node”對話方塊中。" msgid "" "The Script tab, which contains the script editor and class reference browser. " "If this feature is disabled, the Script tab won't display." msgstr "" "腳本分頁,它包含腳本編輯器和類引用流覽器。如果該功能被禁用,腳本分頁將不會顯" "示。" msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't display." msgstr "AssetLib 分頁。如果禁用此功能,則不會顯示 AssetLib 分頁。" msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "場景樹編輯。如果禁用此功能,場景樹面板仍將可見,但將是唯讀的。" msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " "visible and modifiable from the editor." msgstr "節點面板。如果此功能被禁用,訊號和組將不可見,也不能從編輯器中修改。" msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "檔案系統面板。如果禁用此功能,則檔案系統面板將不可見。" msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "匯入面板。如果禁用此功能,則匯入面板將不可見。" msgid "" "The History dock. If this feature is disabled, the History dock won't be " "visible." msgstr "歷史面板。如果禁用此功能,則歷史面板將不可見。" msgid "A modified version of [FileDialog] used by the editor." msgstr "編輯器使用的 [FileDialog] 的修改版。" msgid "" "Adds the given [param menu] to the side of the file dialog with the given " "[param title] text on top. Only one side menu is allowed." msgstr "" "將給定的 [param menu] 新增到檔案對話方塊的一側,給定的[param title] 文字位於頂" "部。只允許一個側面選單。" msgid "" "Returns the LineEdit for the selected file.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回所選檔案的 LineEdit。\n" "[b]警告:[/b]這是一個必需的內部節點,刪除和釋放它可能會導致當機。如果你希望隱" "藏它或其任何子項,請使用它們的 [member CanvasItem.visible] 屬性。" msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" "通知 [EditorFileDialog] 它的資料視圖不再準確。在下次視圖更新時更新視圖內容。" msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" "使用者可以選擇檔的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地" "檔案系統。" msgid "The currently occupied directory." msgstr "目前佔用的目錄。" msgid "The currently selected file." msgstr "目前選擇的檔案。" msgid "The file system path in the address bar." msgstr "位址欄中的檔案系統路徑。" msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" "如果為 [code]true[/code],[EditorFileDialog] 將不會在覆蓋檔之前警告使用者。" msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "[EditorFileDialog] 向使用者顯示資源的視圖格式。" msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: " "[code]set_filters(PackedStringArray([\"*.png ; PNG Images\",\"*.gd ; GDScript " "Files\"]))[/code]. Multiple file types can also be specified in a single " "filter. [code]\"*.png, *.jpg, *.jpeg ; Supported Images\"[/code] will show " "both PNG and JPEG files when selected." msgstr "" "可用的檔案型別篩檢程式。例如,這樣就只會顯示 [code].png[/code] 和 [code].gd[/" "code] 檔案:[code]set_filters(PackedStringArray([\"*.png ; PNG Images\"," "\"*.gd ; GDScript Files\"]))[/code]。也可以在單個篩檢程式中指定多種檔案型別。" "選中 [code]\"*.png, *.jpg, *.jpeg ; 支援的圖片\"[/code] 時,將同時顯示 PNG 和 " "JPEG 檔案。" msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]. This property is synchronized with [member " "EditorSettings.filesystem/file_dialog/show_hidden_files]." msgstr "" "如果為 [code]true[/code],隱藏的檔和目錄將在 [EditorFileDialog] 中可見。該屬性" "與 [member EditorSettings.filesystem/file_dialog/show_hidden_files] 同步。" msgid "Emitted when a directory is selected." msgstr "選擇目錄時觸發。" msgid "Emitted when a file is selected." msgstr "選擇檔時觸發。" msgid "Emitted when multiple files are selected." msgstr "選擇多個檔時觸發。" msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "[EditorFileDialog] 僅可以選擇一個檔,選擇同意視窗將會打開這個檔。" msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "[EditorFileDialog] 可以選擇多個檔,選擇同意視窗將會打開所有選擇的檔。" msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "[EditorFileDialog] 可以選擇一個目錄,選擇同意視窗將會打開這個目錄。" msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" "[EditorFileDialog] 可以選擇一個檔或者目錄,選擇同意視窗將會打開這個檔或目錄。" msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "[EditorFileDialog] 可以選擇一個檔,選擇同意視窗將會保存這個檔。" msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "[EditorFileDialog] 只能查看 [code]res://[/code] 目錄裡的內容。" msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "[EditorFileDialog] 只能查看[code]user://[/code] 目錄裡的內容。" msgid "The [EditorFileDialog] can view the entire local file system." msgstr "[EditorFileDialog] 可以查看整個本地檔案系統。" msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "[EditorFileDialog] 以圖示的形式顯示資源。" msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "[EditorFileDialog] 以檔案名列表的形式顯示資源。" msgid "Resource filesystem, as the editor sees it." msgstr "編輯器可以流覽的資源檔系統。" msgid "" "This object holds information of all resources in the filesystem, their " "types, etc.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_filesystem]." msgstr "" "這個物件儲存著檔案系統裡所有的資源的資訊,型別和其他。\n" "[b]注意:[/b]這個類不應該被直接產生實體。應該使用下列方法 [method " "EditorInterface.get_resource_filesystem] 來讀取單例。" msgid "" "Returns the resource type of the file, given the full path. This returns a " "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" "返回呼函式的資源型別,給定完整路徑。這將返回字串,如 [code]\"Resource\"[/" "code] 或 [code]\"GDScript\"[/code],[i]不是[/i]檔副檔名,如 [code]\".gd\"[/" "code]。" msgid "Gets the root directory object." msgstr "獲取根目錄物件。" msgid "Returns a view into the filesystem at [param path]." msgstr "返回在 [param path] 下檔案系統的視圖。" msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "如果檔案系統正在被掃描,返回掃描的進度,值為 0-1。" msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "如果檔案系統正在進行掃描,則返回 [code]true[/code]。" msgid "" "Reimports a set of files. Call this if these files or their [code].import[/" "code] files were directly edited by script or an external program.\n" "If the file type changed or the file was newly created, use [method " "update_file] or [method scan].\n" "[b]Note:[/b] This function blocks until the import is finished. However, the " "main loop iteration, including timers and [method Node._process], will occur " "during the import process due to progress bar updates. Avoid calls to [method " "reimport_files] or [method scan] while an import is in progress." msgstr "" "重新匯入一組檔。如果這些檔或其 [code].import[/code] 檔案是由腳本或外部程序直接" "編輯的,請呼叫此函式。\n" "如果檔案型別已更改或檔是新建立的,請使用 [method update_file] 或 [method " "scan]。\n" "[b]注意:[/b]此函式會阻塞,直到匯入完成。但由於進度條更新,主迴圈反覆運算,包" "括計時器和 [method Node._process],將在匯入過程中發生。避免在匯入正在進行時呼" "叫 [method reimport_files] 或 [method scan]。" msgid "Scan the filesystem for changes." msgstr "掃描檔案系統的改動。" msgid "Check if the source of any imported resource changed." msgstr "檢查是否更改了已匯入資源的來源。" msgid "" "Add a file in an existing directory, or schedule file information to be " "updated on editor restart. Can be used to update text files saved by an " "external program.\n" "This will not import the file. To reimport, call [method reimport_files] or " "[method scan] methods." msgstr "" "在現有目錄中新增檔,或計畫在編輯器重新開機時更新檔資訊。可用於更新由外部程式保" "存的文字檔。\n" "這不會匯入檔。要重新匯入,請呼叫 [method reimport_files] 或 [method scan] 方" "法。" msgid "Emitted if the filesystem changed." msgstr "在檔案系統更改的時候觸發。" msgid "Emitted if a resource is reimported." msgstr "重新匯入資源時觸發。" msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "如果在掃描檔案系統的時候,至少有一個資源被重新載入,則觸發該訊號。" msgid "Emitted when the list of global script classes gets updated." msgstr "更新全域腳本類列表時觸發。" msgid "Emitted if the source of any imported file changed." msgstr "如果匯入檔的來源發生變化,則觸發。" msgid "A directory for the resource filesystem." msgstr "資源檔系統的目錄。" msgid "A more generalized, low-level variation of the directory concept." msgstr "目錄概念的一個更概括的、低級的概念。" msgid "" "Returns the index of the directory with name [param name] or [code]-1[/code] " "if not found." msgstr "返回名為 [param name] 的目錄索引,如果未找到返回 [code]-1[/code]。" msgid "" "Returns the index of the file with name [param name] or [code]-1[/code] if " "not found." msgstr "返回名為 [param name] 的檔索引,如果未找到返回 [code]-1[/code]。" msgid "Returns the name of the file at index [param idx]." msgstr "返回索引 [param idx] 處的檔案名。" msgid "Returns the number of files in this directory." msgstr "返回目錄裡檔的數量。" msgid "" "Returns [code]true[/code] if the file at index [param idx] imported properly." msgstr "如果索引 [param idx] 處的檔正確匯入,則返回 [code]true[/code]。" msgid "Returns the path to the file at index [param idx]." msgstr "返回索引 [param idx] 處的檔所在路徑。" msgid "" "Returns the base class of the script class defined in the file at index " "[param idx]. If the file doesn't define a script class using the " "[code]class_name[/code] syntax, this will return an empty string." msgstr "" "返回在索引 [param idx] 的檔中定義的腳本類的基底類別。如果該檔未使用 " "[code]class_name[/code] 語法定義腳本類,則返回空字串。" msgid "" "Returns the name of the script class defined in the file at index [param " "idx]. If the file doesn't define a script class using the [code]class_name[/" "code] syntax, this will return an empty string." msgstr "" "返回索引 [param idx] 處檔中定義的腳本類的名稱。如果檔沒有使用 " "[code]class_name[/code] 語法定義腳本類,這將返回一個空字串。" msgid "" "Returns the resource type of the file at index [param idx]. This returns a " "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" "返回在索引 [param idx] 處檔案的資源型別。返回的是類似 [code]\"Resource\"[/" "code] 和 [code]\"GDScript\"[/code] 的字串,[i]而不是[/i]類似 [code]\".gd\"[/" "code] 的檔案副檔名。" msgid "Returns the name of this directory." msgstr "返回這個目錄的名字。" msgid "" "Returns the parent directory for this directory or [code]null[/code] if " "called on a directory at [code]res://[/code] or [code]user://[/code]." msgstr "" "返回這個目錄的上層目錄,如果在 [code]res://[/code] 或 [code]user://[/code] 調" "用這個方法,將會返回 [code]null[/code]。" msgid "Returns the path to this directory." msgstr "返回這個目錄的路徑。" msgid "Returns the subdirectory at index [param idx]." msgstr "返回在索引 [param idx] 處的子目錄。" msgid "Returns the number of subdirectories in this directory." msgstr "返回這個目錄的子目錄的數量。" msgid "Used to query and configure import format support." msgstr "用於查詢和配置匯入格式支援。" msgid "" "This class is used to query and configure a certain import format. It is used " "in conjunction with asset format import plugins." msgstr "該類用於查詢和配置某種匯入格式。它與素材格式匯入外掛程式配合使用。" msgid "Return the file extensions supported." msgstr "返回支援的檔副檔名。" msgid "Return whether this importer is active." msgstr "返回此匯入器是否處於活動狀態。" msgid "" "Registers a custom resource importer in the editor. Use the class to parse " "any file and import it as a new resource type." msgstr "" "在編輯器中註冊一個自訂資源匯入器。使用該類來解析任何檔,並將其作為新的資源型別" "匯入。" msgid "Import plugins" msgstr "匯入外掛程式" msgid "" "Gets the options and default values for the preset at this index. Returns an " "Array of Dictionaries with the following keys: [code]name[/code], " "[code]default_value[/code], [code]property_hint[/code] (optional), " "[code]hint_string[/code] (optional), [code]usage[/code] (optional)." msgstr "" "獲取該索引下預設的選項和預設值。返回一個字典陣列,包含以下鍵名:[code]name[/" "code]、[code]default_value[/code]、[code]property_hint[/code](可選)、" "[code]hint_string[/code](可選)、[code]usage[/code](可選)。" msgid "" "Gets the order of this importer to be run when importing resources. Importers " "with [i]lower[/i] import orders will be called first, and higher values will " "be called later. Use this to ensure the importer runs after the dependencies " "are already imported. The default import order is [code]0[/code] unless " "overridden by a specific importer. See [enum ResourceImporter.ImportOrder] " "for some predefined values." msgstr "" "獲取該匯入器在匯入資源時的運作順序。具有[i]較低[/i]匯入順序的匯入器將被首先調" "用,較高值的將被其後呼叫。使用這個來確保匯入器在依賴項已經被匯入後執行。預設的" "匯入順序是 [code]0[/code],除非被指定的匯入器重寫。參閱 [enum " "ResourceImporter.ImportOrder] 瞭解相關預定義的值。" msgid "Gets the unique name of the importer." msgstr "獲取匯入器的唯一名稱。" msgid "" "Gets the number of initial presets defined by the plugin. Use [method " "_get_import_options] to get the default options for the preset and [method " "_get_preset_name] to get the name of the preset." msgstr "" "獲取外掛程式定義的初始預設的數量。使用 [method _get_import_options] 獲取預設的" "默認選項,使用 [method _get_preset_name] 獲取預設的名稱。" msgid "Gets the name of the options preset at this index." msgstr "獲取該索引處預設的選項名稱。" msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" "獲取該外掛程式對識別的擴充的優先順序。優先順序越高的外掛程式會被優先選擇。預設" "的優先順序是 [code]1.0[/code]。" msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" "獲取與該載入器相關聯的檔副檔名列表(不區分大小寫),例如 [code][\"obj\"][/" "code]。" msgid "" "Gets the Godot resource type associated with this loader. e.g. [code]" "\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" "獲取與此載入程式關聯的 Godot 資源型別,例如 [code]\"Mesh\"[/code] 或 [code]" "\"Animation\"[/code]。" msgid "" "Gets the extension used to save this resource in the [code].godot/imported[/" "code] directory (see [member ProjectSettings.application/config/" "use_hidden_project_data_directory])." msgstr "" "獲取用於在 [code].godot/imported[/code] 目錄中保存此資源的副檔名(請參閱 " "[member ProjectSettings.application/config/" "use_hidden_project_data_directory])。" msgid "" "Gets the name to display in the import window. You should choose this name as " "a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" "獲取在匯入視窗中顯示的名稱。你應該選擇這個名字作為“匯入為”的延續,例如“匯入為 " "Special Mesh”。" msgid "A control used to edit properties of an object." msgstr "用於編輯物件屬性的控制項。" msgid "" "This is the control that implements property editing in the editor's Settings " "dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the " "editor's Inspector dock, use [method EditorInterface.get_inspector].\n" "[EditorInspector] will show properties in the same order as the array " "returned by [method Object.get_property_list].\n" "If a property's name is path-like (i.e. if it contains forward slashes), " "[EditorInspector] will create nested sections for \"directories\" along the " "path. For example, if a property is named [code]highlighting/gdscript/" "node_path_color[/code], it will be shown as \"Node Path Color\" inside the " "\"GDScript\" section nested inside the \"Highlighting\" section.\n" "If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group " "subsequent properties whose name starts with the property's hint string. The " "group ends when a property does not start with that hint string or when a new " "group starts. An empty group name effectively ends the current group. " "[EditorInspector] will create a top-level section for each group. For " "example, if a property with group usage is named [code]Collide With[/code] " "and its hint string is [code]collide_with_[/code], a subsequent " "[code]collide_with_area[/code] property will be shown as \"Area\" inside the " "\"Collide With\" section. There is also a special case: when the hint string " "contains the name of a property, that property is grouped too. This is mainly " "to help grouping properties like [code]font[/code], [code]font_color[/code] " "and [code]font_size[/code] (using the hint string [code]font_[/code]).\n" "If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will " "be created in the same way as a group, and a second-level section will be " "created for each subgroup.\n" "[b]Note:[/b] Unlike sections created from path-like property names, " "[EditorInspector] won't capitalize the name for sections created from groups. " "So properties with group usage usually use capitalized names instead of " "snake_cased names." msgstr "" "這是實作編輯器設定對話框、屬性檢視器面板等中屬性編輯功能的 Control。若要取得在" "編輯器屬性檢視器面板中使用的 [EditorInspector],請使用 [method " "EditorInterface.get_inspector]。\n" "[EditorInspector] 將會依照由 [method Object.get_property_list] 傳回的陣列順序" "顯示屬性。\n" "如果屬性的名稱類似路徑 (亦即如果它包含斜線 /),[EditorInspector] 將會沿著路徑" "為「目錄」建立巢狀區段。例如,如果屬性名稱為 [code]highlighting/gdscript/" "node_path_color[/code],它將會顯示為「Node Path Color」,位於巢狀於" "「Highlighting」區段內的「GDScript」區段中。\n" "如果屬性具有 [constant PROPERTY_USAGE_GROUP] 用途,它將會將名稱以屬性提示字串" "開頭的後續屬性分組。當屬性名稱不是以該提示字串開頭,或當一個新的群組開始時,群" "組即結束。空的群組名稱實際上會結束目前群組。[EditorInspector] 將會為每個群組建" "立一個頂層區段。例如,如果一個具有群組用途的屬性名稱為 [code]Collide With[/" "code],且其提示字串為 [code]collide_with_[/code],則後續的 " "[code]collide_with_area[/code] 屬性將會顯示為「Area」,位於「Collide With」區" "段內。還有一個特殊情況:當提示字串包含屬性的名稱時,該屬性也會被分組。這主要是" "為了幫助分組像 [code]font[/code]、[code]font_color[/code] 和 [code]font_size[/" "code] 這樣的屬性 (使用提示字串 [code]font_[/code])。\n" "如果屬性具有 [constant PROPERTY_USAGE_SUBGROUP] 用途,將會以與群組相同的方式建" "立一個子群組,並為每個子群組建立一個第二層區段。\n" "[b]注意:[/b] 與從類似路徑的屬性名稱建立的區段不同,[EditorInspector] 不會將從" "群組建立的區段名稱大寫。因此,具有群組用途的屬性通常使用大寫名稱,而非 " "snake_case 的名稱。" msgid "Returns the object currently selected in this inspector." msgstr "返回發出該訊號的物件。" msgid "Gets the path of the currently selected property." msgstr "獲取目前選定屬性的路徑。" msgid "Emitted when the object being edited by the inspector has changed." msgstr "當正在被屬性檢視器編輯的物件已變更時發出。" msgid "" "Emitted when the Edit button of an [Object] has been pressed in the " "inspector. This is mainly used in the remote scene tree Inspector." msgstr "" "當 [Object] 的編輯按鈕在屬性檢視器中被按下時發出。 這主要用於遠端場景樹屬性檢" "視器。" msgid "Emitted when a property is removed from the inspector." msgstr "當屬性從屬性檢視器中被移除時發出。" msgid "Emitted when a property is edited in the inspector." msgstr "當屬性在屬性檢視器中被編輯時發出。" msgid "" "Emitted when a property is keyed in the inspector. Properties can be keyed by " "clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" "當屬性在屬性檢視器中被 Key 時發出。當動畫面板被切換時,可以透過點擊屬性旁邊的" "「Key」圖示來 Key 屬性。" msgid "Emitted when a property is selected in the inspector." msgstr "當屬性在屬性檢視器中被選取時觸發。" msgid "" "Emitted when a boolean property is toggled in the inspector.\n" "[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/" "code] property enabled. Since this property is always enabled in the editor " "inspector, this signal is never emitted by the editor itself." msgstr "" "當屬性檢視器中的布林值屬性被切換狀態時發出。\n" "[b]注意:[/b] 如果內部 [code]autoclear[/code] 屬性已啟用,此訊號從未發出。由於" "此屬性在編輯器屬性檢視器中總是已啟用,因此此訊號不會由編輯器本身發出。" msgid "Emitted when a resource is selected in the inspector." msgstr "當在屬性檢視器中選取資源時發出。" msgid "" "Emitted when a property that requires a restart to be applied is edited in " "the inspector. This is only used in the Project Settings and Editor Settings." msgstr "" "當在屬性檢視器中編輯了需要重新啟動才能套用的屬性時發出。這僅用於專案設定和編輯" "器設定。" msgid "Plugin for adding custom property editors on the inspector." msgstr "在屬性檢視器中新增自訂屬性編輯器的外掛程式。" msgid "" "[EditorInspectorPlugin] allows adding custom property editors to " "[EditorInspector].\n" "When an object is edited, the [method _can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method _parse_begin] will be called, allowing to " "place custom controls at the beginning of the class.\n" "Subsequently, the [method _parse_category] and [method _parse_property] are " "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method _parse_end] will be called.\n" "On each of these calls, the \"add\" functions can be called.\n" "To use [EditorInspectorPlugin], register it using the [method " "EditorPlugin.add_inspector_plugin] method first." msgstr "" "[EditorInspectorPlugin] 允許為 [EditorInspector] 新增自訂屬性編輯器。\n" "當物件被編輯時,[method _can_handle] 方法會被呼叫,如果物件類型被支援,則必須" "傳回 [code]true[/code]。\n" "如果被支援,[method _parse_begin] 方法將會被呼叫,允許在類別的開頭放置自訂 " "Control。\n" "隨後,對於每個類別和屬性,都會呼叫 [method _parse_category] 和 [method " "_parse_property]。它們也提供新增自訂 Control 到屬性檢視器的能力。\n" "最後,將會呼叫 [method _parse_end]。\n" "在每次呼叫這些方法時,「add」方法可以被呼叫。\n" "若要使用 [EditorInspectorPlugin],請首先使用 [method " "EditorPlugin.add_inspector_plugin] 方法註冊它。" msgid "Inspector plugins" msgstr "屬性檢視器外掛" msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "如果此外掛程式可以處理此物件返回 [code]true[/code]。" msgid "" "Called to allow adding controls at the beginning of the property list for " "[param object]." msgstr "可以將控制項新增在 [param object] 的屬性列表開頭時呼叫。" msgid "" "Called to allow adding controls at the beginning of a category in the " "property list for [param object]." msgstr "可以將控制項新增在 [param object] 屬性列表中的某個分類開頭時呼叫。" msgid "" "Called to allow adding controls at the end of the property list for [param " "object]." msgstr "可以將控制項新增在 [param object] 的屬性列表末尾時呼叫。" msgid "" "Called to allow adding controls at the beginning of a group or a sub-group in " "the property list for [param object]." msgstr "" "可以將控制項新增在 [param object] 屬性列表的某個群組或子群組的開頭時呼叫。" msgid "" "Called to allow adding property-specific editors to the property list for " "[param object]. The added editor control must extend [EditorProperty]. " "Returning [code]true[/code] removes the built-in editor for this property, " "otherwise allows to insert a custom editor before the built-in one." msgstr "" "可以為 [param object] 的屬性列表新增針對屬性的編輯器時呼叫。這些編輯器必須繼" "承 [EditorProperty]。返回 [code]true[/code] 會移除該屬性的內建編輯器,否則會在" "內建編輯器之前插入自訂編輯器。" msgid "Adds a custom control, which is not necessarily a property editor." msgstr "新增自訂控制項,它不一定是屬性編輯器。" msgid "" "Adds an editor that allows modifying multiple properties. The [param editor] " "control must extend [EditorProperty]." msgstr "" "新增能夠修改多個屬性的編輯器。[param editor] 控制項必須擴充 [EditorProperty]。" msgid "Godot editor's interface." msgstr "Godot 編輯器的介面。" msgid "" "[EditorInterface] gives you control over Godot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " "[ScriptEditor], the editor viewport, and information about scenes.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton directly by its name.\n" "[codeblocks]\n" "[gdscript]\n" "var editor_settings = EditorInterface.get_editor_settings()\n" "[/gdscript]\n" "[csharp]\n" "// In C# you can access it via the static Singleton property.\n" "EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "[EditorInterface] 允許控制 Godot 編輯器的視窗,包括自訂視窗,保存和重新載入場" "景,算繪網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] , " "[EditorFileSystem] , [EditorResourcePreview] , [ScriptEditor] ,編輯器視口以" "及場景資訊的存取。\n" "[b]注意:[/b] 這個類不應該被直接產生實體。而是,直接通過名稱存取單例。\n" "[codeblocks]\n" "[gdscript]\n" "var editor_settings = EditorInterface.get_editor_settings()\n" "[/gdscript]\n" "[csharp]\n" "// 在 C# 中,可以通過靜態 Singleton 屬性來存取。\n" "EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "編輯給定的 [Node]。如果該節點在場景樹內,將被選中。" msgid "" "Edits the given [Resource]. If the resource is a [Script] you can also edit " "it with [method edit_script] to specify the line and column position." msgstr "" "編輯給定的 [Resource]。如果該資源是 [Script],你還可以使用 [method " "edit_script] 編輯,指定行列位置。" msgid "" "Edits the given [Script]. The line and column on which to open the script can " "also be specified. The script will be open with the user-configured editor " "for the script's language which may be an external editor." msgstr "" "編輯給定的 [Script]。還可以指定所打開腳本的行和列。打開腳本所使用的編輯器是由" "使用者為該腳本的語言所配置,可能是外部編輯器。" msgid "" "Returns the main container of Godot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" "返回 Godot 編輯器視窗的主容器。例如,你可以用它來檢索容器的大小並相應地放置你" "的控制項。\n" "[b]警告:[/b]刪除和釋放這個節點將使編輯器失效,並可能導致當機。" msgid "" "Returns the editor's [EditorCommandPalette] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" "返回編輯器的 [EditorCommandPalette] 實例。\n" "[b]警告:[/b]刪除和釋放此節點,將使編輯器的一部分失去作用,並可能導致當機。" msgid "" "Returns the current directory being viewed in the [FileSystemDock]. If a file " "is selected, its base directory will be returned using [method " "String.get_base_dir] instead." msgstr "" "返回 [FileSystemDock] 中目前正在查看的目錄。如果選擇了一個檔,則將使用 " "[method String.get_base_dir] 返回其基本目錄。" msgid "" "Returns the name of the currently activated feature profile. If the default " "profile is currently active, an empty string is returned instead.\n" "In order to get a reference to the [EditorFeatureProfile], you must load the " "feature profile using [method EditorFeatureProfile.load_from_file].\n" "[b]Note:[/b] Feature profiles created via the user interface are loaded from " "the [code]feature_profiles[/code] directory, as a file with the " "[code].profile[/code] extension. The editor configuration folder can be found " "by using [method EditorPaths.get_config_dir]." msgstr "" "傳回目前已啟動的功能設定檔的名稱。如果預設設定檔目前處於活動狀態,則傳回空字" "串。\n" "為了取得 [EditorFeatureProfile] 的引用,您必須使用 [method " "EditorFeatureProfile.load_from_file] 來載入功能設定檔。\n" "[b]注意:[/b] 透過使用者介面建立的功能設定檔從 [code]feature_profiles[/code] " "目錄加載,作為副檔名為 [code].profile[/code] 的檔案。可以使用[method " "EditorPaths.get_config_dir]找到編輯器設定資料夾。" msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "返回在 [FileSystemDock] 中查看的目前路徑。" msgid "Returns the edited (current) scene's root [Node]." msgstr "返回正在編輯的(目前)場景的根 [Node]。" msgid "Returns the [EditorPaths] singleton." msgstr "返回 [EditorPaths] 單例。" msgid "Returns the editor's [EditorSettings] instance." msgstr "返回編輯器的 [EditorSettings] 實例。" msgid "" "Returns the editor's [Theme].\n" "[b]Note:[/b] When creating custom editor UI, prefer accessing theme items " "directly from your GUI nodes using the [code]get_theme_*[/code] methods." msgstr "" "返回編輯器的 [Theme]。\n" "[b]注意:[/b]建立自訂編輯器 UI 時,請優先直接通過 GUI 節點的 " "[code]get_theme_*[/code] 方法來存取主題專案。" msgid "" "Returns the 2D editor [SubViewport]. It does not have a camera. Instead, the " "view transforms are done directly and can be accessed with [member " "Viewport.global_canvas_transform]." msgstr "" "返回 2D 編輯器 [SubViewport]。視口中沒有相機。視圖是直接進行變換的,可以使用 " "[member Viewport.global_canvas_transform] 存取。" msgid "" "Returns the specified 3D editor [SubViewport], from [code]0[/code] to " "[code]3[/code]. The viewport can be used to access the active editor cameras " "with [method Viewport.get_camera_3d]." msgstr "" "返回指定的 3D 編輯器 [SubViewport],編號從 [code]0[/code] 到 [code]3[/code]。" "可以通過 [method Viewport.get_camera_3d] 存取視口中的活動編輯器相機。" msgid "" "Returns the editor's [FileSystemDock] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" "返回編輯器的檔案系統面板 [FileSystemDock] 實例。\n" "[b]警告:[/b]移除和釋放此節點將使編輯器的一部分失去作用,並可能導致當機。" msgid "" "Returns the editor's [EditorInspector] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" "傳回編輯器的 [EditorInspector] 實例。\n" "[b]警告:[/b] 移除並釋放此節點將會導致部分編輯器無法使用,並可能導致程式崩潰。" msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "返回正在播放的場景名稱。如果目前沒有場景正在播放,返回一個空字串。" msgid "Returns the editor's [EditorFileSystem] instance." msgstr "返回編輯器的 [EditorFileSystem] 實例。" msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "返回編輯器的 [EditorResourcePreview] 實例。" msgid "" "Returns the editor's [ScriptEditor] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" "返回編輯器的腳本編輯器 [ScriptEditor] 實例。\n" "[b]警告:[/b]刪除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。" msgid "" "Returns an array containing the paths of the currently selected files (and " "directories) in the [FileSystemDock]." msgstr "返回一個包含了 [FileSystemDock] 中目前所選檔(和目錄)路徑的陣列。" msgid "Returns the editor's [EditorSelection] instance." msgstr "返回編輯器的 [EditorSelection] 實例。" msgid "" "Shows the given property on the given [param object] in the editor's " "Inspector dock. If [param inspector_only] is [code]true[/code], plugins will " "not attempt to edit [param object]." msgstr "" "顯示指定的屬性在指定的 [param object] 上,於編輯器的屬性檢視器面板中。如果 " "[param inspector_only] 是 [code]true[/code],外掛程式將不會嘗試編輯 [param " "object]。" msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" "如果場景正在播放,返回 [code]true[/code],否則返回 [code]false[/code]。暫停的" "場景將被視為正在播放。" msgid "" "Returns [code]true[/code] if the specified [param plugin] is enabled. The " "plugin name is the same as its directory name." msgstr "" "如果啟用了指定的 [param plugin],則返回 [code]true[/code]。外掛程式名稱與其目" "錄名稱相同。" msgid "" "Returns mesh previews rendered at the given size as an [Array] of " "[Texture2D]s." msgstr "將以給定大小算繪的網格預覽返回為元素型別為 [Texture2D] 的一個 [Array]。" msgid "Marks the current scene tab as unsaved." msgstr "將目前場景分頁標記為未保存。" msgid "Plays the currently active scene." msgstr "播放目前活動的場景。" msgid "Plays the scene specified by its filepath." msgstr "播放檔路徑所指定的場景。" msgid "Plays the main scene." msgstr "播放主場景。" msgid "" "Pops up the [param dialog] in the editor UI with [method " "Window.popup_exclusive]. The dialog must have no current parent, otherwise " "the method fails.\n" "See also [method Window.set_unparent_when_invisible]." msgstr "" "使用 [method Window.popup_exclusive] 在編輯器 UI 中彈出 [param dialog]。該對話" "框目前必須沒有父級,否則該方法失敗。\n" "另見 [method Window.set_unparent_when_invisible]。" msgid "" "Pops up the [param dialog] in the editor UI with [method " "Window.popup_exclusive_centered]. The dialog must have no current parent, " "otherwise the method fails.\n" "See also [method Window.set_unparent_when_invisible]." msgstr "" "使用 [method Window.popup_exclusive_centered] 在編輯器 UI 中彈出 [param " "dialog]。該對話方塊目前必須沒有父級,否則該方法失敗。\n" "另見 [method Window.set_unparent_when_invisible]。" msgid "" "Pops up the [param dialog] in the editor UI with [method " "Window.popup_exclusive_centered_clamped]. The dialog must have no current " "parent, otherwise the method fails.\n" "See also [method Window.set_unparent_when_invisible]." msgstr "" "使用 [method Window.popup_exclusive_centered_clamped] 在編輯器 UI 中彈出 " "[param dialog]。該對話方塊目前必須沒有父級,否則該方法失敗。\n" "另見 [method Window.set_unparent_when_invisible]。" msgid "" "Pops up the [param dialog] in the editor UI with [method " "Window.popup_exclusive_centered_ratio]. The dialog must have no current " "parent, otherwise the method fails.\n" "See also [method Window.set_unparent_when_invisible]." msgstr "" "使用 [method Window.popup_exclusive_centered_ratio] 在編輯器 UI 中彈出 [param " "dialog]。該對話方塊目前必須沒有父級,否則該方法失敗。\n" "另見 [method Window.set_unparent_when_invisible]。" msgid "Reloads the scene at the given path." msgstr "重新載入給定路徑的場景。" msgid "" "Restarts the editor. This closes the editor and then opens the same project. " "If [param save] is [code]true[/code], the project will be saved before " "restarting." msgstr "" "重啟編輯器。編輯器會關閉,然後再打開相同專案。如果 [param save] 為 " "[code]true[/code],則重啟前會保存專案。" msgid "Saves all opened scenes in the editor." msgstr "管理編輯器中的 SceneTree 選擇。" msgid "" "Saves the currently active scene. Returns either [constant OK] or [constant " "ERR_CANT_CREATE]." msgstr "保存場景。返回 [constant OK] 或 [constant ERR_CANT_CREATE]。" msgid "" "Selects the file, with the path provided by [param file], in the FileSystem " "dock." msgstr "在檔案系統面板中選中檔,路徑由 [param file] 提供。" msgid "" "Selects and activates the specified feature profile with the given [param " "profile_name]. Set [param profile_name] to an empty string to reset to the " "default feature profile.\n" "A feature profile can be created programmatically using the " "[EditorFeatureProfile] class.\n" "[b]Note:[/b] The feature profile that gets activated must be located in the " "[code]feature_profiles[/code] directory, as a file with the [code].profile[/" "code] extension. If a profile could not be found, an error occurs. The editor " "configuration folder can be found by using [method " "EditorPaths.get_config_dir]." msgstr "" "使用給定的 [param profile_name] 選擇並啟動指定的功能設定檔。將 [param " "profile_name] 設定為空字串以重設為預設功能設定檔。\n" "可以使用 [EditorFeatureProfile] 類別以程式設計方式建立功能設定檔。\n" "[b]注意:[/b] 啟動的功能設定檔必須位於 [code]feature_profiles[/code] 目錄中," "作為副檔名為 [code].profile[/code] 的檔案。如果找不到設定檔案,則會發生錯誤。" "可以使用[method EditorPaths.get_config_dir]找到編輯器設定資料夾。" msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "設定外掛程式的啟用狀態。外掛程式名稱與其目錄名稱相同。" msgid "Stops the scene that is currently playing." msgstr "停止目前正在播放的場景。" msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks to " "increase the space available for the main view." msgstr "" "如果為 [code]true[/code],將啟用專注模式,該模式會隱藏側邊面板,增加主視圖的可" "用空間。" msgid "" "If [code]true[/code], the Movie Maker mode is enabled in the editor. See " "[MovieWriter] for more information." msgstr "" "如果為 [code]true[/code],則編輯器啟用了 Movie Maker 模式。詳見 " "[MovieWriter]。" msgid "" "Override this method to commit a handle being edited (handles must have been " "previously added by [method add_handles]). This usually means creating an " "[UndoRedo] action for the change, using the current handle value as \"do\" " "and the [param restore] argument as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restore] " "value should be directly set, without any [UndoRedo] action.\n" "The [param secondary] argument is [code]true[/code] when the committed handle " "is secondary (see [method add_handles] for more information)." msgstr "" "覆蓋該方法,以提交一個正在編輯的控柄(控柄必須是之前通過 [method add_handles] " "新增的)。這通常意味著為該修改建立一個 [UndoRedo] 動作,將目前控柄值用作“做”," "並將 [param restore] 參數用作“撤銷”。\n" "如果 [param cancel] 參數為 [code]true[/code],則應直接設定 [param restore] " "值,而不需要任何 [UndoRedo] 動作。\n" "當提交的控柄為次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method add_handles])。" msgid "" "Override this method to commit a group of subgizmos being edited (see [method " "_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This " "usually means creating an [UndoRedo] action for the change, using the current " "transforms as \"do\" and the [param restores] transforms as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restores] " "transforms should be directly set, without any [UndoRedo] action." msgstr "" "覆蓋該方法,以提交一組正在編輯的子小工具(參見 [method " "_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。這通常意" "味著為該更改建立一個 [UndoRedo] 動作,將目前變換用作“做”,並將 [param " "restores] 變換用作“撤銷”。\n" "如果 [param cancel] 參數為 [code]true[/code],則[param restores] 變換應被直接" "設定 ,而無需任何 [UndoRedo] 動作。" msgid "" "Override this method to return the name of an edited handle (handles must " "have been previously added by [method add_handles]). Handles can be named for " "reference to the user when editing.\n" "The [param secondary] argument is [code]true[/code] when the requested handle " "is secondary (see [method add_handles] for more information)." msgstr "" "覆蓋該方法,以返回編輯的控柄的名稱(控柄必須先前通過 [method add_handles] 添加" "的)。可以命名控柄以供使用者在編輯時引用。\n" "當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method add_handles])。" msgid "" "Override this method to return the current value of a handle. This value will " "be requested at the start of an edit and used as the [code]restore[/code] " "argument in [method _commit_handle].\n" "The [param secondary] argument is [code]true[/code] when the requested handle " "is secondary (see [method add_handles] for more information)." msgstr "" "覆蓋該方法,以返回一個控柄的目前值。該值將在編輯開始時被請求,並用作 [method " "_commit_handle] 中的 [code]restore[/code] 參數。\n" "當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method add_handles])。" msgid "" "Override this method to return the current transform of a subgizmo. This " "transform will be requested at the start of an edit and used as the " "[code]restore[/code] argument in [method _commit_subgizmos]." msgstr "" "覆蓋該方法,以返回子小工具的目前變換。該變換將在編輯開始時被請求,並用作 " "[method _commit_subgizmos] 中的 [code]restore[/code] 參數。" msgid "" "Override this method to return [code]true[/code] whenever the given handle " "should be highlighted in the editor.\n" "The [param secondary] argument is [code]true[/code] when the requested handle " "is secondary (see [method add_handles] for more information)." msgstr "" "覆蓋該方法,只要給定的控柄應該在編輯器中被高亮顯示時就返回 [code]true[/" "code]。\n" "當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method add_handles])。" msgid "" "Override this method to add all the gizmo elements whenever a gizmo update is " "requested. It's common to call [method clear] at the beginning of this method " "and then add visual elements depending on the node's properties." msgstr "" "覆蓋該方法,每當請求小工具更新時將新增所有小工具元素。通常在該方法的開頭呼叫 " "[method clear],然後根據節點的屬性新增可視元素。" msgid "" "Override this method to update the node properties when the user drags a " "gizmo handle (previously added with [method add_handles]). The provided " "[param point] is the mouse position in screen coordinates and the [param " "camera] can be used to convert it to raycasts.\n" "The [param secondary] argument is [code]true[/code] when the edited handle is " "secondary (see [method add_handles] for more information)." msgstr "" "覆蓋該方法,當使用者拖動小工具控柄(之前使用 [method add_handles] 新增的)時更" "新節點屬性。提供的 [param point] 是螢幕座標中的滑鼠位置, [param camera] 可用" "於將其轉換為射線投射。\n" "當編輯的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method add_handles])。" msgid "" "Override this method to allow selecting subgizmos using mouse clicks. Given a " "[param camera] and a [param point] in screen coordinates, this method should " "return which subgizmo should be selected. The returned value should be a " "unique subgizmo identifier, which can have any non-negative value and will be " "used in other virtual methods like [method _get_subgizmo_transform] or " "[method _commit_subgizmos]." msgstr "" "覆蓋該方法,以允許使用滑鼠點擊選擇子小工具。給定螢幕座標中的 [param camera] " "和 [param point] 時,該方法應返回應選擇哪個子小工具。返回值應該是一個唯一的子" "小工具識別字,它可以有任何非負值,並將用於其他虛方法,如 [method " "_get_subgizmo_transform] 或 [method _commit_subgizmos]。" msgid "" "Adds the specified [param segments] to the gizmo's collision shape for " "picking. Call this method during [method _redraw]." msgstr "" "將指定的 [param segments] 新增到小工具的碰撞形狀以進行拾取。在 [method " "_redraw] 期間呼叫該方法。" msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " "generated from a regular [Mesh] too. Call this method during [method _redraw]." msgstr "" "將碰撞三角形新增到小工具以進行拾取。[TriangleMesh] 也可以從常規 [Mesh] 生成。" "在 [method _redraw] 期間呼叫該方法。" msgid "" "Adds lines to the gizmo (as sets of 2 points), with a given material. The " "lines are used for visualizing the gizmo. Call this method during [method " "_redraw]." msgstr "" "為小工具新增使用給定材質的線段(一對對點的集合)。線段將用於展示和選擇。請在 " "[method _redraw] 期間呼叫此方法。" msgid "" "Adds a mesh to the gizmo with the specified [param material], local [param " "transform] and [param skeleton]. Call this method during [method _redraw]." msgstr "" "為小工具新增網格,可以指定材質 [param material]、本地變換 [param transform] 和" "骨架 [param skeleton]。請在 [method _redraw] 期間呼叫此方法。" msgid "" "Adds an unscaled billboard for visualization and selection. Call this method " "during [method _redraw]." msgstr "" "新增未縮放的公告板,將用於展示和選擇。請在 [method _redraw] 期間呼叫此方法。" msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "移除小工具中的一切,包括網格、碰撞和控柄。" msgid "Returns the [Node3D] node associated with this gizmo." msgstr "返回與這個小工具關聯的 [Node3D] 節點。" msgid "" "Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorNode3DGizmoPlugin.get_material]." msgstr "" "返回擁有該小工具的 [EditorNode3DGizmoPlugin]。可以在使用 [method " "EditorNode3DGizmoPlugin.get_material] 獲取材質時使用。" msgid "" "Returns a list of the currently selected subgizmos. Can be used to highlight " "selected elements during [method _redraw]." msgstr "" "返回目前選定的子小工具的列表。可用於在 [method _redraw] 期間高亮顯示所選元素。" msgid "" "Returns [code]true[/code] if the given subgizmo is currently selected. Can be " "used to highlight selected elements during [method _redraw]." msgstr "" "如果給定的子小工具是目前所選定的,則返回 [code]true[/code]。可用於在 [method " "_redraw] 期間高亮顯示所選元素。" msgid "" "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be " "hidden. If [code]false[/code], it will be shown." msgstr "" "設定該小工具的隱藏狀態。如果為 [code]true[/code],則該小工具將被隱藏。如果為 " "[code]false[/code] 則會顯示。" msgid "" "Sets the reference [Node3D] node for the gizmo. [param node] must inherit " "from [Node3D]." msgstr "設定該小工具參考的 [Node3D] 節點。[param node] 必須繼承自 [Node3D]。" msgid "A class used by the editor to define Node3D gizmo types." msgstr "編輯器用來定義 Node3D 小工具型別的類。" msgid "" "[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are " "two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler " "gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the " "documentation for more info.\n" "To use [EditorNode3DGizmoPlugin], register it using the [method " "EditorPlugin.add_node_3d_gizmo_plugin] method first." msgstr "" "[EditorNode3DGizmoPlugin] 允許定義一種新的小工具型別。定義主要有兩種方法:比較" "簡單的小工具可以擴充 [EditorNode3DGizmoPlugin],否則可以建立新的 " "[EditorNode3DGizmo] 型別。有關詳細資訊,請參閱文件中的教學。\n" "要使用 [EditorNode3DGizmoPlugin],請先使用 [method " "EditorPlugin.add_node_3d_gizmo_plugin] 方法註冊它。" msgid "Node3D gizmo plugins" msgstr "Node3D 小工具外掛程式" msgid "" "Override this method to define whether the gizmos handled by this plugin can " "be hidden or not. Returns [code]true[/code] if not overridden." msgstr "" "覆蓋該方法,以定義是否可以隱藏該外掛程式處理的小工具。如果未被覆蓋,則返回 " "[code]true[/code]。" msgid "" "Override this method to commit a handle being edited (handles must have been " "previously added by [method EditorNode3DGizmo.add_handles] during [method " "_redraw]). This usually means creating an [UndoRedo] action for the change, " "using the current handle value as \"do\" and the [param restore] argument as " "\"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restore] " "value should be directly set, without any [UndoRedo] action.\n" "The [param secondary] argument is [code]true[/code] when the committed handle " "is secondary (see [method EditorNode3DGizmo.add_handles] for more " "information).\n" "Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以提交正在編輯的控柄(控柄必須是先前在 [method _redraw] 期間通過 " "[method EditorNode3DGizmo.add_handles] 新增的)。這通常意味著為該更改建立一個 " "[UndoRedo] 動作,將目前控柄值用作“做”,並將 [param restore] 參數用作“撤銷”。\n" "如果 [param cancel] 參數為 [code]true[/code],則 [param restore] 值應被直接設" "置,無需任何 [UndoRedo] 動作。\n" "當提交的控柄為次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method EditorNode3DGizmo.add_handles])。\n" "為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to commit a group of subgizmos being edited (see [method " "_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This " "usually means creating an [UndoRedo] action for the change, using the current " "transforms as \"do\" and the [param restores] transforms as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restores] " "transforms should be directly set, without any [UndoRedo] action. As with all " "subgizmo methods, transforms are given in local space respect to the gizmo's " "Node3D. Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以提交一組正在編輯的子小工具(參見 [method " "_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。這通常意" "味著為該更改建立一個 [UndoRedo] 動作,將目前變換用作“做”,並將 [param " "restores] 變換用作“撤銷”。\n" "如果 [param cancel] 參數為 [code]true[/code],則 [param restores] 變換應被直接" "設定,無需任何 [UndoRedo] 動作。對於所有子小工具方法,變換是在與小工具的 " "Node3D 相關的局部空間中給出的。為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "覆蓋該方法,以提供將出現在小工具可見性功能表中的名稱。" msgid "" "Override this method to provide gizmo's handle names. The [param secondary] " "argument is [code]true[/code] when the requested handle is secondary (see " "[method EditorNode3DGizmo.add_handles] for more information). Called for this " "plugin's active gizmos." msgstr "" "覆蓋該方法,以提供小工具的控柄名稱。當請求的控柄是次要控柄時,[param " "secondary] 參數為 [code]true[/code](有關更多資訊,請參閱 [method " "EditorNode3DGizmo.add_handles])。為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to return the current value of a handle. This value will " "be requested at the start of an edit and used as the [code]restore[/code] " "argument in [method _commit_handle].\n" "The [param secondary] argument is [code]true[/code] when the requested handle " "is secondary (see [method EditorNode3DGizmo.add_handles] for more " "information).\n" "Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以返回一個控柄的目前值。該值將在編輯開始時被請求,並用作 [method " "_commit_handle] 中的 [code]restore[/code] 參數。\n" "當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method EditorNode3DGizmo.add_handles])。\n" "為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to set the gizmo's priority. Gizmos with higher priority " "will have precedence when processing inputs like handles or subgizmos " "selection.\n" "All built-in editor gizmos return a priority of [code]-1[/code]. If not " "overridden, this method will return [code]0[/code], which means custom gizmos " "will automatically get higher priority than built-in gizmos." msgstr "" "覆蓋該方法,以設定該小工具的優先順序。具有更高優先順序的小工具,將在處理控柄或" "子小工具選擇等輸入時具有優先權。\n" "所有內建編輯器小工具都會返回 [code]-1[/code] 的優先順序。如果未被覆蓋,該方法" "將返回 [code]0[/code],這意味著自訂小工具將自動獲得比內建小工具更高的優先順" "序。" msgid "" "Override this method to return the current transform of a subgizmo. As with " "all subgizmo methods, the transform should be in local space respect to the " "gizmo's Node3D. This transform will be requested at the start of an edit and " "used in the [code]restore[/code] argument in [method _commit_subgizmos]. " "Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以返回子小工具的目前變換。對於所有子小工具方法,變換應該在相對於小" "工具的 Node3D 的局部空間中。此變換將在編輯開始時被請求,並在 [method " "_commit_subgizmos] 中的 [code]restore[/code] 參數中使用。為該外掛程式的活動小" "工具而呼叫。" msgid "" "Override this method to define which Node3D nodes have a gizmo from this " "plugin. Whenever a [Node3D] node is added to a scene this method is called, " "if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" "覆蓋該方法,以定義哪些 Node3D 節點具有來自該外掛程式的小工具。每當將 [Node3D] " "節點新增到場景時,該方法都會被呼叫,如果它返回 [code]true[/code],則該節點將被" "分配一個通用的 [EditorNode3DGizmo],並被新增到該外掛程式的活動小工具列表中。" msgid "" "Override this method to return [code]true[/code] whenever to given handle " "should be highlighted in the editor. The [param secondary] argument is " "[code]true[/code] when the requested handle is secondary (see [method " "EditorNode3DGizmo.add_handles] for more information). Called for this " "plugin's active gizmos." msgstr "" "覆蓋該方法,以在編輯器中高亮顯示給定控柄時返回 [code]true[/code]。當請求的控柄" "是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多資訊,請參" "閱 [method EditorNode3DGizmo.add_handles])。為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to define whether Node3D with this gizmo should be " "selectable even when the gizmo is hidden." msgstr "" "覆蓋該方法,以定義具有該小工具的 Node3D 是否應該是可選的,即使該小工具被隱藏。" msgid "" "Override this method to add all the gizmo elements whenever a gizmo update is " "requested. It's common to call [method EditorNode3DGizmo.clear] at the " "beginning of this method and then add visual elements depending on the node's " "properties." msgstr "" "覆蓋該方法,以在每當請求小工具更新時新增所有小工具元素。通常在該方法的開頭調" "用 [method EditorNode3DGizmo.clear],然後根據節點的屬性新增可視元素。" msgid "" "Override this method to update the node's properties when the user drags a " "gizmo handle (previously added with [method EditorNode3DGizmo.add_handles]). " "The provided [param screen_pos] is the mouse position in screen coordinates " "and the [param camera] can be used to convert it to raycasts.\n" "The [param secondary] argument is [code]true[/code] when the edited handle is " "secondary (see [method EditorNode3DGizmo.add_handles] for more information).\n" "Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以在使用者拖動小工具控柄(控柄是之前使用 [method " "EditorNode3DGizmo.add_handles] 新增的)時更新節點的屬性。提供的 [param " "screen_pos] 是螢幕座標中的滑鼠位置, [param camera] 可用於將其轉換為射線投" "射。\n" "當編輯的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多" "信息,請參閱 [method EditorNode3DGizmo.add_handles])。\n" "為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to update the node properties during subgizmo editing " "(see [method _subgizmos_intersect_ray] and [method " "_subgizmos_intersect_frustum]). The [param transform] is given in the " "Node3D's local coordinate system. Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以在子小工具編輯期間更新節點屬性(參見 [method " "_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。[param " "transform] 在 Node3D 的局部坐標系中給出。為該外掛程式的活動小工具而呼叫。" msgid "" "Override this method to allow selecting subgizmos using mouse clicks. Given a " "[param camera] and a [param screen_pos] in screen coordinates, this method " "should return which subgizmo should be selected. The returned value should be " "a unique subgizmo identifier, which can have any non-negative value and will " "be used in other virtual methods like [method _get_subgizmo_transform] or " "[method _commit_subgizmos]. Called for this plugin's active gizmos." msgstr "" "覆蓋該方法,以允許使用滑鼠點擊選擇子小工具。給定螢幕座標中的 [param camera] " "和 [param screen_pos] 時,該方法應返回應選擇哪個子小工具。返回值應該是一個唯一" "的子小工具識別字,它可以有任何非負值,並將用於其他虛方法,如 [method " "_get_subgizmo_transform] 或 [method _commit_subgizmos]。為該外掛程式的活動小工" "具而呼叫。" msgid "" "Adds a new material to the internal material list for the plugin. It can then " "be accessed with [method get_material]. Should not be overridden." msgstr "" "將新材質新增到該外掛程式的內部材質列表中。然後可以使用 [method get_material] " "存取它。不應被重寫。" msgid "" "Creates a handle material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorNode3DGizmo.add_handles]. " "Should not be overridden.\n" "You can optionally provide a texture to use instead of the default icon." msgstr "" "建立具有變體(選定的和/或可編輯的)的控柄材質,並將它們新增到內部材質列表中。" "然後可以使用 [method get_material] 存取它們,並在 [method " "EditorNode3DGizmo.add_handles] 中使用它們。不應被重寫。\n" "可以選擇提供一個要使用的紋理代替預設圖示。" msgid "" "Creates an icon material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method " "EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden." msgstr "" "建立具有變體(選定的和/或可編輯的)的圖示材質,並將它們新增到內部材質列表中。" "然後可以使用 [method get_material] 存取它們,並在 [method " "EditorNode3DGizmo.add_unscaled_billboard] 中使用它們。不應被重寫。" msgid "" "Creates an unshaded material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorNode3DGizmo.add_mesh] and " "[method EditorNode3DGizmo.add_lines]. Should not be overridden." msgstr "" "建立具有變體(選定的和/或可編輯的)的未著色材質,並將它們新增到內部材質列表" "中。然後可以使用 [method get_material] 存取它們,並在 [method " "EditorNode3DGizmo.add_mesh] 和 [method EditorNode3DGizmo.add_lines] 中使用。不" "應被重寫。" msgid "" "Gets material from the internal list of materials. If an [EditorNode3DGizmo] " "is provided, it will try to get the corresponding variant (selected and/or " "editable)." msgstr "" "從內部材質列表中獲取材質。如果提供了一個 [EditorNode3DGizmo],它將嘗試獲取相應" "的變體(選定的和/或可編輯的)。" msgid "" "Editor-only singleton that returns paths to various OS-specific data folders " "and files." msgstr "編輯器專用單例,返回特定於作業系統的各種資料檔案夾和檔的路徑。" msgid "" "This editor-only singleton returns OS-specific paths to various data folders " "and files. It can be used in editor plugins to ensure files are saved in the " "correct location on each operating system.\n" "[b]Note:[/b] This singleton is not accessible in exported projects. " "Attempting to access it in an exported project will result in a script error " "as the singleton won't be declared. To prevent script errors in exported " "projects, use [method Engine.has_singleton] to check whether the singleton is " "available before using it.\n" "[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " "Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." msgstr "" "這個僅供編輯器使用的單例,可返回特定於作業系統的,到各種資料檔案夾和檔的路徑。" "它可以在編輯器外掛程式中使用,以確保檔被保存在各個作業系統的正確位置。\n" "[b]注意:[/b]這個單例在匯出的專案中是不可存取的。嘗試在匯出的專案中存取它會產" "生腳本錯誤,因為該單例沒有被宣告。為防止匯出專案中出現腳本錯誤,請使用 " "[method Engine.has_singleton] 檢查單例是否可用後再使用該單例。\n" "[b]注意:[/b]在 Linux/BSD 平臺上,Godot 遵守 [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本" "目錄規範[/url]。可以按照規範覆蓋環境變數,來更改編輯器和專案資料路徑。" msgid "File paths in Godot projects" msgstr "Godot 專案中的檔路徑" msgid "" "Returns the project-specific editor settings path. Projects all have a unique " "subdirectory inside the settings path where project-specific editor settings " "are saved." msgstr "" "返回針對專案的編輯器設定路徑。各個專案在設定路徑中都有一個獨立的子目錄,用於保" "存針對專案的編輯器設定。" msgid "" "Returns the absolute path to the self-contained file that makes the current " "Godot editor instance be considered as self-contained. Returns an empty " "string if the current Godot editor instance isn't self-contained. See also " "[method is_self_contained]." msgstr "" "返回自包含檔的絕對路徑,該檔會使目前 Godot 編輯器實例被視為是自包含的。如果目" "前 Godot 編輯器實例不是自包含的,則返回一個空字串。另見 [method " "is_self_contained]。" msgid "" "Returns [code]true[/code] if the editor is marked as self-contained, " "[code]false[/code] otherwise. When self-contained mode is enabled, user " "configuration, data and cache files are saved in an [code]editor_data/[/code] " "folder next to the editor binary. This makes portable usage easier and " "ensures the Godot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" "code] or [code]_sc_[/code] in the same folder as the editor binary or " "macOS .app bundle while the editor is not running. See also [method " "get_self_contained_file].\n" "[b]Note:[/b] On macOS, quarantine flag should be manually removed before " "using self-contained mode, see [url=https://docs.godotengine.org/en/stable/" "tutorials/export/running_on_macos.html]Running on macOS[/url].\n" "[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file " "inside .app bundle will break digital signature and make it non-portable, " "consider placing it in the same folder as the .app bundle instead.\n" "[b]Note:[/b] The Steam release of Godot uses self-contained mode by default." msgstr "" "如果編輯器被標記為是自包含的,則返回 [code]true[/code],否則返回 [code]false[/" "code]。啟用自包含模式後,使用者配置、資料和快取檔案將保被存在編輯器二進位檔案" "旁邊的 [code]editor_data/[/code] 資料夾中。這使得便攜使用更容易,並確保 Godot " "編輯器最大限度地減少將檔寫入到它自己的資料夾之外的情況。自包含模式不適用於匯出" "的專案。\n" "當編輯器未運作時,可以通過在與編輯器二進位檔案或 macOS .app 組合包相同的檔案夾" "中建立名為 [code]._sc_[/code] 或 [code]_sc_[/code] 的檔來啟用自包含模式。另見 " "[method get_self_contained_file]。\n" "[b]注意:[/b]在 macOS 上,應當在使用自包含模式前手動移除隔離旗標,見" "[url=https://docs.godotengine.org/en/stable/tutorials/export/" "running_on_macos.html]《在 macOS 上運作》[/url]。\n" "[b]注意:[/b]在 macOS 上,將 [code]_sc_[/code] 或任何其他檔案放入 .app 組合包" "中會破壞其數位簽章,使其不再便攜,請考慮改為放在與 .app 組合包相同的資料夾" "中。\n" "[b]注意:[/b]Godot 的 Steam 版本預設使用自包含模式。" msgid "Used by the editor to extend its functionality." msgstr "由編輯器使用,用於擴充其功能。" msgid "" "Plugins are used by the editor to extend functionality. The most common types " "of plugins are those which edit a given node or resource type, import plugins " "and export plugins. See also [EditorScript] to add functions to the editor.\n" "[b]Note:[/b] Some names in this class contain \"left\" or \"right\" (e.g. " "[constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and " "would be backwards when using right-to-left layout. These names are kept for " "compatibility reasons." msgstr "" "編輯器使用外掛程式來擴充功能。最常見的外掛程式型別是編輯給定的節點或資源型別的" "外掛程式、匯入外掛程式和匯出外掛程式。另請參閱 [EditorScript] 以向編輯器新增功" "能。" msgid "Editor plugins documentation index" msgstr "編輯器外掛程式文件索引" msgid "" "This method is called when the editor is about to save the project, switch to " "another tab, etc. It asks the plugin to apply any pending state changes to " "ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" "當編輯器將要進行保存專案、切換分頁等操作時,將呼叫該方法。它要求外掛程式套用所" "有暫掛的狀態更改以確保一致性。\n" "例如,在著色器編輯器中使用它來使外掛程式將使用者編寫的著色程式碼套用於物件。" msgid "" "This method is called when the editor is about to run the project. The plugin " "can then perform required operations before the project runs.\n" "This method must return a boolean. If this method returns [code]false[/code], " "the project will not run. The run is aborted immediately, so this also " "prevents all other plugins' [method _build] methods from running." msgstr "" "該方法在編輯器即將運作專案時被呼叫。這樣,外掛程式可以在專案運作之前,執行所需" "的操作。\n" "該方法必須返回一個布林值。如果該方法返回 [code]false[/code],則專案將不會運" "行。運作會立即中止,因此這也會阻止運作所有其他外掛程式的 [method _build] 方" "法。" msgid "" "Clear all the state and reset the object being edited to zero. This ensures " "your plugin does not keep editing a currently existing node, or a node from " "the wrong scene." msgstr "" "清除所有狀態,並將正在編輯的物件重設為零。這可確保你的外掛程式不會繼續編輯目前" "存在的節點或來自錯誤場景的節點。" msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" "當使用者在專案設定視窗的外掛程式分頁中禁用 [EditorPlugin] 時,由引擎呼叫。" msgid "" "This function is used for plugins that edit specific object types (nodes or " "resources). It requests the editor to edit the given object.\n" "[param object] can be [code]null[/code] if the plugin was editing an object, " "but there is no longer any selected object handled by this plugin. It can be " "used to cleanup editing state." msgstr "" "該函式用於編輯特定物件型別(節點或資源)的外掛程式。它請求編輯器編輯給定的對" "象。\n" "如果該外掛程式剛剛正在編輯一個物件,且它不想再處理任何選定的物件,則 [param " "object] 可以為 [code]null[/code]。這可用於清理編輯狀態。" msgid "" "Called by the engine when the user enables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" "當使用者在專案設定視窗的外掛程式分頁中啟用該 [EditorPlugin] 時,由引擎呼叫。" msgid "" "This method is the same as [method _forward_3d_draw_over_viewport], except it " "draws on top of everything. Useful when you need an extra layer that shows " "over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" "該方法與 [method _forward_3d_draw_over_viewport] 相同,只是它繪製在所有內容之" "上。當需要一個顯示在其他任何內容之上的額外圖層時很有用。\n" "需要使用 [method set_force_draw_over_forwarding_enabled] 來啟用該方法的呼叫。" msgid "" "This method is the same as [method _forward_canvas_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" "該方法與 [method _forward_canvas_draw_over_viewport] 相同,只是它繪製在所有內" "容之上。當需要一個顯示在其他任何內容之上的額外圖層時很有用。\n" "需要使用 [method set_force_draw_over_forwarding_enabled] 來啟用該方法的呼叫。" msgid "" "This is for editors that edit script-based objects. You can return a list of " "breakpoints in the format ([code]script:line[/code]), for example: " "[code]res://path_to_script.gd:25[/code]." msgstr "" "該函式用於編輯基於腳本的物件的編輯器。可以返回格式為([code]script:line[/" "code])的中斷點的列表,例如:[code]res://path_to_script.gd:25[/code]。" msgid "" "Override this method to provide a custom message that lists unsaved changes. " "The editor will call this method when exiting or when closing a scene, and " "display the returned string in a confirmation dialog. Return empty string if " "the plugin has no unsaved changes.\n" "When closing a scene, [param for_scene] is the path to the scene being " "closed. You can use it to handle built-in resources in that scene.\n" "If the user confirms saving, [method _save_external_data] will be called, " "before closing the editor.\n" "[codeblock]\n" "func _get_unsaved_status(for_scene):\n" "\tif not unsaved:\n" "\t\treturn \"\"\n" "\n" "\tif for_scene.is_empty():\n" "\t\treturn \"Save changes in MyCustomPlugin before closing?\"\n" "\telse:\n" "\t\treturn \"Scene %s has changes from MyCustomPlugin. Save before closing?\" " "% for_scene.get_file()\n" "\n" "func _save_external_data():\n" "\tunsaved = false\n" "[/codeblock]\n" "If the plugin has no scene-specific changes, you can ignore the calls when " "closing scenes:\n" "[codeblock]\n" "func _get_unsaved_status(for_scene):\n" "\tif not for_scene.is_empty():\n" "\t\treturn \"\"\n" "[/codeblock]" msgstr "" "重寫此方法以提供列出未儲存變更的自訂訊息。編輯器將在退出或關閉場景時呼叫此方" "法,並在確認對話方塊中顯示傳回的字元字串。傳回空如果插件沒有未儲存的更改,則為" "字串。\n" "關閉場景時,[param for_scene] 是正在關閉的場景的路徑。您可以使用它來處理該場景" "中的內建資源。\n" "如果使用者確認儲存,將在關閉編輯器之前呼叫[method _save_external_data]。\n" "[codeblock]\n" "func _get_unsaved_status(for_scene):\n" "\tif not unsaved:\n" "\t\treturn \"\"\n" "\n" "\tif for_scene.is_empty():\n" "\t\treturn \"Save changes in MyCustomPlugin before closing?\"\n" "\telse:\n" "\t\treturn \"Scene %s has changes from MyCustomPlugin. Save before closing?\" " "% for_scene.get_file()\n" "\n" "func _save_external_data():\n" "\tunsaved = false\n" "[/codeblock]\n" "如果插件沒有特定於場景的更改,則可以在關閉場景時忽略呼叫:\n" "[codeblock]\n" "func _get_unsaved_status(for_scene):\n" "\tif not for_scene.is_empty():\n" "\t\treturn \"\"\n" "[/codeblock]" msgid "" "Override this method to provide the GUI layout of the plugin or any other " "data you want to be stored. This is used to save the project's editor layout " "when [method queue_save_layout] is called or the editor layout was changed " "(for example changing the position of a dock). The data is stored in the " "[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" "Use [method _set_window_layout] to restore your saved layout.\n" "[codeblock]\n" "func _get_window_layout(configuration):\n" "\tconfiguration.set_value(\"MyPlugin\", \"window_position\", " "$Window.position)\n" "\tconfiguration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" msgstr "" "覆蓋該方法,以提供該外掛程式的 GUI 佈局、或想要儲存的任何其他資料。這用於在呼" "叫 [method queue_save_layout]、或更改編輯器佈局(例如更改停靠面板的位置)時," "保存專案的編輯器佈局。資料被儲存在編輯器中繼資料目錄中的 " "[code]editor_layout.cfg[/code] 檔案中。\n" "使用 [method _set_window_layout] 恢復保存的佈局。\n" "[codeblock]\n" "func _get_window_layout(configuration):\n" "\tconfiguration.set_value(\"MyPlugin\", \"window_position\", " "$Window.position)\n" "\tconfiguration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" "Remember that you have to manage the visibility of all your editor controls " "manually." msgstr "" "當編輯器被要求變為可見時,該函式將被呼叫。它用於編輯特定物件型別的外掛程式。\n" "請記住,你必須手動管理所有編輯器控制項的可見性。" msgid "" "This method is called after the editor saves the project or when it's closed. " "It asks the plugin to save edited external scenes/resources." msgstr "" "這個方法在編輯器保存專案後或關閉專案時被呼叫,它要求外掛程式保存編輯的外部場" "景/資源。" msgid "" "Restore the state saved by [method _get_state]. This method is called when " "the current scene tab is changed in the editor.\n" "[b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise " "it will not be recognized and this method will not be called.\n" "[codeblock]\n" "func _set_state(data):\n" "\tzoom = data.get(\"zoom\", 1.0)\n" "\tpreferred_color = data.get(\"my_color\", Color.WHITE)\n" "[/codeblock]" msgstr "" "恢復用 [method _get_state] 保存的狀態。這個方法會在編輯器的目前場景分頁發生改" "變時呼叫。\n" "[b]注意:[/b]你的外掛程式必須實作 [method _get_plugin_name],否則無法被識別," "這個方法也不會被呼叫。\n" "[codeblock]\n" "func _set_state(data):\n" "\tzoom = data.get(\"zoom\", 1.0)\n" "\tpreferred_color = data.get(\"my_color\", Color.WHITE)\n" "[/codeblock]" msgid "" "Restore the plugin GUI layout and data saved by [method _get_window_layout]. " "This method is called for every plugin on editor startup. Use the provided " "[param configuration] file to read your saved data.\n" "[codeblock]\n" "func _set_window_layout(configuration):\n" "\t$Window.position = configuration.get_value(\"MyPlugin\", " "\"window_position\", Vector2())\n" "\t$Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " "Color.WHITE)\n" "[/codeblock]" msgstr "" "恢復用 [method _get_window_layout] 保存的外掛程式 GUI 佈局和資料。編輯器啟動時" "會呼叫每個外掛程式的這個方法。請使用提供的 [param configuration] 檔讀取你保存" "的數據。\n" "[codeblock]\n" "func _set_window_layout(configuration):\n" "\t$Window.position = configuration.get_value(\"MyPlugin\", " "\"window_position\", Vector2())\n" "\t$Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " "Color.WHITE)\n" "[/codeblock]" msgid "Adds a script at [param path] to the Autoload list as [param name]." msgstr "將 [param path] 處的腳本作為 [param name] 新增到自動載入列表中。" msgid "" "Adds a [Script] as debugger plugin to the Debugger. The script must extend " "[EditorDebuggerPlugin]." msgstr "" "將一個 [Script] 作為除錯器外掛程式新增到除錯器。該腳本必須擴充 " "[EditorDebuggerPlugin]。" msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " "tasks when the project is being exported.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" "註冊一個新的 [EditorExportPlugin]。匯出外掛程式是用來在專案被匯出時執行工作" "的。\n" "有關如何註冊外掛程式的範例,請參見 [method add_inspector_plugin]。" msgid "" "Registers a new [EditorImportPlugin]. Import plugins are used to import " "custom and unsupported assets as a custom [Resource] type.\n" "If [param first_priority] is [code]true[/code], the new import plugin is " "inserted first in the list and takes precedence over pre-existing plugins.\n" "[b]Note:[/b] If you want to import custom 3D asset formats use [method " "add_scene_format_importer_plugin] instead.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" "註冊一個新的 [EditorImportPlugin]。匯入外掛程式用於將自訂的和不受支援的素材," "作為一種自訂 [Resource] 型別匯入。\n" "如果 [param first_priority] 是 [code]true[/code],則該新的匯入外掛程式被首先插" "入列表中,並優先於預先存在的外掛程式。\n" "[b]注意:[/b]如果要匯入自訂 3D 素材格式,請改用 [method " "add_scene_format_importer_plugin]。\n" "有關如何註冊外掛程式的範例,請參見 [method add_inspector_plugin]。" msgid "" "Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend " "[EditorInspector] and provide custom configuration tools for your object's " "properties.\n" "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the " "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to " "prevent leaks and an unexpected behavior.\n" "[codeblocks]\n" "[gdscript]\n" "const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/" "script.gd\")\n" "var inspector_plugin = MyInspectorPlugin.new()\n" "\n" "func _enter_tree():\n" "\tadd_inspector_plugin(inspector_plugin)\n" "\n" "func _exit_tree():\n" "\tremove_inspector_plugin(inspector_plugin)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "註冊一個新的 [EditorInspectorPlugin]。屬性檢視器外掛程式用於擴充 " "[EditorInspector],並為您的物件屬性提供自訂設定工具。\n" "[b]注意:[/b] 務必在您的 [EditorPlugin] 被停用時,使用 [method " "remove_inspector_plugin] 來移除已註冊的 [EditorInspectorPlugin],以防止記憶體" "洩漏以及非預期的行為。\n" "[codeblocks]\n" "[gdscript]\n" "const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/" "script.gd\")\n" "var inspector_plugin = MyInspectorPlugin.new()\n" "\n" "func _enter_tree():\n" "\tadd_inspector_plugin(inspector_plugin)\n" "\n" "func _exit_tree():\n" "\tremove_inspector_plugin(inspector_plugin)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add " "custom gizmos to the 3D preview viewport for a [Node3D].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" "註冊一個新的 [EditorNode3DGizmoPlugin]。小工具外掛程式用於將自訂小工具新增到 " "[Node3D] 的 3D 預覽視圖。\n" "有關如何註冊外掛程式的範例,請參閱 [method add_inspector_plugin]。" msgid "" "Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins " "are used to add custom resource converters to the editor inspector.\n" "See [EditorResourceConversionPlugin] for an example of how to create a " "resource conversion plugin." msgstr "" "註冊一個新的 [EditorResourceConversionPlugin]。資源轉換外掛程式用於新增自訂資" "源轉換器到編輯器屬性檢視器。\n" "請參閱 [EditorResourceConversionPlugin],以取得如何建立資源轉換外掛程式的範" "例。" msgid "" "Registers a new [EditorSceneFormatImporter]. Scene importers are used to " "import custom 3D asset formats as scenes.\n" "If [param first_priority] is [code]true[/code], the new import plugin is " "inserted first in the list and takes precedence over pre-existing plugins." msgstr "" "註冊一個新的 [EditorSceneFormatImporter]。場景匯入器用於將自訂格式的 3D 資產匯" "入為場景。\n" "如果 [param first_priority] 為 [code]true[/code],則這個新的匯入外掛程式會被插" "入到列表的首位,優先於預先存在的外掛程式。" msgid "" "Adds a custom menu item to [b]Project > Tools[/b] named [param name]. When " "clicked, the provided [param callable] will be called." msgstr "" "在[b]專案 > 工具[/b]中新增名為 [param name] 的自訂功能表專案。點擊時會呼叫所提" "供的 [param callable]。" msgid "" "Registers a custom translation parser plugin for extracting translatable " "strings from custom files." msgstr "註冊一個自訂翻譯解析器外掛程式,用於從自訂檔中提取可翻譯的字串。" msgid "" "Hooks a callback into the undo/redo action creation when a property is " "modified in the inspector. This allows, for example, to save other properties " "that may be lost when a given property is modified.\n" "The callback should have 4 arguments: [Object] [code]undo_redo[/code], " "[Object] [code]modified_object[/code], [String] [code]property[/code] and " "[Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] " "object used by the inspector, the currently modified object, the name of the " "modified property and the new value the property is about to take." msgstr "" "掛鉤一個回呼函式到當屬性在屬性檢視器中被修改時的復原/重做動作建立過程。這允許" "例如儲存當指定的屬性被修改時可能會遺失的其他屬性。\n" "該回呼函式應該有 4 個引數:[Object] [code]undo_redo[/code]、[Object] " "[code]modified_object[/code]、[String] [code]property[/code] 以及 [Variant] " "[code]new_value[/code]。它們分別是屬性檢視器使用的 [UndoRedo] 物件、目前被修改" "的物件、被修改屬性的名稱,以及該屬性即將採用的新值。" msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." msgstr "返回[b]場景 > 另存為...[/b]下的 [PopupMenu]。" msgid "" "Provide the version of the plugin declared in the [code]plugin.cfg[/code] " "config file." msgstr "提供 [code]plugin.cfg[/code] 設定檔中宣告的外掛程式版本。" msgid "" "Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" "獲取用於建立腳本的編輯器對話方塊。\n" "[b]注意:[/b]使用者可以在使用前對其進行配置。\n" "[b]警告:[/b]移除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。" msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so use " "this object to make sure this happens when it's worth it." msgstr "" "獲取撤銷/重做對象。編輯器中的大多數操作都是可以撤銷的,因此請使用此物件來確保" "在需要時執行此操作。" msgid "Minimizes the bottom panel." msgstr "最小化底部面板。" msgid "Makes a specific item in the bottom panel visible." msgstr "使底部面板中的一個特定專案可見。" msgid "Queue save the project's editor layout." msgstr "排隊保存遊戲專案的編輯器佈局。" msgid "Removes an Autoload [param name] from the list." msgstr "從列表中移除自動載入 [param name]。" msgid "" "Removes the control from the bottom panel. You have to manually [method " "Node.queue_free] the control." msgstr "" "從底部面板上移除該控制項。必須手動呼叫 [method Node.queue_free] 釋放該控制項。" msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" "從指定的容器中移除該控制項。必須手動呼叫 [method Node.queue_free] 釋放該控制" "項。" msgid "" "Removes the control from the dock. You have to manually [method " "Node.queue_free] the control." msgstr "" "從停靠面板中移除該控制項。必須手動呼叫 [method Node.queue_free] 釋放該控制項。" msgid "Removes a custom type added by [method add_custom_type]." msgstr "移除由 [method add_custom_type] 新增的自訂型別。" msgid "Removes the debugger plugin with given script from the Debugger." msgstr "從除錯器中移除帶有給定腳本的除錯器外掛程式。" msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "移除由 [method add_export_plugin] 註冊的匯出外掛程式。" msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "移除由 [method add_import_plugin] 註冊的匯入外掛程式。" msgid "Removes an inspector plugin registered by [method add_inspector_plugin]." msgstr "移除由 [method add_inspector_plugin] 註冊的屬性檢視器外掛程式。" msgid "Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]." msgstr "移除由 [method add_node_3d_gizmo_plugin] 註冊的小工具外掛程式。" msgid "" "Removes a resource conversion plugin registered by [method " "add_resource_conversion_plugin]." msgstr "移除由 [method add_resource_conversion_plugin] 註冊的資源轉換外掛程式。" msgid "" "Removes a scene format importer registered by [method " "add_scene_format_importer_plugin]." msgstr "" "移除由 [method add_scene_format_importer_plugin] 註冊的場景格式匯入器外掛程" "式。" msgid "" "Remove the [EditorScenePostImportPlugin], added with [method " "add_scene_post_import_plugin]." msgstr "" "移除由 [method add_scene_post_import_plugin] 註冊的 " "[EditorScenePostImportPlugin]。" msgid "Removes a menu [param name] from [b]Project > Tools[/b]." msgstr "從[b]專案 > 工具[/b]中移除名為 [param name] 的選單。" msgid "" "Removes a custom translation parser plugin registered by [method " "add_translation_parser_plugin]." msgstr "" "移除由 [method add_translation_parser_plugin] 註冊的自訂翻譯解析器外掛程式。" msgid "" "Removes a callback previously added by [method " "add_undo_redo_inspector_hook_callback]." msgstr "移除由 [method add_undo_redo_inspector_hook_callback] 新增的回呼函式。" msgid "" "Enables calling of [method _forward_canvas_force_draw_over_viewport] for the " "2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor " "when their viewports are updated. You need to call this method only once and " "it will work permanently for this plugin." msgstr "" "更新視口時,為 2D 編輯器啟用 [method " "_forward_canvas_force_draw_over_viewport] 的呼叫,為 3D 編輯器啟用 [method " "_forward_3d_force_draw_over_viewport] 的呼叫。只需呼叫該方法一次,它將永久適用" "於該外掛程式。" msgid "" "Use this method if you always want to receive inputs from 3D view screen " "inside [method _forward_3d_gui_input]. It might be especially usable if your " "plugin will want to use raycast in the scene." msgstr "" "如果始終希望從 3D 視圖螢幕在 [method _forward_3d_gui_input] 中接收輸入,請使用" "該方法。如果外掛程式想要在場景中使用射線投射,它可能特別有用。" msgid "" "Updates the overlays of the 2D and 3D editor viewport. Causes methods [method " "_forward_canvas_draw_over_viewport], [method " "_forward_canvas_force_draw_over_viewport], [method " "_forward_3d_draw_over_viewport] and [method " "_forward_3d_force_draw_over_viewport] to be called." msgstr "" "更新 2D 和 3D 編輯器視口的疊加層。會導致方法 [method " "_forward_canvas_draw_over_viewport]、[method " "_forward_canvas_force_draw_over_viewport]、[method " "_forward_3d_draw_over_viewport] 和 [method " "_forward_3d_force_draw_over_viewport] 被呼叫。" msgid "" "Emitted when the scene is changed in the editor. The argument will return the " "root node of the scene that has just become active. If this scene is new and " "empty, the argument will be [code]null[/code]." msgstr "" "在編輯器中更改場景時發出。該參數將返回剛剛變為活動狀態的場景的根節點。如果此場" "景是新場景且為空,則參數將為 [code]null[/code]。" msgid "Main editor toolbar, next to play buttons." msgstr "主編輯器的工具列,旁邊是運作按鈕。" msgid "The toolbar that appears when 3D editor is active." msgstr "3D 編輯器處於活動狀態時出現的工具列。" msgid "Left sidebar of the 3D editor." msgstr "3D 編輯器的左側邊欄。" msgid "Right sidebar of the 3D editor." msgstr "3D 編輯器的右側邊欄。" msgid "Bottom panel of the 3D editor." msgstr "3D 編輯器的底部面板。" msgid "The toolbar that appears when 2D editor is active." msgstr "2D 編輯器處於活動狀態時出現的工具條。" msgid "Left sidebar of the 2D editor." msgstr "2D 編輯器的左側邊欄。" msgid "Right sidebar of the 2D editor." msgstr "2D 編輯器的右側邊欄。" msgid "Bottom panel of the 2D editor." msgstr "2D 編輯器的底部面板。" msgid "Bottom section of the inspector." msgstr "屬性檢視器的底部區段。" msgid "Tab of Project Settings dialog, to the left of other tabs." msgstr "專案設定對話方塊中的分頁,在其他分頁的左側。" msgid "Tab of Project Settings dialog, to the right of other tabs." msgstr "專案設定對話方塊中的分頁,在其他分頁的右側。" msgid "Dock slot, left side, upper-left (empty in default layout)." msgstr "左側停靠槽的左上(預設佈局中為空)。" msgid "Dock slot, left side, bottom-left (empty in default layout)." msgstr "左側停靠槽的左下(預設佈局中為空)。" msgid "" "Dock slot, left side, upper-right (in default layout includes Scene and " "Import docks)." msgstr "左側停靠槽的右上(預設佈局中為“場景”和“匯入”面板)。" msgid "" "Dock slot, left side, bottom-right (in default layout includes FileSystem " "dock)." msgstr "左側停靠槽的右下(預設佈局中為“檔案系統”面板)。" msgid "" "Dock slot, right side, upper-left (in default layout includes Inspector, " "Node, and History docks)." msgstr "" "停靠區位置,右側,左上方 (在預設版面配置中包含屬性檢視器、節點和歷史記錄停靠" "區)。" msgid "Dock slot, right side, bottom-left (empty in default layout)." msgstr "右側停靠槽的左下(預設佈局中為空)。" msgid "Dock slot, right side, upper-right (empty in default layout)." msgstr "右側停靠槽的左上(預設佈局中為空)。" msgid "Dock slot, right side, bottom-right (empty in default layout)." msgstr "右側停靠槽的右下(預設佈局中為空)。" msgid "Represents the size of the [enum DockSlot] enum." msgstr "代表 [enum DockSlot] 列舉的大小。" msgid "Forwards the [InputEvent] to other EditorPlugins." msgstr "將該 [InputEvent] 轉發給其他 EditorPlugin。" msgid "Prevents the [InputEvent] from reaching other Editor classes." msgstr "阻止該 [InputEvent] 到達其他 Editor 類。" msgid "" "Pass the [InputEvent] to other editor plugins except the main [Node3D] one. " "This can be used to prevent node selection changes and work with sub-gizmos " "instead." msgstr "" "將該 [InputEvent] 傳遞給除主 [Node3D] 外掛程式之外的其他編輯器外掛程式。這可用" "於防止節點選擇更改並且改為使用子小工具。" msgid "" "Custom control for editing properties that can be added to the " "[EditorInspector]." msgstr "用於編輯屬性的自訂控制項,可以新增到 [EditorInspector] 中。" msgid "" "A custom control for editing properties that can be added to the " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" "用於編輯屬性的自訂控制項,可以新增到 [EditorInspector] 中。通過 " "[EditorInspectorPlugin] 新增。" msgid "" "Called when the read-only status of the property is changed. It may be used " "to change custom controls into a read-only or modifiable state." msgstr "" "當屬性的唯讀狀態被改變時被呼叫。它可用於將自訂控制項改變為唯讀或可修改的狀態。" msgid "When this virtual function is called, you must update your editor." msgstr "當這個虛函式被呼叫時,你必須更新你的編輯器。" msgid "" "If any of the controls added can gain keyboard focus, add it here. This " "ensures that focus will be restored if the inspector is refreshed." msgstr "" "如果任何新增的 Control 可以取得鍵盤焦點,請在此新增。這可確保如果屬性檢視器被" "重新整理,焦點將會被還原。" msgid "Draw property as not selected. Used by the inspector." msgstr "將屬性繪製為未選取狀態。由屬性檢視器使用。" msgid "" "If one or several properties have changed, this must be called. [param field] " "is used in case your editor can modify fields separately (as an example, " "Vector3.x). The [param changing] argument avoids the editor requesting this " "property to be refreshed (leave as [code]false[/code] if unsure)." msgstr "" "如果一個或幾個屬性發生了變化,必然會呼叫這個函式。[param field] 用於你的編輯器" "可以單獨修改欄位的情況(例如,Vector3.x)。[param changing] 參數可以避免編輯器" "請求更新該屬性(如果不確定,請保留為 [code]false[/code])。" msgid "Draw property as selected. Used by the inspector." msgstr "將屬性以選取狀態繪製。由屬性檢視器使用。" msgid "" "Puts the [param editor] control below the property label. The control must be " "previously added using [method Node.add_child]." msgstr "" "將 [param editor] 控制項放在屬性標籤的下方。該控制項必須事先用 [method " "Node.add_child] 新增。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." msgstr "用於屬性檢視器,該屬性可勾選時設定為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." msgstr "用於屬性檢視器,該屬性已勾選時設定為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property can be " "deleted by the user." msgstr "用於屬性檢視器,該屬性可以被使用者刪除時設定為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property background " "is drawn." msgstr "由屬性檢視器使用,當屬性背景被繪製時,會設定為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property label is " "drawn." msgstr "由屬性檢視器使用,當屬性標籤被繪製時設定為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" "用於屬性檢視器,該屬性用編輯器主題的警告色繪製時設定為 [code]true[/code]。用於" "可編輯子節點的屬性。" msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." msgstr "" "用於屬性檢視器,該屬性可以被新增為動畫關鍵影格時設定為 [code]true[/code]。" msgid "Set this property to change the label (if you want to show one)." msgstr "設定此屬性可改變標籤(如果你想顯示標籤)。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." msgstr "用於屬性檢視器,該屬性為唯讀時設定為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "selectable." msgstr "由屬性檢視器使用,當屬性可選取時設為 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is using " "folding." msgstr "由屬性檢視器使用,當屬性使用摺疊功能時,設定為 [code]true[/code]。" msgid "" "Emit it if you want multiple properties modified at the same time. Do not use " "if added via [method EditorInspectorPlugin._parse_property]." msgstr "" "如果想要同時修改多個屬性,請發出它。如果屬性是通過 [method " "EditorInspectorPlugin._parse_property] 新增的,請勿使用。" msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "子屬性檢視器會使用。如果選擇的是物件 ID,則觸發。" msgid "" "Emitted when the revertability (i.e., whether it has a non-default value and " "thus is displayed with a revert icon) of a property has changed." msgstr "" "當屬性的可恢復性(即,它是否具有非預設值並因此顯示為帶有恢復圖示)發生變化時發" "出。" msgid "Do not emit this manually, use the [method emit_changed] method instead." msgstr "不要手動觸發,使用 [method emit_changed] 方法代替。" msgid "Emitted when a property was checked. Used internally." msgstr "勾選某個屬性時發出。內部使用。" msgid "Emitted when a property was deleted. Used internally." msgstr "刪除某個屬性時發出。內部使用。" msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "如果你想將此值新增這個值為動畫鍵,請觸發它(首先檢查是否啟用了鍵控)。" msgid "Emit it if you want to key a property with a single value." msgstr "如果你想用一個單一的值來鍵入一個屬性,請觸發它。" msgid "" "Emit it if you want to mark (or unmark) the value of a property for being " "saved regardless of being equal to the default value.\n" "The default value is the one the property will get when the node is just " "instantiated and can come from an ancestor scene in the inheritance/" "instantiation chain, a script or a builtin class." msgstr "" "如果想要對某個屬性進行標記(或者取消標記),讓它無論是否與預設值相等都進行保" "存,請發出它。\n" "預設值指節點剛剛產生實體後屬性的取值,可以來自繼承/產生實體鏈上的祖先場景、腳" "本或內建類。" msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "如果你想編輯一個子資源,請將此訊號與資源一起發出。" msgid "Emitted when selected. Used internally." msgstr "選擇時觸發。內部使用。" msgid "" "Plugin for adding custom converters from one resource format to another in " "the editor resource picker context menu; for example, converting a " "[StandardMaterial3D] to a [ShaderMaterial]." msgstr "" "用於在編輯器資源選擇器的本文功能表中新增從一種資源格式到另一種資源格式的自定義" "轉換器的外掛程式;例如,將 [StandardMaterial3D] 轉換為 [ShaderMaterial]。" msgid "" "[EditorResourceConversionPlugin] is invoked when the context menu is brought " "up for a resource in the editor inspector. Relevant conversion plugins will " "appear as menu options to convert the given resource to a target type.\n" "Below shows an example of a basic plugin that will convert an [ImageTexture] " "to a [PortableCompressedTexture2D].\n" "[codeblocks]\n" "[gdscript]\n" "extends EditorResourceConversionPlugin\n" "\n" "func _handles(resource: Resource):\n" "\treturn resource is ImageTexture\n" "\n" "func _converts_to():\n" "\treturn \"PortableCompressedTexture2D\"\n" "\n" "func _convert(itex: Resource):\n" "\tvar ptex = PortableCompressedTexture2D.new()\n" "\tptex.create_from_image(itex.get_image(), " "PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)\n" "\treturn ptex\n" "[/gdscript]\n" "[/codeblocks]\n" "To use an [EditorResourceConversionPlugin], register it using the [method " "EditorPlugin.add_resource_conversion_plugin] method first." msgstr "" "當編輯器屬性檢視器中的資源被調出本文功能表時," "[EditorResourceConversionPlugin] 被呼叫。相關的轉換外掛程式將作為功能表選項出" "現,以將給定的資源轉換為目標型別。\n" "下面展示了一個將 [ImageTexture] 轉換為 [PortableCompressedTexture2D] 的基本插" "件範例。\n" "[codeblocks]\n" "[gdscript]\n" "extends EditorResourceConversionPlugin\n" "\n" "func _handles(resource: Resource):\n" "\treturn resource is ImageTexture\n" "\n" "func _converts_to():\n" "\treturn \"PortableCompressedTexture2D\"\n" "\n" "func _convert(itex: Resource):\n" "\tvar ptex = PortableCompressedTexture2D.new()\n" "\tptex.create_from_image(itex.get_image(), " "PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)\n" "\treturn ptex\n" "[/gdscript]\n" "[/codeblocks]\n" "要使用 [EditorResourceConversionPlugin],請先使用 [method " "EditorPlugin.add_resource_conversion_plugin] 方法註冊它。" msgid "" "Takes an input [Resource] and converts it to the type given in [method " "_converts_to]. The returned [Resource] is the result of the conversion, and " "the input [Resource] remains unchanged." msgstr "" "獲取輸入 [Resource] 並將其轉換為 [method _converts_to] 中給定的型別。返回的 " "[Resource] 是轉換後的結果,輸入的 [Resource] 保持不變。" msgid "" "Returns the class name of the target type of [Resource] that this plugin " "converts source resources to." msgstr "返回該外掛程式將源資源轉換為的 [Resource] 的目標型別的類別名稱。" msgid "" "Called to determine whether a particular [Resource] can be converted to the " "target resource type by this plugin." msgstr "呼叫以確定特定 [Resource] 是否可以通過該外掛程式轉換為目標資源型別。" msgid "Godot editor's control for selecting [Resource] type properties." msgstr "Godot 編輯器用於選擇 [Resource] 型別屬性的控制項。" msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of [Resource] type properties. It provides options for creating, loading, " "saving and converting resources. Can be used with [EditorInspectorPlugin] to " "recreate the same behavior.\n" "[b]Note:[/b] This [Control] does not include any editor for the resource, as " "editing is controlled by the Inspector dock itself or sub-Inspectors." msgstr "" "此 [Control] 節點用於編輯器的屬性屬性檢視器以允許編輯 [Resource] 型別屬性。它" "提供了建立、載入、保存和轉換資源的選項。可以與 [EditorInspectorPlugin] 屬性檢" "視器外掛程式一起使用以重新建立相同的行為。\n" "[b]注意:[/b]這個 [Control] 不包括資源的任何編輯器,因為編輯是由屬性屬性檢視器" "本身或子屬性檢視器控制的。" msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method _set_create_options]." msgstr "" "該虛方法可以被實作,以處理預設未處理的本文功能表專案目。請參閱 [method " "_set_create_options]。" msgid "" "This virtual method is called when updating the context menu of " "[EditorResourcePicker]. Implement this method to override the \"New ...\" " "items with your own options. [param menu_node] is a reference to the " "[PopupMenu] node.\n" "[b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom " "items." msgstr "" "在更新 [EditorResourcePicker] 的本文功能表時呼叫該虛方法。實作該方法以使用你自" "己的選項覆蓋“新建 ...”專案。[param menu_node] 是對 [PopupMenu] 節點的引用。\n" "[b]注意:[/b]實作 [method _handle_menu_selected] 來處理這些自訂項。" msgid "" "Returns a list of all allowed types and subtypes corresponding to the [member " "base_type]. If the [member base_type] is empty, an empty list is returned." msgstr "" "返回一個與 [member base_type] 對應的所有允許的型別和子型別的列表。如果 " "[member base_type] 是空,將返回一個空的列表。" msgid "" "Sets the toggle mode state for the main button. Works only if [member " "toggle_mode] is set to [code]true[/code]." msgstr "" "設定主按鈕的切換模式狀態。只有當 [member toggle_mode] 被設定為 [code]true[/" "code] 時才起作用。" msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "允許資源型別的基本型別。可以是幾個選項的逗號分離列表。" msgid "If [code]true[/code], the value can be selected and edited." msgstr "如果為 [code]true[/code],則可以選擇和編輯該值。" msgid "The edited resource value." msgstr "已編輯的資源值。" msgid "" "If [code]true[/code], the main button with the resource preview works in the " "toggle mode. Use [method set_toggle_pressed] to manually set the state." msgstr "" "如果為 [code]true[/code],帶有資源預覽的主按鈕在切換模式下工作。使用 [method " "set_toggle_pressed] 來手動設定狀態。" msgid "Emitted when the value of the edited resource was changed." msgstr "當正在編輯的資源改變值時發出。" msgid "" "Emitted when the resource value was set and user clicked to edit it. When " "[param inspect] is [code]true[/code], the signal was caused by the context " "menu \"Edit\" or \"Inspect\" option." msgstr "" "當資源值被設定,並且使用者點擊它編輯時觸發。當 [param inspect] 為 [code]true[/" "code] 時,該訊號是由本文功能表“編輯”或“檢查”選項引起的。" msgid "A node used to generate previews of resources or files." msgstr "用於生成資源或檔案的預覽的節點。" msgid "" "This node is used to generate previews for resources or files.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_previewer]." msgstr "" "該節點用於生成檔案資源的預覽。\n" "[b]注意:[/b]不應該直接產生實體這個類。請使用 [method " "EditorInterface.get_resource_previewer] 存取單例。" msgid "Create an own, custom preview generator." msgstr "建立一個自訂的預覽生成器。" msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "檢查資源是否發生變化,如果發生變化,則無效,並行出相應的訊號。" msgid "Removes a custom preview generator." msgstr "移除自訂預覽生成器。" msgid "" "Emitted if a preview was invalidated (changed). [param path] corresponds to " "the path of the preview." msgstr "預覽無效(更改)時發出。[param path] 對應預覽的路徑。" msgid "Custom generator of previews." msgstr "自訂的預覽生成器。" msgid "" "If this function returns [code]true[/code], the generator will call [method " "_generate] or [method _generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" "如果該函式返回 [code]true[/code],則該生成器也會為小型預覽呼叫 [method " "_generate] 或 [method _generate_from_path]。\n" "預設情況下,它返回 [code]false[/code]。" msgid "" "If this function returns [code]true[/code], the generator will automatically " "generate the small previews from the normal preview texture generated by the " "methods [method _generate] or [method _generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" "如果該函式返回 [code]true[/code],則該生成器將自動從通過方法 [method " "_generate] 或 [method _generate_from_path] 生成的普通預覽紋理生成小型預覽。\n" "預設情況下,它返回 [code]false[/code]。" msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[param type]." msgstr "" "如果你的生成器支援型別為 [param type] 的資源,則返回 [code]true[/code]。" msgid "A plugin that advanced tooltip for its handled resource type." msgstr "為處理的資源型別製作高階工具提示的外掛程式。" msgid "" "Resource tooltip plugins are used by [FileSystemDock] to generate customized " "tooltips for specific resources. E.g. tooltip for a [Texture2D] displays a " "bigger preview and the texture's dimensions.\n" "A plugin must be first registered with [method " "FileSystemDock.add_resource_tooltip_plugin]. When the user hovers a resource " "in filesystem dock which is handled by the plugin, [method " "_make_tooltip_for_path] is called to create the tooltip. It works similarly " "to [method Control._make_custom_tooltip]." msgstr "" "[FileSystemDock] 使用的資源工具提示外掛程式,能夠為指定資源生成自訂工具提示。" "例如,[Texture2D] 的工具提示會顯示較大的預覽和該紋理的尺寸。\n" "外掛程式必須先使用 [method FileSystemDock.add_resource_tooltip_plugin] 註冊。" "使用者懸停在檔案系統面板中該外掛程式能夠處理的資源上時,就會呼叫 [method " "_make_tooltip_for_path] 來建立工具提示。工作原理類似於 [method " "Control._make_custom_tooltip]。" msgid "" "Return [code]true[/code] if the plugin is going to handle the given " "[Resource] [param type]." msgstr "" "如果外掛程式要處理給定的 [Resource] 型別 [param type],則返回 [code]true[/" "code]。" msgid "" "Create and return a tooltip that will be displayed when the user hovers a " "resource under the given [param path] in filesystem dock.\n" "The [param metadata] dictionary is provided by preview generator (see [method " "EditorResourcePreviewGenerator._generate]).\n" "[param base] is the base default tooltip, which is a [VBoxContainer] with a " "file name, type and size labels. If another plugin handled the same file " "type, [param base] will be output from the previous plugin. For best result, " "make sure the base tooltip is part of the returned [Control].\n" "[b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially " "with heavy resources like models or textures, because it will make the editor " "unresponsive when creating the tooltip. You can use [method " "request_thumbnail] if you want to display a preview in your tooltip.\n" "[b]Note:[/b] If you decide to discard the [param base], make sure to call " "[method Node.queue_free], because it's not freed automatically.\n" "[codeblock]\n" "func _make_tooltip_for_path(path, metadata, base):\n" "\tvar t_rect = TextureRect.new()\n" "\trequest_thumbnail(path, t_rect)\n" "\tbase.add_child(t_rect) # The TextureRect will appear at the bottom of the " "tooltip.\n" "\treturn base\n" "[/codeblock]" msgstr "" "建立並返回工具提示,會在使用者懸停在檔案系統面板上路徑為 [param path] 的資源上" "時顯示。\n" "中繼資料字典 [param metadata] 由預覽生成器提供(見 [method " "EditorResourcePreviewGenerator._generate])。\n" "[param base] 是基礎的預設工具提示,是一個包含檔案名、型別、大小標籤的 " "[VBoxContainer]。如果其他外掛程式也能夠處理相同的檔案型別,那麼 [param base] " "就是上一個外掛程式的輸出。為了達到最佳效果,請確保基礎工具提示是返回的 " "[Control] 的一部分。\n" "[b]注意:[/b]不建議使用 [method ResourceLoader.load],尤其是模型、紋理等開銷較" "大的資源,否則會在建立工具提示時讓編輯器失去回應。如果想要在工具提示中顯示預" "覽,可以使用 [method request_thumbnail]。\n" "[b]注意:[/b]如果你決定要丟棄 [param base],請確保呼叫了 [method " "Node.queue_free],否則不會自動釋放。\n" "[codeblock]\n" "func _make_tooltip_for_path(path, metadata, base):\n" "\tvar t_rect = TextureRect.new()\n" "\trequest_thumbnail(path, t_rect)\n" "\tbase.add_child(t_rect) # TextureRect 會出現在工具提示的底部。\n" "\treturn base\n" "[/codeblock]" msgid "" "Requests a thumbnail for the given [TextureRect]. The thumbnail is created " "asynchronously by [EditorResourcePreview] and automatically set when " "available." msgstr "" "為給定的 [TextureRect] 請求縮略圖。縮略圖使用 [EditorResourcePreview] 非同步創" "建,會在可用時自動設定。" msgid "Imports scenes from third-parties' 3D files." msgstr "從協力廠商的 3D 檔案中匯入場景。" msgid "" "[EditorSceneFormatImporter] allows to define an importer script for a third-" "party 3D format.\n" "To use [EditorSceneFormatImporter], register it using the [method " "EditorPlugin.add_scene_format_importer_plugin] method first." msgstr "" "[EditorSceneFormatImporter] 允許為協力廠商 3D 格式定義匯入器腳本。\n" "要使用 [EditorSceneFormatImporter],請先使用 [method " "EditorPlugin.add_scene_format_importer_plugin] 方法註冊它。" msgid "Importer for Blender's [code].blend[/code] scene file format." msgstr "Blender 的 [code].blend[/code] 場景檔案格式的匯入器。" msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 場景檔案格式的匯入器。" msgid "Post-processes scenes after import." msgstr "匯入後對場景進行後處理。" msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "在場景被匯入後觸發。本方法必須返回場景的修改版本。" msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "返回匯入的原始檔案路徑(如[code]res://scene.dae[/code])。" msgid "Plugin to control and modifying the process of importing a scene." msgstr "用於控制和修改匯入場景的過程的外掛程式。" msgid "" "This plugin type exists to modify the process of importing scenes, allowing " "to change the content as well as add importer options at every stage of the " "process." msgstr "" "這種外掛程式型別的存在是為了修改匯入場景的處理,允許在處理的每個階段更改內容以" "及新增匯入器選項。" msgid "" "Override to add general import options. These will appear in the main import " "dock on the editor. Add options via [method add_import_option] and [method " "add_import_option_advanced]." msgstr "" "覆蓋以新增常規匯入選項。這些將出現在編輯器的主匯入停靠面板中。通過 [method " "add_import_option] 和 [method add_import_option_advanced] 新增選項。" msgid "" "Override to add internal import options. These will appear in the 3D scene " "import dialog. Add options via [method add_import_option] and [method " "add_import_option_advanced]." msgstr "" "覆蓋以新增內部匯入選項。這些將出現在 3D 場景匯入對話方塊中。通過 [method " "add_import_option] 和 [method add_import_option_advanced] 新增選項。" msgid "Process a specific node or resource for a given category." msgstr "處理給定類別的特定節點或資源。" msgid "" "Add a specific import option (name and default value only). This function can " "only be called from [method _get_import_options] and [method " "_get_internal_import_options]." msgstr "" "新增特定的匯入選項(僅限名稱和預設值)。該函式只能從 [method " "_get_import_options] 和 [method _get_internal_import_options] 被呼叫。" msgid "" "Add a specific import option. This function can only be called from [method " "_get_import_options] and [method _get_internal_import_options]." msgstr "" "新增特定的匯入選項。該函式只能從 [method _get_import_options] 和 [method " "_get_internal_import_options] 被呼叫。" msgid "" "Query the value of an option. This function can only be called from those " "querying visibility, or processing." msgstr "查詢選項的值。該函式只能從查詢可見性的函式或處理函式中被呼叫。" msgid "Base script that can be used to add extension functions to the editor." msgstr "可用於為編輯器新增擴充功能的基礎腳本。" msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "當使用[b]檔 > 運作[/b]時,此方法由編輯器執行。" msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" "Godot 編輯器的控制項,用於選擇節點 [Node] 的腳本 [code]script[/code] 屬性。" msgid "" "Similar to [EditorResourcePicker] this [Control] node is used in the editor's " "Inspector dock, but only to edit the [code]script[/code] property of a " "[Node]. Default options for creating new resources of all possible subtypes " "are replaced with dedicated buttons that open the \"Attach Node Script\" " "dialog. Can be used with [EditorInspectorPlugin] to recreate the same " "behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" "與 [EditorResourcePicker] 類似,這個 [Control] 節點在編輯器的屬性檢視器面板中" "使用,但只用於編輯 [Node] 的 [code]script[/code] 屬性。建立包含所有可能子型別" "的新資源的預設選項 被替換為打開“附加節點腳本”對話方塊的專用按鈕。可以與 " "[EditorInspectorPlugin] 一起使用以重新建立相同的行為。\n" "[b]注意:[/b]你必須設定 [member script_owner] 才能讓自訂的本文功能表專案發揮作" "用。" msgid "The owner [Node] of the script property that holds the edited resource." msgstr "持有被編輯資源的腳本屬性的所有者 [Node]。" msgid "Manages the SceneTree selection in the editor." msgstr "管理編輯器中的 SceneTree 選擇。" msgid "" "This object manages the SceneTree selection in the editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_selection]." msgstr "" "這個物件管理編輯器中的 SceneTree 選擇。\n" "[b]注意:[/b]這個類不應該直接產生實體。相反,使用[method " "EditorInterface.get_selection]存取單例。" msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " "inspector. If you want to edit a node, use [method EditorInterface.edit_node]." msgstr "" "將一個節點新增到選擇中。\n" "[b]注意:[/b]新選擇的節點不會在屬性檢視器中自動被編輯。如果你想編輯一個節點," "請使用 [method EditorInterface.edit_node]。" msgid "Clear the selection." msgstr "清除選中項。" msgid "Removes a node from the selection." msgstr "從選擇中刪除一個節點。" msgid "Emitted when the selection changes." msgstr "更改選擇時發出。" msgid "Object that holds the project-independent editor settings." msgstr "保存編輯器設定的物件,這些設定與專案無關。" msgid "" "Object that holds the project-independent editor settings. These settings are " "generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " "for editor settings to be consistent with the Godot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblocks]\n" "[gdscript]\n" "var settings = EditorInterface.get_editor_settings()\n" "# `settings.set(\"some/property\", 10)` also works as this class overrides " "`_set()` internally.\n" "settings.set_setting(\"some/property\", 10)\n" "# `settings.get(\"some/property\")` also works as this class overrides " "`_get()` internally.\n" "settings.get_setting(\"some/property\")\n" "var list_of_settings = settings.get_property_list()\n" "[/gdscript]\n" "[csharp]\n" "EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n" "// `settings.set(\"some/property\", value)` also works as this class " "overrides `_set()` internally.\n" "settings.SetSetting(\"some/property\", Value);\n" "// `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.GetSetting(\"some/property\");\n" "Godot.Collections.Array listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_editor_settings]." msgstr "" "保存編輯器設定的物件,這些設定與專案無關,通常在[b]編輯器 > 編輯器設定[/b]菜單" "中可見。\n" "屬性名稱中使用斜線分隔符號來區分不同的部分。設定的值可以是任何 [Variant] 型" "別。編輯器設定的名稱建議使用 [code]snake_case[/code] 形式,與 Godot 編輯器本身" "保持一致。\n" "可以使用以下方法存取設定,例如:\n" "[codeblocks]\n" "[gdscript]\n" "var settings = get_editor_interface().get_editor_settings()\n" "# 也可以寫 `settings.set(\"some/property\", 10)`,因為這個類內部覆蓋了 " "`_set()`。\n" "settings.set_setting(\"some/property\", 10)\n" "# 也可以寫 `settings.get(\"some/property\")` ,因為這個類內部覆蓋了 " "`_get()`。\n" "settings.get_setting(\"some/property\")\n" "var list_of_settings = settings.get_property_list()\n" "[/gdscript]\n" "[csharp]\n" "EditorSettings settings = GetEditorInterface().GetEditorSettings();\n" "// 也可以寫 `settings.set(\"some/property\", 10)`,因為這個類內部覆蓋了 " "`_set()`。\n" "settings.SetSetting(\"some/property\", Value);\n" "// 也可以寫 `settings.get(\"some/property\")` ,因為這個類內部覆蓋了 " "`_get()`。\n" "settings.GetSetting(\"some/property\");\n" "Godot.Collections.Array listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]不能直接產生實體這個類。請改用 [method " "EditorInterface.get_editor_settings] 存取單例。" msgid "" "Checks if any settings with the prefix [param setting_prefix] exist in the " "set of changed settings. See also [method get_changed_settings]." msgstr "" "檢查已改變的設定中是否存在前綴為 [param setting_prefix] 的設定項。另見 " "[method get_changed_settings]。" msgid "Erases the setting whose name is specified by [param property]." msgstr "擦除名稱由 [param property] 指定的設定項。" msgid "" "Gets an array of the settings which have been changed since the last save. " "Note that internally [code]changed_settings[/code] is cleared after a " "successful save, so generally the most appropriate place to use this method " "is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED]." msgstr "" "獲取上次保存以來發生更改的設定項陣列。請注意,成功保存後內部會將 " "[code]changed_settings[/code] 清空,所以一般最適合使用該方法的地方是在處理 " "[constant NOTIFICATION_EDITOR_SETTINGS_CHANGED] 時。" msgid "Returns the list of favorite files and directories for this project." msgstr "返回該遊戲專案收藏的檔和目錄的列表。" msgid "" "Returns project-specific metadata for the [param section] and [param key] " "specified. If the metadata doesn't exist, [param default] will be returned " "instead. See also [method set_project_metadata]." msgstr "" "返回由 [param section] 和 [param key] 指定的特定於專案的中繼資料。如果該中繼資" "料不存在,則將返回 [param default]。另見 [method set_project_metadata]。" msgid "" "Returns the list of recently visited folders in the file dialog for this " "project." msgstr "返回該遊戲專案在檔對話方塊中最近存取的資料夾的列表。" msgid "" "Returns the value of the setting specified by [param name]. This is " "equivalent to using [method Object.get] on the EditorSettings instance." msgstr "" "返回由 [param name] 指定的設定項的值。等價於在 EditorSettings 實例上使用 " "[method Object.get]。" msgid "" "Returns [code]true[/code] if the setting specified by [param name] exists, " "[code]false[/code] otherwise." msgstr "" "如果由 [param name] 指定的設定項存在則返回 [code]true[/code],否則返回 " "[code]false[/code]。" msgid "" "Marks the passed editor setting as being changed, see [method " "get_changed_settings]. Only settings which exist (see [method has_setting]) " "will be accepted." msgstr "" "將傳入的編輯器設定項標記為已更改,請參閱 [method get_changed_settings]。只有存" "在的設定(參見 [method has_setting])才會被接受。" msgid "" "Overrides the built-in editor action [param name] with the input actions " "defined in [param actions_list]." msgstr "" "使用 [param actions_list] 中定義的輸入動作,覆蓋內建的編輯器動作 [param " "name]。" msgid "Sets the list of favorite files and directories for this project." msgstr "設定該遊戲專案收藏的檔和目錄的列表。" msgid "" "Sets project-specific metadata with the [param section], [param key] and " "[param data] specified. This metadata is stored outside the project folder " "and therefore won't be checked into version control. See also [method " "get_project_metadata]." msgstr "" "設定由 [param section]、[param key]、[param data] 指定的特定於專案的中繼資料。" "該中繼資料保存在專案檔案夾之外,因此不會加入到版本控制中。另見 [method " "get_project_metadata]。" msgid "" "Sets the list of recently visited folders in the file dialog for this project." msgstr "設定該遊戲專案在檔對話方塊中最近存取的資料夾的列表。" msgid "" "Sets the [param value] of the setting specified by [param name]. This is " "equivalent to using [method Object.set] on the EditorSettings instance." msgstr "" "將由 [param name] 指定的設定項設定為 [param value]。等價於在 EditorSettings 實" "例上使用 [method Object.set]。" msgid "" "The size of the profiler's frame history. The default value (3600) allows " "seeing up to 60 seconds of profiling if the project renders at a constant 60 " "FPS. Higher values allow viewing longer periods of profiling in the graphs, " "especially when the project is running at high framerates." msgstr "" "分析器的影格歷史的大小。如果專案以恒定的 60 FPS 算繪,則預設值(3600)允許查看" "最多 60 秒的分析。更高的值允許在圖表中查看更長時間的分析,尤其是當專案以高影格" "率運作時。" msgid "" "The maximum number of script functions that can be displayed per frame in the " "profiler. If there are more script functions called in a given profiler " "frame, these functions will be discarded from the profiling results " "entirely.\n" "[b]Note:[/b] This setting is only read when the profiler is first started, so " "changing it during profiling will have no effect." msgstr "" "性能分析器中,每影格能夠顯示的腳本函式的最大數量。如果給定的分析器影格中存在超" "過這個數量的腳本函式,則這些函式會被完全全部丟棄。\n" "[b]注意:[/b]這個設定僅在首次啟動性能分析器時讀取,進行分析時修改無效。" msgid "" "The refresh interval for the remote inspector's properties (in seconds). " "Lower values are more reactive, but may cause stuttering while the project is " "running from the editor and the [b]Remote[/b] scene tree is selected in the " "Scene tree dock." msgstr "" "遠端屬性檢視器屬性的更新間隔(單位為秒)。值越低反應越快,但如果專案從編輯器運" "作並且“場景”面板中選中了[b]遠程[/b]場景樹就可能導致卡頓。" msgid "" "The refresh interval for the remote scene tree (in seconds). Lower values are " "more reactive, but may cause stuttering while the project is running from the " "editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock." msgstr "" "遠端場景樹的更新間隔(單位為秒)。值越低反應越快,但如果專案從編輯器運作並且" "“場景”面板中選中了[b]遠程[/b]場景樹就可能導致卡頓。" msgid "" "If [code]true[/code], displays folders in the FileSystem dock's bottom pane " "when split mode is enabled. If [code]false[/code], only files will be " "displayed in the bottom pane. Split mode can be toggled by pressing the icon " "next to the [code]res://[/code] folder path.\n" "[b]Note:[/b] This setting has no effect when split mode is disabled (which is " "the default)." msgstr "" "如果為 [code]true[/code],則在啟用拆分模式時,在檔案系統停靠面板的底部窗格中顯" "示資料夾。如果為 [code]false[/code],則只有檔將顯示在底部窗格中。可以通過按 " "[code]res://[/code] 資料夾路徑旁邊的圖示來切換拆分模式。\n" "[b]注意:[/b]當拆分模式被禁用(這是預設設定)時,該設定無效。" msgid "" "The thumbnail size to use in the FileSystem dock (in pixels). See also " "[member filesystem/file_dialog/thumbnail_size]." msgstr "" "“檔案系統”面板中使用的縮略圖大小(單位為圖元)。另見 [member filesystem/" "file_dialog/thumbnail_size]。" msgid "" "The refresh interval to use for the Inspector dock's properties. The effect " "of this setting is mainly noticeable when adjusting gizmos in the 2D/3D " "editor and looking at the inspector at the same time. Lower values make the " "inspector refresh more often, but take up more CPU time." msgstr "" "屬性檢視器停靠面板中屬性的更新間隔。當在 2D/3D 編輯器中調整小工具並同時查看屬" "性檢視器時,該設定的效果特別明顯。值越低屬性檢視器更新越頻繁,也會佔用更多 " "CPU 時間。" msgid "" "The tint intensity to use for the subresources background in the Inspector " "dock. The tint is used to distinguish between different subresources in the " "inspector. Higher values result in a more noticeable background color " "difference." msgstr "" "屬性檢視器停靠面板中子資源背景的著色強度。著色用於區分屬性檢視器中不同的子資" "源。值越高,背景顏色差異越明顯。" msgid "" "If [code]true[/code], the scene tree dock will automatically unfold nodes " "when a node that has folded parents is selected." msgstr "" "如果為 [code]true[/code],則在選中節點時,場景樹停靠面板會自動展開該節點已折疊" "的父節點。" msgid "" "If [code]true[/code], the Create dialog (Create New Node/Create New Resource) " "will start with all its sections expanded. Otherwise, sections will be " "collapsed until the user starts searching (which will automatically expand " "sections as needed)." msgstr "" "如果為 [code]true[/code],則建立對話方塊(建立新節點/建立新資源)將以展開其所" "有部分開始。否則,部分將被折疊,直到使用者開始搜索(這將根據需要自動展開部" "分)。" msgid "" "The \"start\" stop of the color gradient to use for bones in the 2D skeleton " "editor." msgstr "2D 骨架編輯器中,骨骼顏色漸變的“開始”點。" msgid "" "The \"end\" stop of the color gradient to use for bones in the 2D skeleton " "editor." msgstr "2D 骨架編輯器中,骨骼顏色漸變的“結束”點。" msgid "" "The color to use for inverse kinematics-enabled bones in the 2D skeleton " "editor." msgstr "2D 骨架編輯器中,用於啟用了反向運動學的骨骼的顏色。" msgid "" "The outline color to use for non-selected bones in the 2D skeleton editor. " "See also [member editors/2d/bone_selected_color]." msgstr "" "2D 骨架編輯器中,用於未選中骨骼的輪廓顏色。另見 [member editors/2d/" "bone_selected_color]。" msgid "" "The outline size in the 2D skeleton editor (in pixels). See also [member " "editors/2d/bone_width].\n" "[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node " "in any way, or closing and reopening the scene." msgstr "" "2D 骨架編輯器中輪廓的大小(單位為圖元)。另見 [member editors/2d/bone_width]。" msgid "" "The color to use for selected bones in the 2D skeleton editor. See also " "[member editors/2d/bone_outline_color]." msgstr "" "2D 骨架編輯器中,用於已選中骨骼的顏色。另見 [member editors/2d/" "bone_outline_color]。" msgid "" "The bone width in the 2D skeleton editor (in pixels). See also [member " "editors/2d/bone_outline_size].\n" "[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node " "in any way, or closing and reopening the scene." msgstr "" "2D 骨架編輯器中的骨骼寬度(單位為圖元)。另見 [member editors/2d/" "bone_outline_size]。" msgid "The grid color to use in the 2D editor." msgstr "2D 編輯器使用的柵格顏色。" msgid "" "The guides color to use in the 2D editor. Guides can be created by dragging " "the mouse cursor from the rulers." msgstr "2D 編輯器使用的輔助線顏色。可以通過從尺規上拖動滑鼠游標來建立輔助線。" msgid "" "The color to use when drawing smart snapping lines in the 2D editor. The " "smart snapping lines will automatically display when moving 2D nodes if smart " "snapping is enabled in the Snapping Options menu at the top of the 2D editor " "viewport." msgstr "" "在 2D 編輯器中,繪製智慧吸附線時使用的顏色。如果在 2D 編輯器視口頂部的“吸附選" "項”功能表中啟用智慧吸附,則移動 2D 節點時智慧吸附線將自動顯示。" msgid "" "The color of the viewport border in the 2D editor. This border represents the " "viewport's size at the base resolution defined in the Project Settings. " "Objects placed outside this border will not be visible unless a [Camera2D] " "node is used, or unless the window is resized and the stretch mode is set to " "[code]disabled[/code]." msgstr "" "2D 編輯器中視口邊框的顏色。該邊框表示在專案設定中定義的基本解析度下的視口大" "小。除非使用 [Camera2D] 節點,或者除非調整視窗大小並將拉伸模式設定為 " "[code]disabled[/code],否則放置在該邊界之外的物件將不可見。" msgid "" "The modifier key to use to enable freelook in the 3D editor (on top of " "pressing the right mouse button).\n" "[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard " "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " "time. This means Godot will not see the modifier key as being pressed." msgstr "" "用於在 3D 編輯器中啟用自由觀看的修飾鍵(在按下滑鼠右鍵的同時)。\n" "[b]注意:[/b]無論該設定如何,自由觀看切換鍵盤快捷鍵(預設為 [kbd]Shift + F[/" "kbd])始終可用。\n" "[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時按一下滑鼠按" "鈕時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。" msgid "" "The base 3D freelook speed in units per second. This can be adjusted by using " "the mouse wheel while in freelook mode, or by holding down the \"fast\" or " "\"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, " "respectively)." msgstr "" "基本 3D 自由觀看速度(單位:3D 單位(unit)每秒)。這可以通過在自由觀看模式下" "使用滑鼠滾輪進行調整,或者按住“快速”或“慢速”修飾鍵(預設分別為 [kbd]Shift[/" "kbd] 和 [kbd]Alt[/kbd] )。" msgid "" "The inertia of the 3D freelook camera. Higher values make the camera start " "and stop slower, which looks smoother but adds latency." msgstr "" "3D 自由觀看相機的慣性。較高的值會使相機啟動和停止更慢,這看起來更流暢但會增加" "延遲。" msgid "" "The navigation scheme to use when freelook is enabled in the 3D editor. Some " "of the navigation schemes below may be more convenient when designing " "specific levels in the 3D editor.\n" "- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", \"Freelook " "Up\" and \"Freelook Down\" keys will move relative to the camera, taking its " "pitch angle into account for the movement.\n" "- [b]Partially Axis-Locked:[/b] The \"Freelook Forward\" and \"Freelook " "Backward\" keys will move relative to the camera, taking its pitch angle into " "account for the movement. The \"Freelook Up\" and \"Freelook Down\" keys will " "move in an \"absolute\" manner, [i]not[/i] taking the camera's pitch angle " "into account for the movement.\n" "- [b]Fully Axis-Locked:[/b] The \"Freelook Forward\", \"Freelook Backward\", " "\"Freelook Up\" and \"Freelook Down\" keys will move in an \"absolute\" " "manner, [i]not[/i] taking the camera's pitch angle into account for the " "movement.\n" "See also [member editors/3d/navigation/navigation_scheme]." msgstr "" "在 3D 編輯器中啟用自由觀看時使用的導覽方案。在 3D 編輯器中設計特定關卡時,下面" "的一些導覽方案可能會更方便。\n" "- [b]預設值:[/b]“自由觀看向前”、“自由觀看向後”、“自由觀看向上”和“自由觀看向" "下”鍵將相對於相機移動,運動時考慮相機的俯仰角。\n" "- [b]部分軸鎖定:[/b]“自由觀看向前”和“自由觀看向後”鍵將相對於相機移動,運動時" "考慮相機的俯仰角。“自由觀看向上”和“自由觀看向下”鍵將以“絕對的”方式移動,運動時" "[i]不[/i]考慮相機的俯仰角。\n" "- [b]完全軸鎖定:[/b]“自由觀看向前”、“自由觀看向後”、“自由觀看向上”和“自由觀看" "向下”鍵將以“絕對的”方式移動,運動時[i]不[/i]考慮相機的俯仰角。\n" "另見 [member editors/3d/navigation/navigation_scheme]。" msgid "" "The mouse sensitivity to use while freelook mode is active in the 3D editor. " "See also [member editors/3d/navigation_feel/orbit_sensitivity]." msgstr "" "在 3D 編輯器中啟用自由觀看模式時使用的滑鼠靈敏度。另見 [member editors/3d/" "navigation_feel/orbit_sensitivity]。" msgid "" "If [code]true[/code], freelook speed is linked to the zoom value used in the " "camera orbit mode in the 3D editor." msgstr "" "如果為 [code]true[/code],則自由觀看速度與 3D 編輯器中相機軌道模式中使用的縮放" "值相關聯。" msgid "" "The grid division bias to use in the 3D editor. Negative values will cause " "small grid divisions to appear earlier, whereas positive values will cause " "small grid divisions to appear later." msgstr "" "在 3D 編輯器中使用的柵格劃分偏差。負值會使小的柵格劃分出現得更早,而正值會使小" "的柵格劃分出現得更晚。" msgid "" "The largest grid division to use in the 3D editor. Together with [member " "editors/3d/primary_grid_steps], this determines how large the grid divisions " "can be. The grid divisions will not be able to get larger than " "[code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, " "when [member editors/3d/primary_grid_steps] is [code]8[/code], this means " "grid divisions cannot get larger than [code]64[/code] units each (so primary " "grid lines are [code]512[/code] units apart), no matter how far away the " "camera is from the grid." msgstr "" "在 3D 編輯器中使用的最大柵格劃分。這個屬性與 [member editors/3d/" "primary_grid_steps] 一同決定柵格劃分的大小。柵格不能大於 " "[code]primary_grid_steps ^ grid_division_level_max[/code] 個單位。預設情況下 " "[member editors/3d/primary_grid_steps] 為 [code]8[/code],這意味著無論相機離柵" "格有多遠,每個柵格劃分都不能大於 [code]64[/code] 個單位(因此主柵格線之間相距 " "[code]512[/code] 個單位)。" msgid "" "The smallest grid division to use in the 3D editor. Together with [member " "editors/3d/primary_grid_steps], this determines how small the grid divisions " "can be. The grid divisions will not be able to get smaller than " "[code]primary_grid_steps ^ grid_division_level_min[/code] units. By default, " "this means grid divisions cannot get smaller than 1 unit each, no matter how " "close the camera is from the grid." msgstr "" "在 3D 編輯器中使用的最小柵格劃分。這個屬性與 [member editors/3d/" "primary_grid_steps] 一同決定柵格劃分的大小。柵格不能小於 " "[code]primary_grid_steps ^ grid_division_level_min[/code] 個單位。預設情況下這" "意味著無論相機離柵格有多近,每個柵格劃分都不能小於 1 個單位。" msgid "" "The grid size in units. Higher values prevent the grid from appearing \"cut " "off\" at certain angles, but make the grid more demanding to render. " "Depending on the camera's position, the grid may not be fully visible since a " "shader is used to fade it progressively." msgstr "" "柵格大小,單位:3D 單位(unit)。較高的值可防止柵格在某些角度出現“截斷”,但會" "使柵格對算繪的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐" "漸淡化它。" msgid "" "If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys " "to function as their equivalent numpad keys for 3D editor navigation. This " "should be enabled on keyboards that have no numeric keypad available." msgstr "" "如果為 [code]true[/code],則允許使用頂行 [kbd]0[/kbd]-[kbd]9[/kbd] 鍵作為 3D " "編輯器導覽的等效數位鍵盤鍵。應該在沒有可用數位小鍵盤的鍵盤上啟用。" msgid "" "If [code]true[/code], invert the horizontal mouse axis when panning or " "orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook " "mode." msgstr "" "如果為 [code]true[/code],則在 3D 編輯器中平移或視軌時,反轉滑鼠水平軸。該設置" "[i]不[/i]適用於自由觀看模式。" msgid "" "If [code]true[/code], invert the vertical mouse axis when panning, orbiting, " "or using freelook mode in the 3D editor." msgstr "" "如果為 [code]true[/code],則在 3D 編輯器中平移、視軌、或使用自由觀看模式時,反" "轉滑鼠垂直軸。" msgid "" "If [code]true[/code], warps the mouse around the 3D viewport while panning in " "the 3D editor. This makes it possible to pan over a large area without having " "to exit panning and adjust the mouse cursor." msgstr "" "如果為 [code]true[/code],則會在 3D 編輯器中平移時,滑鼠超出 3D 視口範圍後將其" "傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。" msgid "" "The mouse cursor movement direction to use when zooming by moving the mouse. " "This does not affect zooming with the mouse wheel." msgstr "" "當通過移動滑鼠進行縮放時要使用的滑鼠游標移動方向。這不會影響使用滑鼠滾輪進行縮" "放。" msgid "" "The inertia to use when orbiting in the 3D editor. Higher values make the " "camera start and stop slower, which looks smoother but adds latency." msgstr "" "在 3D 編輯器中進行視軌時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來" "更流暢但會增加延遲。" msgid "" "The mouse sensitivity to use when orbiting in the 3D editor. See also [member " "editors/3d/freelook/freelook_sensitivity]." msgstr "" "在 3D 編輯器中進行視軌時要使用的滑鼠靈敏度。另請參閱 [member editors/3d/" "freelook/freelook_sensitivity]。" msgid "" "The inertia to use when panning in the 3D editor. Higher values make the " "camera start and stop slower, which looks smoother but adds latency." msgstr "" "在 3D 編輯器中進行平移時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來" "更流暢但會增加延遲。" msgid "" "The inertia to use when zooming in the 3D editor. Higher values make the " "camera start and stop slower, which looks smoother but adds latency." msgstr "" "在 3D 編輯器中進行縮放時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來" "更流暢但會增加延遲。" msgid "" "The color to use for the primary 3D grid. The color's alpha channel affects " "the grid's opacity." msgstr "用於主要 3D 柵格的顏色。顏色的 Alpha 通道會影響柵格的不透明度。" msgid "" "If set above 0, where a primary grid line should be drawn. By default, " "primary lines are configured to be more visible than secondary lines. This " "helps with measurements in the 3D editor. See also [member editors/3d/" "primary_grid_color] and [member editors/3d/secondary_grid_color]." msgstr "" "如果被設定為大於 0 的值,則主柵格線應在其中被繪製。預設情況下,主柵格線被配置" "的比次要柵格線更顯眼。這有助於在 3D 編輯器中進行測量。另請參閱 [member " "editors/3d/primary_grid_color] 和 [member editors/3d/secondary_grid_color]。" msgid "" "The color to use for the secondary 3D grid. This is generally a less visible " "color than [member editors/3d/primary_grid_color]. The color's alpha channel " "affects the grid's opacity." msgstr "" "用於次要 3D 柵格的顏色。這通常是沒有 [member editors/3d/primary_grid_color] 顯" "眼的顏色。顏色的 Alpha 通道影響柵格的不透明度。" msgid "" "The color to use for the selection box that surrounds selected nodes in the " "3D editor viewport. The color's alpha channel influences the selection box's " "opacity." msgstr "" "用於在 3D 編輯器視口中圍繞選定節點的選擇框的顏色。顏色的 Alpha 通道影響選擇框" "的不透明度。" msgid "" "The color override to use for 3D editor gizmos if the [Node3D] in question is " "part of an instantiated scene file (from the perspective of the current " "scene)." msgstr "" "用於 3D 編輯器小工具的顏色覆蓋,適用於相關的 [Node3D](從目前場景的角度看)屬" "於產生實體場景檔的情況。" msgid "The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s." msgstr "用於 [Joint3D] 和 [PhysicalBone3D] 的 3D 編輯器小工具顏色。" msgid "" "If [code]true[/code], automatically updates animation tracks' target paths " "when renaming or reparenting nodes in the Scene tree dock." msgstr "" "如果為 [code]true[/code],則在“場景”面板中重命名節點或重設節點的父節點時,會自" "動更新動畫軌道的目標路徑。" msgid "" "If [code]true[/code], create a Bezier track instead of a standard track when " "pressing the \"key\" icon next to a property. Bezier tracks provide more " "control over animation curves, but are more difficult to adjust quickly." msgstr "" "如果為 [code]true[/code],則在按下屬性旁的“鑰匙”圖示向動畫中新增新軌道時,創建" "貝塞爾軌道而不是標準軌道。貝塞爾軌道可以更精細地控制動畫曲線,但調整的難度也會" "大一些。" msgid "" "If [code]true[/code], create a [code]RESET[/code] track when creating a new " "animation track. This track can be used to restore the animation to a " "\"default\" state." msgstr "" "如果為 [code]true[/code],則會在新建動畫軌道時建立 [code]RESET[/code] 軌道。這" "個軌道會用於將動畫恢復到“預設”狀態。" msgid "" "The modulate color to use for \"future\" frames displayed in the animation " "editor's onion skinning feature." msgstr "調變顏色,用於在動畫編輯器的洋蔥皮功能中顯示“未來”影格。" msgid "" "The modulate color to use for \"past\" frames displayed in the animation " "editor's onion skinning feature." msgstr "調變顏色,用於在動畫編輯器的洋蔥皮功能中顯示“過去”影格。" msgid "" "The maximum distance at which tiles can be placed on a GridMap, relative to " "the camera position (in 3D units)." msgstr "可以在 GridMap 上放置圖塊的最大距離,相對於相機位置(使用 3D 單位)。" msgid "" "The panning speed when using the mouse wheel or touchscreen events in the 2D " "editor. This setting does not apply to panning by holding down the middle or " "right mouse buttons." msgstr "" "在 2D 編輯器中使用滑鼠滾輪或觸控式螢幕事件進行平移的速度。該設定不適用於通過按" "住滑鼠中鍵或滑鼠右鍵進行的平移。" msgid "" "Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See " "also [member editors/panning/sub_editors_panning_scheme] and [member editors/" "panning/animation_editors_panning_scheme]." msgstr "" "控制在 2D 編輯器中滾動滑鼠滾輪是縮放還是平移。另請參閱 [member editors/" "panning/sub_editors_panning_scheme] 和 [member editors/panning/" "animation_editors_panning_scheme]。" msgid "" "Controls whether the mouse wheel scroll zooms or pans in the animation track " "and Bezier editors. See also [member editors/panning/" "2d_editor_panning_scheme] and [member editors/panning/" "sub_editors_panning_scheme] (which controls the animation blend tree editor's " "pan behavior)." msgstr "" "控制在動畫軌道編輯器和貝塞爾編輯器中滾動滑鼠滾輪是縮放還是平移。另請參閱 " "[member editors/panning/2d_editor_panning_scheme] 和 [member editors/panning/" "sub_editors_panning_scheme](控制的是動畫混合樹編輯器中的平移行為)。" msgid "" "If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the " "2D editor viewport (in addition to panning with the middle or right mouse " "buttons). If [code]false[/code], the left mouse button must be held down " "while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport." msgstr "" "如果為 [code]true[/code],允許通過在 2D 編輯器視口中,按住 [kbd]Space[/kbd] 進" "行平移(除了使用滑鼠中鍵或滑鼠右鍵進行平移)。如果為 [code]false[/code],則必" "須在按住 [kbd]Space[/kbd] 的同時,按住滑鼠左鍵才能在 2D 編輯器視口中進行平移。" msgid "" "Controls whether the mouse wheel scroll zooms or pans in subeditors. The list " "of affected subeditors is: animation blend tree editor, [Polygon2D] editor, " "tileset editor, texture region editor and visual shader editor. See also " "[member editors/panning/2d_editor_panning_scheme] and [member editors/panning/" "animation_editors_panning_scheme]." msgstr "" "控制滑鼠滾輪滾動在子編輯器中是縮放還是平移。受影響的子編輯器列表有:動畫混合樹" "編輯器、[Polygon2D] 編輯器、圖塊集編輯器、紋理區域編輯器、和可視著色器編輯器。" "另請參閱 [member editors/panning/2d_editor_panning_scheme] 和 [member editors/" "panning/animation_editors_panning_scheme]。" msgid "" "If [code]true[/code], warps the mouse around the 2D viewport while panning in " "the 2D editor. This makes it possible to pan over a large area without having " "to exit panning and adjust the mouse cursor." msgstr "" "如果為 [code]true[/code],則會在 2D 編輯器中平移時,滑鼠超出 2D 視口範圍後將其" "傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。" msgid "" "The radius in which points can be selected in the [Polygon2D] and " "[CollisionPolygon2D] editors (in pixels). Higher values make it easier to " "select points quickly, but can make it more difficult to select the expected " "point when several points are located close to each other." msgstr "" "在 [Polygon2D] 和 [CollisionPolygon2D] 編輯器中,點可以被選擇的半徑(以圖元為" "單位)。更高的值可以更輕鬆地快速地選擇點,但是當多個點彼此靠近時,可能會使選擇" "想要的點變得更加困難。" msgid "" "If [code]true[/code], displays the polygon's previous shape in the 2D polygon " "editors with an opaque gray outline. This outline is displayed while dragging " "a point until the left mouse button is released." msgstr "" "如果為 [code]true[/code],則在 2D 多邊形編輯器中,以不透明的灰色輪廓,顯示多邊" "形先前的形狀。拖動一個點直到釋放滑鼠左鍵前,會顯示該輪廓。" msgid "" "If [code]true[/code], reopens shader files that were open in the shader " "editor when the project was last closed." msgstr "" "如果為 [code]true[/code],則會重新打開專案上一次關閉時著色器編輯器中打開的著色" "器檔案。" msgid "" "If [code]true[/code], displays a grid while the TileMap editor is active. See " "also [member editors/tiles_editor/grid_color]." msgstr "" "如果為 [code]true[/code],則在 TileMap 編輯器處於活動狀態時顯示一個柵格。另請" "參閱 [member editors/tiles_editor/grid_color]。" msgid "" "The color to use for the TileMap editor's grid.\n" "[b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is " "[code]true[/code]." msgstr "" "用於 TileMap 編輯器柵格的顏色。\n" "[b]注意:[/b]僅當 [member editors/tiles_editor/display_grid] 為 [code]true[/" "code] 時有效。" msgid "" "The curvature to use for connection lines in the visual shader editor. Higher " "values will make connection lines appear more curved, with values above " "[code]0.5[/code] resulting in more \"angular\" turns in the middle of " "connection lines." msgstr "" "用於可視著色器編輯器中連接線的曲率。更高的值會使連接線看起來更彎曲,值高於 " "[code]0.5[/code] 會導致連接線中間出現更多“角度”轉折。" msgid "" "The opacity of the minimap displayed in the bottom-right corner of the visual " "shader editor." msgstr "在可視著色器編輯器的右下角顯示的小地圖的不透明度。" msgid "" "The size to use for port previews in the visual shader uniforms (toggled by " "clicking the \"eye\" icon next to an output). The value is defined in pixels " "at 100% zoom, and will scale with zoom automatically." msgstr "" "在可視著色器 uniform 中用於埠預覽的大小(通過點擊輸出旁邊的“眼睛”圖示進行切" "換)。該值以圖元為單位且以 100% 縮放時的值定義,並將隨縮放自動縮放。" msgid "" "The folder where projects should be scanned for (recursively), in a way " "similar to the project manager's [b]Scan[/b] button. This can be set to the " "same value as [member filesystem/directories/default_project_path] for " "convenience.\n" "[b]Note:[/b] Setting this path to a folder with very large amounts of files/" "folders can slow down the project manager startup significantly. To keep the " "project manager quick to start up, it is recommended to set this value to a " "folder as \"specific\" as possible." msgstr "" "專案應該被(遞迴地)掃描的資料夾,其方式類似於專案經理的[b]掃描[/b]按鈕。為方" "便起見,可以將其設定為與 [member filesystem/directories/default_project_path] " "相同的值。\n" "[b]注意:[/b]將該路徑設定為一個包含大量檔/資料夾的資料夾,會顯著減慢專案管理器" "的啟動速度。為了讓專案管理器快速啟動,建議將該值設定為一個盡可能“具體”的資料" "夾。" msgid "" "The folder where new projects should be created by default when clicking the " "project manager's [b]New Project[/b] button. This can be set to the same " "value as [member filesystem/directories/autoscan_project_path] for " "convenience." msgstr "" "點擊專案管理器的[b]新建專案[/b]按鈕時,預設應在其中建立新專案的資料夾。為方便" "起見,可以將其設定為與 [member filesystem/directories/autoscan_project_path] " "相同的值。" msgid "" "The program that opens 3D model scene files when clicking \"Open in External " "Program\" option in Filesystem Dock. If not specified, the file will be " "opened in the system's default program." msgstr "" "點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開 3D 模型場景檔的程序。如" "果未指定,則該檔會使用系統預設的程式打開。" msgid "" "The program that opens audio files when clicking \"Open in External Program\" " "option in Filesystem Dock. If not specified, the file will be opened in the " "system's default program." msgstr "" "點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開音訊檔的程式。如果未指" "定,則該檔會使用系統預設的程式打開。" msgid "" "The program that opens raster image files when clicking \"Open in External " "Program\" option in Filesystem Dock. If not specified, the file will be " "opened in the system's default program." msgstr "" "點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開點陣圖檔的程式。如果未指" "定,則該檔會使用系統預設的程式打開。" msgid "" "The program that opens vector image files when clicking \"Open in External " "Program\" option in Filesystem Dock. If not specified, the file will be " "opened in the system's default program." msgstr "" "點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開向量圖檔的程式。如果未指" "定,則該檔會使用系統預設的程式打開。" msgid "" "The display mode to use in the editor's file dialogs.\n" "- [b]Thumbnails[/b] takes more space, but displays dynamic resource " "thumbnails, making resources easier to preview without having to open them.\n" "- [b]List[/b] is more compact but doesn't display dynamic resource " "thumbnails. Instead, it displays static icons based on the file extension." msgstr "" "編輯器的檔對話方塊所使用的顯示模式。\n" "- [b]Thumbnails[/b](縮略圖)佔據更多空間,但可以顯示動態資源縮略圖,無需打開" "也能夠方便地預覽資源。\n" "- [b]List[/b](列表)更緊湊,但不顯示動態資源縮略圖,而是根據檔副檔名顯示靜態" "圖示。" msgid "" "If [code]true[/code], display hidden files in the editor's file dialogs. " "Files that have names starting with [code].[/code] are considered hidden " "(e.g. [code].hidden_file[/code])." msgstr "" "如果為 [code]true[/code],則在編輯器的檔對話方塊中顯示隱藏檔。名稱以 [code].[/" "code] 開頭的檔被視為隱藏檔(例如 [code].hidden_file[/code])。" msgid "" "The thumbnail size to use in the editor's file dialogs (in pixels). See also " "[member docks/filesystem/thumbnail_size]." msgstr "" "編輯器的檔對話方塊中使用的縮略圖大小(單位為圖元)。另請參閱 [member docks/" "filesystem/thumbnail_size]。" msgid "" "The port number used for Remote Procedure Call (RPC) communication with " "Godot's created process of the blender executable.\n" "Setting this to 0 effectively disables communication with Godot and the " "blender process, making performance slower." msgstr "" "用於與 Godot 建立的 Blender 執行檔程式進行遠端程式呼叫 (RPC) 通訊的連接埠號" "碼。\n" "將其設為 0 可有效停用與 Godot 和攪拌機程序的通信,從而降低性能。" msgid "" "The maximum idle uptime (in seconds) of the Blender process.\n" "This prevents Godot from having to create a new process for each import " "within the given seconds." msgstr "" "Blender 流程的最大空閒正常運作時間(以秒為單位)。\n" "這可以防止 Godot 在給定的秒內為每個匯入建立一個新程序。" msgid "If [code]true[/code], uses lossless compression for binary resources." msgstr "如果為 [code]true[/code],則對二進位資源使用無失真壓縮。" msgid "" "If [code]true[/code], when saving a file, the editor will rename the old file " "to a different name, save a new file, then only remove the old file once the " "new file has been saved. This makes loss of data less likely to happen if the " "editor or operating system exits unexpectedly while saving (e.g. due to a " "crash or power outage).\n" "[b]Note:[/b] On Windows, this feature can interact negatively with certain " "antivirus programs. In this case, you may have to set this to [code]false[/" "code] to prevent file locking issues." msgstr "" "如果為 [code]true[/code],當保存檔時,編輯器會將舊檔重命名為不同的名稱,保存一" "個新檔,然後只有在新檔保存後,才刪除舊檔。如果編輯器或作業系統在保存時意外退出" "(例如,由於當機或斷電),這會降低資料丟失的可能性。\n" "[b]注意:[/b]在 Windows 上,該功能可能會與某些防毒程式產生負面的互動。在這種情" "況下,可能必須將其設定為 [code]false[/code],以防止出現檔案鎖定問題。" msgid "" "If [code]true[/code], automatically opens screenshots with the default " "program associated to [code].png[/code] files after a screenshot is taken " "using the [b]Editor > Take Screenshot[/b] action." msgstr "" "如果為 [code]true[/code],則在使用[b]編輯器 > 截圖[/b]動作截取螢幕截圖後,使用" "與 [code].png[/code] 檔關聯的預設程式自動打開該螢幕截圖。" msgid "" "The font to use for the script editor. Must be a resource of a [Font] type " "such as a [code].ttf[/code] or [code].otf[/code] font file." msgstr "" "腳本編輯器所使用的字形。必須是 [Font] 型別的資源,例如 [code].ttf[/code] 或 " "[code].otf[/code] 字形檔。" msgid "" "The font ligatures to enable for the currently configured code font. Not all " "fonts include support for ligatures.\n" "[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/" "mono/]JetBrains Mono[/url]) has contextual ligatures in its font file." msgstr "" "為目前配置的程式碼字形啟用的字形連字。並非所有字形都包含對連字的支援。\n" "[b]注意:[/b]編輯器預設的程式碼字形([url=https://www.jetbrains.com/lp/" "mono/]JetBrains Mono[/url])在其字形檔中具有本文連字。" msgid "" "List of custom OpenType features to use, if supported by the currently " "configured code font. Not all fonts include support for custom OpenType " "features. The string should follow the OpenType specification.\n" "[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/" "mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, " "but there is no documented list yet." msgstr "" "要使用的自訂 OpenType 功能列表,需要目前配置的程式碼字形支援。並非所有字形都支" "援自訂 OpenType 功能。該字串應遵循 OpenType 規範。\n" "[b]注意:[/b]編輯器預設的程式碼字形([url=https://www.jetbrains.com/lp/" "mono/]JetBrains Mono[/url])在其字形檔中具有自訂 OpenType 功能,但是目前還沒有" "文件記錄的列表。" msgid "" "List of alternative characters to use, if supported by the currently " "configured code font. Not all fonts include support for custom variations. " "The string should follow the OpenType specification.\n" "[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/" "mono/]JetBrains Mono[/url]) has alternate characters in its font file, but " "there is no documented list yet." msgstr "" "要使用的備選字元列表,需要目前配置的程式碼字形支援。並非所有字形都支援自訂變" "體。該字串應遵循 OpenType 規範。\n" "[b]注意:[/b]編輯器預設的程式碼字形([url=https://www.jetbrains.com/lp/" "mono/]JetBrains Mono[/url])在其字形檔中有備選字元,但是有還沒有文件記錄的列" "表。" msgid "" "The size of the font in the script editor. This setting does not impact the " "font size of the Output panel (see [member run/output/font_size])." msgstr "" "腳本編輯器中的字形大小。該設定不會影響“輸出”面板的字形大小(請參閱 [member " "run/output/font_size])。" msgid "" "The custom editor scale factor to use. This can be used for displays with " "very high DPI where a scale factor of 200% is not sufficient.\n" "[b]Note:[/b] Only effective if [member interface/editor/display_scale] is set " "to [b]Custom[/b]." msgstr "" "要使用的自訂編輯器縮放係數。這可用於具有非常高 DPI 的顯示器,其中 200% 的縮放" "係數是不夠的。\n" "[b]注意:[/b]只有當 [member interface/editor/display_scale] 被設定為 [b]自定義" "(Custom)[/b] 時才有效。" msgid "" "The display scale factor to use for the editor interface. Higher values are " "more suited to hiDPI/Retina displays.\n" "If set to [b]Auto[/b], the editor scale is automatically determined based on " "the screen resolution and reported display DPI. This heuristic is not always " "ideal, which means you can get better results by setting the editor scale " "manually.\n" "If set to [b]Custom[/b], the scaling value in [member interface/editor/" "custom_display_scale] will be used." msgstr "" "用於編輯器介面的顯示縮放係數。更高的值更適合 hiDPI/Retina 顯示器。\n" "如果被設定為 [b]Auto[/b],則編輯器縮放將根據螢幕解析度和報告的顯示 DPI 自動確" "定。這種啟發式演算法並不總是理想的,這意味著可以通過手動設定編輯器縮放來獲得更" "好的結果。\n" "如果被設定為 [b]Custom[/b],則將使用 [member interface/editor/" "custom_display_scale] 中的縮放值。" msgid "" "Expanding main editor window content to the title, if supported by " "[DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].\n" "Specific to the macOS platform." msgstr "" "將主編輯視窗內容擴充到標題區域,需要 [DisplayServer] 支援。見 [constant " "DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]。\n" "專用於 macOS 平臺。" msgid "" "FreeType's font anti-aliasing mode used to render the editor fonts. Most " "fonts are not designed to look good with anti-aliasing disabled, so it's " "recommended to leave this enabled unless you're using a pixel art font." msgstr "" "FreeType 的字形抗鋸齒模式,用於算繪編輯器字形。大多數字形在禁用抗鋸齒的情況下" "並不好看,所以建議保持啟用,除非你使用的是圖元風字形。" msgid "" "The font hinting mode to use for the editor fonts. FreeType supports the " "following font hinting modes:\n" "- [b]None:[/b] Don't use font hinting when rasterizing the font. This results " "in a smooth font, but it can look blurry.\n" "- [b]Light:[/b] Use hinting on the X axis only. This is a compromise between " "font sharpness and smoothness.\n" "- [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp " "font, but it doesn't look very smooth.\n" "If set to [b]Auto[/b], the font hinting mode will be set to match the current " "operating system in use. This means the [b]Light[/b] hinting mode will be " "used on Windows and Linux, and the [b]None[/b] hinting mode will be used on " "macOS." msgstr "" "用於編輯器字形的字形提示模式。FreeType 支援以下字形提示模式:\n" "- [b]無(None):[/b]光柵化字形時不使用字形提示。這會產生一個流暢的字形,但看" "起來可能會模糊。\n" "- [b]Light:[/b]僅在 X 軸上使用提示。這是字形清晰度和平滑度之間的折衷。\n" "- [b]Normal:[/b]在 X 和 Y 軸上使用提示。這會產生清晰的字形,但看起來不是很流" "暢。\n" "如果被設定為 [b]Auto[/b],字形提示模式將被設定為配對目前使用的作業系統。這意味" "著 [b]Light[/b] 提示模式將在 Windows 和 Linux 上使用,而 [b]None[/b] 提示模式" "將在 macOS 上使用。" msgid "" "The subpixel positioning mode to use when rendering editor font glyphs. This " "affects both the main and code fonts. [b]Disabled[/b] is the fastest to " "render and uses the least memory. [b]Auto[/b] only uses subpixel positioning " "for small font sizes (where the benefit is the most noticeable). [b]One Half " "of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel " "positioning mode for all editor fonts, regardless of their size (with [b]One " "Quarter of a Pixel[/b] being the highest-quality option)." msgstr "" "算繪編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。" "[b]禁用[/b] ,算繪速度最快,使用的記憶體最少。[b]自動[/b] ,只對小尺寸的字形使" "用子圖元定位(這裡的好處是最明顯的)。[b]二分之一圖元[/b]和[b]四分之一圖元[/b]" "對所有編輯器字形強制使用相同的子圖元定位模式,無論其大小如何(其中[b]四分之一" "像素[/b]是最高品質的選項)。" msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." msgstr "" "如果為 [code]true[/code],則保持螢幕打開(即使在不活動的情況下),因此螢幕保護" "程式不會接管。適用於桌面和移動平臺。" msgid "The size of the font in the editor interface." msgstr "編輯器介面中字形的大小。" msgid "" "If [code]true[/code], the mouse's additional side buttons will be usable to " "navigate in the script editor's file history. Set this to [code]false[/code] " "if you're using the side buttons for other purposes (such as a push-to-talk " "button in a VoIP program)." msgstr "" "如果為 [code]true[/code],滑鼠的額外側鍵將可用於在腳本編輯器的檔歷史記錄中導" "覽。如果正將側鍵用於其他目的(例如 VoIP 程式中的一鍵通按鈕),請將該項設定為 " "[code]false[/code]。" msgid "The preferred monitor to display the project manager." msgstr "顯示專案管理器的首選顯示器。" msgid "" "If [code]false[/code], the editor will save all scenes when confirming the " "[b]Save[/b] action when quitting the editor or quitting to the project list. " "If [code]true[/code], the editor will ask to save each scene individually." msgstr "" "如果為 [code]false[/code],則當正退出編輯器或正退出到專案列表時,確認[b]保存[/" "b]動作後,編輯器將保存所有場景。如果為 [code]true[/code],則編輯器將要求單獨保" "存每個場景。" msgid "" "If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " "system global menu.\n" "Specific to the macOS platform." msgstr "" "如果為 [code]true[/code],則編輯器的主功能表使用嵌入式 [MenuBar],不使用系統全" "局選單。\n" "專用於 macOS 平臺。" msgid "" "Base speed for increasing/decreasing float values by dragging them in the " "inspector." msgstr "在屬性檢視器中通過拖動來調整浮點數大小時的基礎變化速度。" msgid "" "The number of [Array] or [Dictionary] items to display on each \"page\" in " "the inspector. Higher values allow viewing more values per page, but take " "more time to load. This increased load time is noticeable when selecting " "nodes that have array or dictionary properties in the editor." msgstr "" "在屬性檢視器中,為 [Array] 或 [Dictionary] 的每一“頁”顯示多少專案。值越高,每" "一頁可以查看的值就越多,但也會花越多的時間進行載入。在編輯器中選中具有很多陣列" "或字典屬性的節點時,這些多出來的載入時間就會很顯著。" msgid "" "If [code]true[/code], display OpenType features marked as [code]hidden[/code] " "by the font file in the [Font] editor." msgstr "" "如果為 [code]true[/code],則在 [Font] 編輯器中,顯示被字形檔標記為 " "[code]hidden[/code] 的 OpenType 功能。" msgid "" "If [code]true[/code], when panels are made floating they will be maximized.\n" "If [code]false[/code], when panels are made floating their position and size " "will match the ones when they are attached (excluding window border) to the " "editor window." msgstr "" "如果為 [code]true[/code],則將面板設為浮動時會將其最大化。\n" "如果為 [code]false[/code],則將面板設為浮動時,位置和大小會和編輯器視窗中的狀" "態一致(不含視窗邊框)。" msgid "" "If [code]true[/code], the floating panel position, size, and screen will be " "saved on editor exit. On next launch the panels that were floating will be " "made floating in the saved positions, sizes and screens, if possible." msgstr "" "如果為 [code]true[/code],則編輯器在退出時會保存浮動面板的位置、大小、螢幕。下" "次啟動時,會盡可能讓浮動面板在保存的位置、大小、螢幕處保持浮動。" msgid "" "Controls when the Close (X) button is displayed on scene tabs at the top of " "the editor." msgstr "控制關閉(X)按鈕何時顯示在編輯器頂部的場景分頁上。" msgid "The maximum width of each scene tab at the top editor (in pixels)." msgstr "頂部編輯器中每個場景分頁的最大寬度(以圖元為單位)。" msgid "" "If [code]true[/code], show a button next to each scene tab that opens the " "scene's \"dominant\" script when clicked. The \"dominant\" script is the one " "that is at the highest level in the scene's hierarchy." msgstr "" "如果為 [code]true[/code],則在每個場景分頁旁邊顯示一個按鈕,點擊該按鈕會打開場" "景的“主導”腳本。“主導”腳本是場景層次結構中位於最高級別的腳本。" msgid "" "If [code]true[/code], display an automatically-generated thumbnail when " "hovering scene tabs with the mouse. Scene thumbnails are generated when " "saving the scene." msgstr "" "如果為 [code]true[/code],當滑鼠懸停在場景分頁上時,會顯示自動生成的縮略圖。場" "景縮略圖在保存場景時生成。" msgid "" "The color to use for \"highlighted\" user interface elements in the editor " "(pressed and hovered items)." msgstr "用於編輯器中“高亮顯示”的使用者介面元素(按下和懸停的專案)的顏色。" msgid "" "The base color to use for user interface elements in the editor. Secondary " "colors (such as darker/lighter variants) are derived from this color." msgstr "" "用於編輯器中使用者介面元素的基色。次要顏色(例如較深/較淺的變體)是從這種顏色" "派生的。" msgid "The border size to use for interface elements (in pixels)." msgstr "介面元素的邊框大小(單位為圖元)。" msgid "" "The contrast factor to use when deriving the editor theme's base color (see " "[member interface/theme/base_color]). When using a positive values, the " "derived colors will be [i]darker[/i] than the base color. This contrast " "factor can be set to a negative value, which will make the derived colors " "[i]brighter[/i] than the base color. Negative contrast rates often look " "better for light themes." msgstr "" "當衍生編輯器主題的基色時,使用的對比度係數(參見 [member interface/theme/" "base_color])。當使用正值時,衍生的顏色將比基色[i]更深[/i]。該對比度係數可以設" "定為負值,這將使衍生顏色比基色[i]更淺[/i]。對於淺色主題,負對比度通常看起來更" "好。" msgid "" "The corner radius to use for interface elements (in pixels). [code]0[/code] " "is square." msgstr "介面元素的圓角半徑(單位為圖元)。[code]0[/code] 則為正方形。" msgid "" "The custom theme resource to use for the editor. Must be a Godot theme " "resource in [code].tres[/code] or [code].res[/code] format." msgstr "" "用於編輯器的自訂主題資源。必須是 [code].tres[/code] 或 [code].res[/code] 格式" "的 Godot 主題資源。" msgid "" "If [code]true[/code], draws additional borders around interactive UI elements " "in the editor. This is automatically enabled when using the [b]Black (OLED)[/" "b] theme preset, as this theme preset uses a fully black background." msgstr "" "如果 [code]true[/code],則在編輯器中的互動式 UI 元素周圍繪製額外的邊框。使用" "[b]Black (OLED)[/b]主題預設時該項會自動啟用,因為該主題預設使用全黑背景。" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" "[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " "4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" "theme/icon_saturation] to [code]0.77[/code]." msgstr "" "用於編輯器圖示的飽和度。值越高,顏色越鮮豔。\n" "[b]注意:[/b]在 Godot 4.0 及更高版本中,預設編輯器圖示飽和度增加了 30%。要恢複" "為 Godot 3.x 的圖示飽和度,請將 [member interface/theme/icon_saturation] 設置" "為 [code]0.77[/code]。" msgid "The editor theme preset to use." msgstr "要使用的編輯器主題預設。" msgid "" "The opacity to use when drawing relationship lines in the editor's [Tree]-" "based GUIs (such as the Scene tree dock)." msgstr "" "在編輯器的基於 [Tree] 的 GUI(例如場景樹停靠欄)中,繪製關係線時使用的不透明" "度。" msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." msgstr "" "如果為 [code]true[/code],長按觸控式螢幕被視為右鍵點擊。\n" "[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。" msgid "" "If [code]true[/code], enable two finger pan and scale gestures on touchscreen " "devices.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." msgstr "" "如果為 [code]true[/code],則在觸控式螢幕裝置上啟用兩指平移和縮放手勢。\n" "[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。" msgid "" "Specify the multiplier to apply to the scale for the editor gizmo handles to " "improve usability on touchscreen devices.\n" "[b]Note:[/b] Defaults to [code]1[/code] on non-touchscreen devices." msgstr "" "指定為了在提高觸控式螢幕裝置的可用性而對編輯器小工具手柄套用的縮放乘數。\n" "[b]注意:[/b]在非觸控式螢幕裝置上預設為 [code]1[/code]。" msgid "" "The port to listen to when starting the remote debugger. Godot will try to " "use port numbers above the configured number if the configured number is " "already taken by another application." msgstr "" "啟動遠端除錯器時要監聽的埠。如果配置的數位已被另一個套用程式佔用,Godot 將嘗試" "使用高於該配置數位的埠號。" msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" "[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "用於在編輯器中聯繫 HTTP 和 HTTPS 代理的主機(用於素材庫和匯出範本下載)。另見 " "[member network/http_proxy/port]。\n" "[b]注意:[/b]Godot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動" "輸入。" msgid "" "The port number to use to contact the HTTP and HTTPS proxy in the editor (for " "the asset library and export template downloads). See also [member network/" "http_proxy/host].\n" "[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "用於在編輯器中聯繫 HTTP 和 HTTPS 代理的埠號(用於素材庫和匯出範本下載)。另請" "參閱 [member network/http_proxy/host]。\n" "[b]注意:[/b]Godot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動" "輸入。" msgid "" "The TLS certificate bundle to use for HTTP requests made within the editor " "(e.g. from the AssetLib tab). If left empty, the [url=https://github.com/" "godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included " "Mozilla certificate bundle[/url] will be used." msgstr "" "用於在編輯器中發出的 HTTP 請求(例如來自 AssetLib 分頁)的 TLS 憑證包。如果留" "空,將使用[url=https://github.com/godotengine/godot/blob/master/thirdparty/" "certs/ca-certificates.crt]包含的 Mozilla 憑證包[/url]。" msgid "" "The renderer type that will be checked off by default when creating a new " "project. Accepted strings are \"forward_plus\", \"mobile\" or " "\"gl_compatibility\"." msgstr "" "建立新專案時預設勾選的算繪器型別。可接受的字串是“forward_plus”、“mobile”、" "或“gl_compatibility”。" msgid "" "The sorting order to use in the project manager. When changing the sorting " "order in the project manager, this setting is set permanently in the editor " "settings." msgstr "" "在專案管理器中使用的排序順序。在專案管理器中更改排序順序時,該設定將在編輯器設" "定中被永久設定。" msgid "" "If [code]true[/code], saves all scenes and scripts automatically before " "running the project. Setting this to [code]false[/code] prevents the editor " "from saving if there are no changes which can speed up the project startup " "slightly, but it makes it possible to run a project that has unsaved changes. " "(Unsaved changes will not be visible in the running project.)" msgstr "" "如果為 [code]true[/code],則在運作遊戲專案之前會自動保存所有場景和腳本。將該項" "設定為 [code]false[/code] 可防止編輯器在沒有更改的情況下保存,這可以稍微加快該" "遊戲專案的啟動速度,但它可以運作帶有未保存的更改的遊戲專案。(未保存的更改在正" "在運作的專案中將不可見。)" msgid "" "If [code]true[/code], the editor will clear the Output panel when running the " "project." msgstr "如果為 [code]true[/code],則編輯器會在運作遊戲專案時清空“輸出”面板。" msgid "" "The size of the font in the [b]Output[/b] panel at the bottom of the editor. " "This setting does not impact the font size of the script editor (see [member " "interface/editor/code_font_size])." msgstr "" "編輯器底部[b]輸出[/b]面板中的字形大小。該設定不會影響腳本編輯器的字形大小(見 " "[member interface/editor/code_font_size])。" msgid "" "The custom position to use when starting the project from the editor (in " "pixels from the top-left corner). Only effective if [member run/" "window_placement/rect] is set to [b]Custom Position[/b]." msgstr "" "從編輯器啟動遊戲專案時,使用的自訂位置(相對於左上角,單位為圖元)。僅當 " "[member run/window_placement/rect] 設定為 [b]Custom Position[/b] 時才有效。" msgid "" "The monitor to display the project on when starting the project from the " "editor." msgstr "從編輯器啟動遊戲專案時,用於顯示該遊戲專案的顯示幕。" msgid "" "If [code]true[/code], makes the caret blink according to [member text_editor/" "appearance/caret/caret_blink_interval]. Disabling this setting can improve " "battery life on laptops if you spend long amounts of time in the script " "editor, since it will reduce the frequency at which the editor needs to be " "redrawn." msgstr "" "如果為 [code]true[/code] ,則文字游標按照 [member text_editor/appearance/" "caret/caret_blink_interval] 來閃爍。如果長時間使用腳本編輯器,禁用這個設定可以" "改善筆記型電腦的電池壽命,因為可以減少編輯器需要重繪的頻率。" msgid "" "The interval at which the caret will blink (in seconds). See also [member " "text_editor/appearance/caret/caret_blink]." msgstr "" "文字游標閃爍的時間間隔(單位為秒)。另見 [member text_editor/appearance/caret/" "caret_blink]。" msgid "" "If [code]true[/code], highlights all occurrences of the currently selected " "text in the script editor. See also [member text_editor/theme/highlighting/" "word_highlighted_color]." msgstr "" "如果為 [code]true[/code],則在腳本編輯器中高亮顯示目前所選文字的所有配對項。另" "請參閱 [member text_editor/theme/highlighting/word_highlighted_color]。" msgid "" "If [code]true[/code], colors the background of the line the caret is " "currently on with [member text_editor/theme/highlighting/current_line_color]." msgstr "" "如果為 [code]true[/code],則使用 [member text_editor/theme/highlighting/" "current_line_color] 為文字游標目前所在行的背景著色。" msgid "" "The shape of the caret to use in the script editor. [b]Line[/b] displays a " "vertical line to the left of the current character, whereas [b]Block[/b] " "displays an outline over the current character." msgstr "" "在腳本編輯器中使用的文字游標的形狀。[b]Line[/b] 會在目前字元的左側顯示一條垂直" "線,而 [b]Block[/b] 會在目前字元上方顯示一個輪廓。" msgid "" "The column at which to display a subtle line as a line length guideline for " "scripts. This should generally be greater than [member text_editor/appearance/" "guidelines/line_length_guideline_soft_column]." msgstr "" "在哪列將細線顯示為腳本的行長輔助線。這通常應該大於 [member text_editor/" "appearance/guidelines/line_length_guideline_soft_column]。" msgid "" "The column at which to display a [i]very[/i] subtle line as a line length " "guideline for scripts. This should generally be lower than [member " "text_editor/appearance/guidelines/line_length_guideline_hard_column]." msgstr "" "在哪行將一條[i]非常[/i]細的線顯示為腳本的行長輔助線。這通常應該低於 [member " "text_editor/appearance/guidelines/line_length_guideline_hard_column]。" msgid "" "If [code]true[/code], displays line length guidelines to help you keep line " "lengths in check. See also [member text_editor/appearance/guidelines/" "line_length_guideline_soft_column] and [member text_editor/appearance/" "guidelines/line_length_guideline_hard_column]." msgstr "" "如果為 [code]true[/code],則顯示行長度輔助線以説明控制行的長度。另請參閱 " "[member text_editor/appearance/guidelines/line_length_guideline_soft_column] " "和 [member text_editor/appearance/guidelines/" "line_length_guideline_hard_column]。" msgid "" "If [code]true[/code], highlights type-safe lines by displaying their line " "number color with [member text_editor/theme/highlighting/" "safe_line_number_color] instead of [member text_editor/theme/highlighting/" "line_number_color]. Type-safe lines are lines of code where the type of all " "variables is known at compile-time. These type-safe lines may run faster " "thanks to typed instructions." msgstr "" "如果為 [code]true[/code],則通過使用 [member text_editor/theme/highlighting/" "safe_line_number_color] 而不是 [member text_editor/theme/highlighting/" "line_number_color],來顯示行號顏色以突出顯示型別安全行。型別安全行是指所有變量" "的型別在編譯時已知的程式碼行。由於型別化的指令,這些型別安全的行可能會運作得更" "快。" msgid "" "If [code]true[/code], displays line numbers with zero padding (e.g. " "[code]007[/code] instead of [code]7[/code])." msgstr "" "如果為 [code]true[/code],則顯示的行號使用零填充(例如 [code]7[/code] 會變成 " "[code]007[/code])。" msgid "" "If [code]true[/code], displays a gutter at the left containing icons for " "methods with signal connections and for overridden methods." msgstr "" "如果為 [code]true[/code],則會在左側顯示一個裝訂線,為存在訊號連接和覆蓋方法的" "方法顯示圖示。" msgid "If [code]true[/code], displays line numbers in a gutter at the left." msgstr "如果為 [code]true[/code],則會在左側的裝訂線中顯示行號。" msgid "" "If [member text_editor/appearance/lines/word_wrap] is set to [code]1[/code], " "sets text wrapping mode. To see how each mode behaves, see [enum " "TextServer.AutowrapMode]." msgstr "" "如果 [member text_editor/appearance/lines/word_wrap] 設定為 [code]1[/code],則" "設定文字換行模式。每種模式的行為見 [enum TextServer.AutowrapMode]。" msgid "" "If [code]true[/code], displays the folding arrows next to indented code " "sections and allows code folding. If [code]false[/code], hides the folding " "arrows next to indented code sections and disallows code folding." msgstr "" "如果為 [code]true[/code],則顯示縮進的程式碼小節旁邊的折疊箭頭,並允許程式碼折" "疊。如果為 [code]false[/code],則隱藏縮進的程式碼小節旁邊的折疊箭頭,並禁止程" "式碼折疊。" msgid "" "If [code]true[/code], wraps long lines over multiple lines to avoid " "horizontal scrolling. This is a display-only feature; it does not actually " "insert line breaks in your scripts." msgstr "" "如果為 [code]true[/code],則將長行換成多行以避免水平滾動。這是一個僅顯示的功" "能;它實際上並沒有在腳本中插入分行符號。" msgid "The width of the minimap in the script editor (in pixels)." msgstr "腳本編輯器中小地圖的寬度(單位為圖元)。" msgid "" "If [code]true[/code], draws an overview of the script near the scroll bar. " "The minimap can be left-clicked to scroll directly to a location in an " "\"absolute\" manner." msgstr "" "如果為 [code]true[/code],則在捲軸附近繪製腳本概覽。小地圖可以被左鍵點擊,以" "“絕對”的方式直接滾動到某個位置。" msgid "If [code]true[/code], draws space characters as centered points." msgstr "如果為 [code]true[/code],則會將空格字元繪製為居中的點。" msgid "If [code]true[/code], draws tab characters as chevrons." msgstr "如果為 [code]true[/code],則會將定位字元繪製為人字形。" msgid "" "The space to add between lines (in pixels). Greater line spacing can help " "improve readability at the cost of displaying fewer lines on screen." msgstr "" "行與行之間要增加的空間(圖元)。更大的行間距可以幫助提高可讀性,但代價是在屏幕" "上顯示更少的行。" msgid "" "If set to a value greater than [code]0[/code], automatically saves the " "current script following the specified interval (in seconds). This can be " "used to prevent data loss if the editor crashes." msgstr "" "如果設定為大於 [code]0[/code] 的值,則按照指定的時間間隔(以秒為單位)會自動保" "存目前腳本。這可用於防止編輯器當機時的資料丟失。" msgid "" "If [code]true[/code], converts indentation to match the script editor's " "indentation settings when saving a script. See also [member text_editor/" "behavior/indent/type]." msgstr "" "如果為 [code]true[/code],則在保存腳本時轉換縮進,以配對腳本編輯器的縮進設置。" "另見 [member text_editor/behavior/indent/type]。" msgid "" "If [code]true[/code], reopens scripts that were opened in the last session " "when the editor is reopened on a given project." msgstr "" "如果為 [code]true[/code],則在給定專案上重新打開編輯器時,重新打開在上次會話中" "打開的腳本。" msgid "" "If [code]true[/code], trims trailing whitespace when saving a script. " "Trailing whitespace refers to tab and space characters placed at the end of " "lines. Since these serve no practical purpose, they can and should be removed " "to make version control diffs less noisy." msgstr "" "如果為 [code]true[/code],則在保存腳本時修剪尾隨空格。尾隨空格是指放置在行尾的" "定位字元和空格字元。由於這些沒有任何實際用途,因此可以並且應該將其移除,以減少" "版本控制差異的干擾。" msgid "" "If [code]true[/code], automatically indents code when pressing the " "[kbd]Enter[/kbd] key based on blocks above the new line." msgstr "" "如果為 [code]true[/code],則在按 [kbd]Enter[/kbd] 鍵時,將根據新行上方的程式碼" "塊,自動縮程序式碼。" msgid "" "When using tab indentation, determines the length of each tab. When using " "space indentation, determines how many spaces are inserted when pressing " "[kbd]Tab[/kbd] and when automatic indentation is performed." msgstr "" "使用定位字元縮進時,確定每個定位字元的長度。使用空格縮進時,確定按下 " "[kbd]Tab[/kbd] 和執行自動縮進時,插入了多少空格。" msgid "" "The indentation style to use (tabs or spaces).\n" "[b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for " "indentation. It is advised to change this setting only if you need to work on " "a project that currently uses spaces for indentation." msgstr "" "要使用的縮進風格(定位字元或空格)。\n" "[b]注意:[/b][url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_styleguide.html]GDScript 風格指南[/url]建議使用定位字元進行縮進。建議" "僅當需要處理目前使用空格進行縮進的遊戲專案時,才更改這項設定。" msgid "" "If [code]true[/code], allows drag-and-dropping text in the script editor to " "move text. Disable this if you find yourself accidentally drag-and-dropping " "text in the script editor." msgstr "" "如果為 [code]true[/code],則允許在腳本編輯器中拖放文字以移動文字。如果發現不小" "心在腳本編輯器中拖放了文字,請禁用該項。" msgid "" "If [code]true[/code], the caret will be moved when right-clicking somewhere " "in the script editor (like when left-clicking or middle-clicking). If " "[code]false[/code], the caret will only be moved when left-clicking or middle-" "clicking somewhere." msgstr "" "如果為 [code]true[/code],則在腳本編輯器中右鍵點擊某處時,文字游標將被移動(像" "左鍵點擊或中鍵點擊時一樣)。如果為 [code]false[/code],文字游標只會在左鍵點擊" "或中鍵點擊某個位置時移動。" msgid "If [code]true[/code], allows scrolling past the end of the file." msgstr "如果為 [code]true[/code],則允許滾動越過檔的末尾。" msgid "" "If [code]true[/code], prevents automatically switching between the Script and " "2D/3D screens when selecting a node in the Scene tree dock." msgstr "" "如果為 [code]true[/code],則在場景樹面板中選擇節點時,可防止自動在腳本和 2D/" "3D 螢幕之間切換。" msgid "" "The delay in seconds after which autocompletion suggestions should be " "displayed when the user stops typing." msgstr "使用者停止輸入後,應顯示自動補全建議的延遲時間(以秒為單位)。" msgid "" "If [code]true[/code] enables the coloring for some items in the " "autocompletion suggestions, like vector components." msgstr "如果 [code]true[/code] 啟用自動完成建議中某些專案的著色,例如向量分量。" msgid "" "If [code]true[/code], provides autocompletion suggestions for file paths in " "methods such as [code]load()[/code] and [code]preload()[/code]." msgstr "" "如果為 [code]true[/code],則在 [code]load()[/code] 和 [code]preload()[/code] " "等方法中,為檔路徑提供自動補全建議。" msgid "" "The delay in seconds after which the script editor should check for errors " "when the user stops typing." msgstr "使用者停止輸入後,腳本編輯器應檢查錯誤的延遲時間(以秒為單位)。" msgid "" "If [code]true[/code], the code completion tooltip will appear below the " "current line unless there is no space on screen below the current line. If " "[code]false[/code], the code completion tooltip will appear above the current " "line." msgstr "" "如果為 [code]true[/code],除非目前行下方的螢幕上沒有空間,否則程式碼補全工具提" "示,將出現在目前行下方。如果為 [code]false[/code],則程式碼補全工具提示,將出" "現在目前行上方。" msgid "" "If [code]true[/code], performs string autocompletion with single quotes. If " "[code]false[/code], performs string autocompletion with double quotes (which " "matches the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_styleguide.html]GDScript style guide[/url])." msgstr "" "如果為 [code]true[/code],則執行帶單引號的字串自動補全。如果為 [code]false[/" "code],則執行帶雙引號的字串自動補全(則與 [url=$DOCS_URL/tutorials/scripting/" "gdscript/gdscript_styleguide.html]GDScript 風格指南[/url]一致)。" msgid "" "Controls which multi-line code blocks should be displayed in the editor help. " "This setting does not affect single-line code literals in the editor help." msgstr "" "控制應在編輯器説明中顯示哪些多行程式碼塊。該設定不會影響編輯器幫助中的單行程式" "碼文字。" msgid "The font size to use for the editor help (built-in class reference)." msgstr "編輯器幫助(內建類參考)的字形大小。" msgid "" "The font size to use for code samples in the editor help (built-in class " "reference)." msgstr "編輯器幫助(內建類參考)中範例程式碼的字形大小。" msgid "" "The font size to use for headings in the editor help (built-in class " "reference)." msgstr "編輯器幫助(內建類參考)中標題的字形大小。" msgid "" "If [code]true[/code], displays a table of contents at the left of the editor " "help (at the location where the members overview would appear when editing a " "script)." msgstr "" "如果為 [code]true[/code],則在編輯器説明的左側顯示目錄(編輯腳本時出現成員概覽" "的位置)。" msgid "" "If [code]true[/code], displays an overview of the current script's member " "variables and functions at the left of the script editor. See also [member " "text_editor/script_list/sort_members_outline_alphabetically]." msgstr "" "如果為 [code]true[/code],則在腳本編輯器的左側顯示目前腳本的成員變數和函式的概" "覽。另見 [member text_editor/script_list/" "sort_members_outline_alphabetically]。" msgid "" "If [code]true[/code], sorts the members outline (located at the left of the " "script editor) using alphabetical order. If [code]false[/code], sorts the " "members outline depending on the order in which members are found in the " "script.\n" "[b]Note:[/b] Only effective if [member text_editor/script_list/" "show_members_overview] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則使用字母順序,對成員大綱(位於腳本編輯器的左側)進" "行排序。如果為 [code]false[/code],則根據在腳本中找到成員的順序,對成員大綱進" "行排序。\n" "[b]注意:[/b]僅當 [member text_editor/script_list/show_members_overview] 為 " "[code]true[/code] 時有效。" msgid "" "The syntax theme to use in the script editor.\n" "You can save your own syntax theme from your current settings by using " "[b]File > Theme > Save As...[/b] at the top of the script editor. The syntax " "theme will then be available locally in the list of color themes.\n" "You can find additional syntax themes to install in the [url=https://" "github.com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] " "repository." msgstr "" "腳本編輯器中,使用的語法主題。\n" "可以使用腳本編輯器頂部的[b]檔 > 主題 > 另存為...[/b],從目前設定中保存自己的語" "法主題。然後,語法主題將在本地顏色主題列表中可用。\n" "可以在 [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-" "themes[/url] 儲存庫中,找到要安裝的其他語法主題。" msgid "" "The script editor's background color. If set to a translucent color, the " "editor theme's base color will be visible behind." msgstr "" "腳本編輯器中,背景的顏色。如果設定為半透明的顏色,會透出後面的編輯器主題的基礎" "色。" msgid "" "The script editor's base type color (used for types like [Vector2], " "[Vector3], [Color], ...)." msgstr "" "腳本編輯器中,基礎型別的顏色(用於 [Vector2]、[Vector3]、[Color] 等型別)。" msgid "The script editor's bookmark icon color (displayed in the gutter)." msgstr "腳本編輯器中,書簽圖示的顏色(在裝訂線中顯示)。" msgid "" "The script editor's brace mismatch color. Used when the caret is currently on " "a mismatched brace, parenthesis or bracket character." msgstr "" "腳本編輯器中,括弧不配對的顏色。當文字游標位於不配對的大括弧、圓括號或方括號字" "元上時使用。" msgid "The script editor's breakpoint icon color (displayed in the gutter)." msgstr "腳本編輯器中,中斷點圖示的顏色(在裝訂線中顯示)。" msgid "" "The script editor's caret background color.\n" "[b]Note:[/b] This setting has no effect as it's currently unused." msgstr "" "腳本編輯器中,文字游標的背景色。\n" "[b]注意:[/b]該設定無效,因為目前未使用。" msgid "The script editor's caret color." msgstr "腳本編輯器中,文字游標的顏色。" msgid "" "The script editor's color for the code folding icon (displayed in the gutter)." msgstr "腳本編輯器中,程式碼折疊圖示的顏色(在裝訂線中顯示)。" msgid "" "The script editor's comment color.\n" "[b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered " "to be comments, and will use the string highlighting color instead." msgstr "" "腳本編輯器中,注釋的顏色。\n" "[b]注意:[/b]在 GDScript 中,與 Python 不同,多行字串不被視為注釋,而是使用字" "串高亮顯示顏色。" msgid "The script editor's autocompletion box background color." msgstr "腳本編輯器中,自動補全框的背景色。" msgid "" "The script editor's autocompletion box background color to highlight existing " "characters in the completion results. This should be a translucent color so " "that [member text_editor/theme/highlighting/completion_selected_color] can be " "seen behind." msgstr "" "腳本編輯器中,自動補全框的背景顏色,用於高亮顯示補全結果中的現有字元。這應該是" "半透明的顏色,以便在後面可以看到 [member text_editor/theme/highlighting/" "completion_selected_color]。" msgid "The script editor's autocompletion box text color." msgstr "腳本編輯器中,自動補全框的文字顏色。" msgid "The script editor's autocompletion box scroll bar color." msgstr "腳本編輯器中,自動補全框的捲軸顏色。" msgid "" "The script editor's autocompletion box scroll bar color when hovered or " "pressed with the mouse." msgstr "腳本編輯器中,自動補全框的捲軸被滑鼠懸停或按下時的顏色。" msgid "" "The script editor's autocompletion box background color for the currently " "selected line." msgstr "腳本編輯器中,自動補全框的目前選中行的背景色。" msgid "" "The script editor's control flow keyword color (used for keywords like " "[code]if[/code], [code]for[/code], [code]return[/code], ...)." msgstr "" "腳本編輯器中,控制流關鍵字的顏色(用於 [code]if[/code]、[code]for[/code]、" "[code]return[/code] 等關鍵字)。" msgid "" "The script editor's background color for the line the caret is currently on. " "This should be set to a translucent color so that it can display on top of " "other line color modifiers such as [member text_editor/theme/highlighting/" "mark_color]." msgstr "" "腳本編輯器中,文字游標目前所在行的背景色。這應該被設定為半透明顏色,以便它可以" "顯示在其他的行顏色修飾之上,例如 [member text_editor/theme/highlighting/" "mark_color]。" msgid "" "The script editor's color for the debugger's executing line icon (displayed " "in the gutter)." msgstr "腳本編輯器中,除錯器執行行圖示(顯示在裝訂線中)的顏色。" msgid "" "The script editor's background line highlighting color for folded code region." msgstr "腳本編輯器中,搜索結果的背景色。" msgid "" "The script editor's non-control flow keyword color (used for keywords like " "[code]var[/code], [code]func[/code], [code]extends[/code], ...)." msgstr "" "腳本編輯器中,非控制流關鍵字的顏色(用於關鍵字,如 [code]var[/code]、" "[code]func[/code]、[code]extends[/code]、...)。" msgid "" "The script editor's color for the line length guideline. The \"hard\" line " "length guideline will be drawn with this color, whereas the \"soft\" line " "length guideline will be drawn with half of its opacity." msgstr "" "腳本編輯器中,行長輔助線的顏色。“硬”行長輔助線將使用該顏色繪製,而“軟”行長參考" "線將使用其一半的不透明度繪製。" msgid "" "The script editor's color for line numbers. See also [member text_editor/" "theme/highlighting/safe_line_number_color]." msgstr "" "腳本編輯器中,行號的顏色。另請參閱 [member text_editor/theme/highlighting/" "safe_line_number_color]。" msgid "" "The script editor's background color for lines with errors. This should be " "set to a translucent color so that it can display on top of other line color " "modifiers such as [member text_editor/theme/highlighting/current_line_color]." msgstr "" "腳本編輯器中,有錯誤的行的背景顏色。這應該被設定為半透明顏色,以便它可以顯示在" "其他的行顏色修飾之上,例如 [member text_editor/theme/highlighting/" "current_line_color]。" msgid "" "The script editor's color for member variables on objects (e.g. " "[code]self.some_property[/code]).\n" "[b]Note:[/b] This color is not used for local variable declaration and access." msgstr "" "腳本編輯器中,物件上成員變數(例如 [code]self.some_property[/code])的顏色。\n" "[b]注意:[/b]該顏色不用於區域變數的宣告和存取。" msgid "The script editor's color for numbers (integer and floating-point)." msgstr "腳本編輯器中,數位(整數和浮點數)的顏色。" msgid "" "The script editor's color for type-safe line numbers. See also [member " "text_editor/theme/highlighting/line_number_color].\n" "[b]Note:[/b] Only displayed if [member text_editor/appearance/gutters/" "highlight_type_safe_lines] is [code]true[/code]." msgstr "" "腳本編輯器中,型別安全行號的顏色。另請參閱 [member text_editor/theme/" "highlighting/line_number_color]。\n" "[b]注意:[/b]僅當 [member text_editor/appearance/gutters/" "highlight_type_safe_lines] 為 [code]true[/code] 時才顯示。" msgid "" "The script editor's color for the border of search results. This border helps " "bring further attention to the search result. Set this color's opacity to 0 " "to disable the border." msgstr "" "腳本編輯器中,搜索結果邊框的顏色。該邊框有助於進一步關注搜索結果。將該顏色的不" "透明度設定為 0 可禁用該邊框。" msgid "The script editor's background color for search results." msgstr "腳本編輯器中,搜索結果的背景色。" msgid "The script editor's background color for the currently selected text." msgstr "腳本編輯器中,目前選中文字的背景色。" msgid "The script editor's color for strings (single-line and multi-line)." msgstr "腳本編輯器中,字串的顏色(單行和多行)。" msgid "" "The script editor's color for operators ([code]( ) [ ] { } + - * /[/" "code], ...)." msgstr "腳本編輯器中,運算子的顏色([code]( ) [ ] { } + - * /[/code] 等)。" msgid "" "The script editor's color for text not highlighted by any syntax highlighting " "rule." msgstr "腳本編輯器中,所有語法高亮規則均未高亮顯示的文字的顏色。" msgid "" "The script editor's background color for text. This should be set to a " "translucent color so that it can display on top of other line color modifiers " "such as [member text_editor/theme/highlighting/current_line_color]." msgstr "" "腳本編輯器中,文字的背景顏色。這應該被設定為半透明顏色,以便它可以顯示在其他的" "行顏色修飾之上,例如 [member text_editor/theme/highlighting/" "current_line_color]。" msgid "" "The script editor's color for user-defined types (using [code]class_name[/" "code])." msgstr "腳本編輯器中,使用者定義的型別(使用 [code]class_name[/code] )的顏色。" msgid "" "The script editor's color for words highlighted by selecting them. Only " "visible if [member text_editor/appearance/caret/highlight_all_occurrences] is " "[code]true[/code]." msgstr "" "腳本編輯器中,通過選擇單詞而高亮顯示的顏色。僅當 [member text_editor/" "appearance/caret/highlight_all_occurrences] 為 [code]true[/code] 時可見。" msgid "Emitted after any editor setting has changed." msgstr "在編輯器設定改變後觸發。" msgid "" "Emitted after any editor setting has changed. It's used by various editor " "plugins to update their visuals on theme changes or logic on configuration " "changes." msgstr "" "在編輯器設定改變後觸發。它被各種編輯器外掛程式使用,以在主題更改時更新視覺效" "果,或在配置更改時更新邏輯。" msgid "Godot editor's control for editing numeric values." msgstr "Godot 編輯器用於編輯數值的控制項。" msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior.\n" "If the [member Range.step] value is [code]1[/code], the [EditorSpinSlider] " "will display up/down arrows, similar to [SpinBox]. If the [member Range.step] " "value is not [code]1[/code], a slider will be displayed instead." msgstr "" "這個 [Control] 節點用於編輯器的屬性檢視器面板中,以允許編輯數值。可與 " "[EditorInspectorPlugin] 一起使用以達到相同的效果。\n" "如果 [member Range.step] 值是 [code]1[/code],[EditorSpinSlider] 將會顯示向上/" "向下箭頭,類似於 [SpinBox]。如果 [member Range.step] 值不是 [code]1[/code],將" "會顯示滑桿代替。" msgid "If [code]true[/code], the slider will not draw background." msgstr "如果為 [code]true[/code],則滑桿不會繪製背景。" msgid "The text that displays to the left of the value." msgstr "在值的左側顯示的文字。" msgid "If [code]true[/code], the slider can't be interacted with." msgstr "如果為 [code]true[/code],則無法與滑桿互動。" msgid "" "The suffix to display after the value (in a faded color). This should " "generally be a plural word. You may have to use an abbreviation if the suffix " "is too long to be displayed." msgstr "" "在值之後顯示的後綴(以一種淡化的顏色顯示)。這通常應該是一個複數形式的詞。如果" "後綴太長而無法顯示,可能必須使用縮寫。" msgid "Emitted when the spinner/slider is grabbed." msgstr "當微調器/滑桿被抓取時發出。" msgid "Emitted when the spinner/slider is ungrabbed." msgstr "當微調器/滑桿取消抓取時發出。" msgid "Emitted when the value form gains focus." msgstr "值表單獲得焦點時發出。" msgid "Emitted when the value form loses focus." msgstr "值表單丟失焦點時發出。" msgid "Base class for [SyntaxHighlighter] used by the [ScriptEditor]." msgstr "[ScriptEditor] 所使用的 [SyntaxHighlighter] 的基底類別。" msgid "" "Base class that all [SyntaxHighlighter]s used by the [ScriptEditor] extend " "from.\n" "Add a syntax highlighter to an individual script by calling [method " "ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, " "call [method ScriptEditor.register_syntax_highlighter]." msgstr "" "擴充了 [ScriptEditor] 的編輯器所使用的所有 [SyntaxHighlighter] 的基底類別。\n" "請通過呼叫 [method ScriptEditorBase.add_syntax_highlighter] 為各個腳本新增語法" "高亮器。要在打開時套用於所有腳本,請呼叫 [method " "ScriptEditor.register_syntax_highlighter]。" msgid "" "Virtual method which can be overridden to return the syntax highlighter name." msgstr "虛函式,可以在重寫後返回語法高亮器的名稱。" msgid "" "Virtual method which can be overridden to return the supported language names." msgstr "虛函式,可以在重寫後返回所支援的語言名稱。" msgid "" "Plugin for adding custom parsers to extract strings that are to be translated " "from custom files (.csv, .json etc.)." msgstr "" "用於新增自訂解析器,以從自訂檔案(.csv、.json等)提取已翻譯的字串的插件。" msgid "" "Gets the list of file extensions to associate with this parser, e.g. [code]" "[\"csv\"][/code]." msgstr "獲取與該解析器關聯的檔副檔名列表,例如 [code][\"csv\"][/code]。" msgid "" "Override this method to define a custom parsing logic to extract the " "translatable strings." msgstr "覆蓋該方法,定義自訂解析邏輯以提取可翻譯的字串。" msgid "Manages undo history of scenes opened in the editor." msgstr "管理編輯器中打開場景的撤銷歷史。" msgid "" "[EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with " "edited scenes. Each scene has its own undo history and " "[EditorUndoRedoManager] ensures that each action performed in the editor gets " "associated with a proper scene. For actions not related to scenes " "([ProjectSettings] edits, external resources, etc.), a separate global " "history is used.\n" "The usage is mostly the same as [UndoRedo]. You create and commit actions and " "the manager automatically decides under-the-hood what scenes it belongs to. " "The scene is deduced based on the first operation in an action, using the " "object from the operation. The rules are as follows:\n" "- If the object is a [Node], use the currently edited scene;\n" "- If the object is a built-in resource, use the scene from its path;\n" "- If the object is external resource or anything else, use global history.\n" "This guessing can sometimes yield false results, so you can provide a custom " "context object when creating an action.\n" "[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You " "can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses " "or plugins that don't need to integrate with the editor's undo history, use " "[UndoRedo] instead.\n" "The manager's API is mostly the same as in [UndoRedo], so you can refer to " "its documentation for more examples. The main difference is that " "[EditorUndoRedoManager] uses object + method name for actions, instead of " "[Callable]." msgstr "" "[EditorUndoRedoManager] 是將 [UndoRedo] 物件與編輯場景相關聯的管理器。每個場景" "都有自己的撤銷歷史,[EditorUndoRedoManager] 能夠確保編輯器中執行的每個動作都與" "正確的場景相關聯。與場景無關的動作(對 [ProjectSettings]、外部資源等物件的編" "輯)使用單獨的全域歷史。\n" "用法與 [UndoRedo] 基本一致。需要建立並提交動作,然後管理器會自動決定這個動作屬" "於哪個場景。場景是根據該動作中第一個操作所使用的物件來推斷的。規則如下:\n" "- 如果該物件為 [Node],則使用目前編輯的場景;\n" "- 如果該物件為內建資源,則使用其路徑上的場景;\n" "- 如果該物件為外部資源或任何其他物件,則使用全域歷史。\n" "推斷的結果有時並不準確,所以在建立動作時你可以提供自訂的本文物件。\n" "[EditorUndoRedoManager] 是為 Godot 編輯器外掛程式使用而設計的。你可以使用 " "[method EditorPlugin.get_undo_redo] 獲取。對於非編輯器使用場景或者不需要與編輯" "器撤銷歷史記錄集成的外掛程式,請改用 [UndoRedo]。\n" "管理器的 API 與 [UndoRedo] 基本一致,它的文件中有更多範例。主要區別在於 " "[EditorUndoRedoManager] 的動作使用物件 + 方法名,而不是 [Callable]。" msgid "" "Register a method that will be called when the action is committed (i.e. the " "\"do\" action).\n" "If this is the first operation, the [param object] will be used to deduce " "target undo history." msgstr "" "註冊一個方法,當動作被提交(即“做”的動作)時將被呼叫。\n" "如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。" msgid "" "Register a property value change for \"do\".\n" "If this is the first operation, the [param object] will be used to deduce " "target undo history." msgstr "" "為“做”註冊一個屬性值變更。\n" "如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。" msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " "lost. This is useful mostly for new nodes created for the \"do\" call. Do not " "use for resources." msgstr "" "為“做”註冊一個引用,如果“做”歷史丟失,則該引用將被擦除。這主要用於為“做”呼叫而" "建立的新節點。請不要用於資源。" msgid "" "Register a method that will be called when the action is undone (i.e. the " "\"undo\" action).\n" "If this is the first operation, the [param object] will be used to deduce " "target undo history." msgstr "" "註冊一個方法,當動作被撤銷時(即“撤銷”動作)將被呼叫。\n" "如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。" msgid "" "Register a property value change for \"undo\".\n" "If this is the first operation, the [param object] will be used to deduce " "target undo history." msgstr "" "為“撤銷”註冊一個屬性值變更。\n" "如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。" msgid "" "Register a reference for \"undo\" that will be erased if the \"undo\" history " "is lost. This is useful mostly for nodes removed with the \"do\" call (not " "the \"undo\" call!)." msgstr "" "為“撤銷”註冊一個引用,如果“撤銷”歷史丟失,則該引用將被擦除。這主要用於通過“做”" "呼叫(而不是“撤銷”呼叫!)而移除的節點。" msgid "" "Returns the [UndoRedo] object associated with the given history [param id].\n" "[param id] above [code]0[/code] are mapped to the opened scene tabs (but it " "doesn't match their order). [param id] of [code]0[/code] or lower have " "special meaning (see [enum SpecialHistory]).\n" "Best used with [method get_object_history_id]. This method is only provided " "in case you need some more advanced methods of [UndoRedo] (but keep in mind " "that directly operating on the [UndoRedo] object might affect editor's " "stability)." msgstr "" "返回與給定歷史 [param id] 關聯的 [UndoRedo] 對象。\n" "[code]0[/code] 以上的 [param id] 被對應到打開的場景分頁(但它與它們的順序不配" "對)。[code]0[/code] 或更低的 [param id] 具有特殊含義(參閱 [enum " "SpecialHistory])。\n" "最好與 [method get_object_history_id] 一起使用。該方法被提供,只是以防需要 " "[UndoRedo] 的一些更高級的方法的情況(但請記住,直接操作 [UndoRedo] 物件可能會" "影響編輯器的穩定性)。" msgid "" "Returns the history ID deduced from the given [param object]. It can be used " "with [method get_history_undo_redo]." msgstr "" "返回從給定的 [param object] 推匯出的歷史 ID。它可以與 [method " "get_history_undo_redo] 一起使用。" msgid "" "Returns [code]true[/code] if the [EditorUndoRedoManager] is currently " "committing the action, i.e. running its \"do\" method or property change (see " "[method commit_action])." msgstr "" "如果 [EditorUndoRedoManager] 目前正在提交該動作,即運作其“做”方法或屬性更改" "(請參閱 [method commit_action])時,則返回 [code]true[/code]。" msgid "" "Emitted when the list of actions in any history has changed, either when an " "action is committed or a history is cleared." msgstr "" "當任何歷史中的動作列表發生變化時發出,無論是當一個動作被提交或一個歷史被清除" "時。" msgid "" "Emitted when the version of any history has changed as a result of undo or " "redo call." msgstr "當任何歷史記錄的版本因撤銷或重做呼叫而變化時發出。" msgid "" "Global history not associated with any scene, but with external resources etc." msgstr "全域歷史不與任何場景相關聯,但與外部資源等相關聯。" msgid "" "History associated with remote inspector. Used when live editing a running " "project." msgstr "與遠程屬性檢視器相關的歷史。在即時編輯正在運作的遊戲專案時使用。" msgid "" "Invalid \"null\" history. It's a special value, not associated with any " "object." msgstr "無效歷史“null”。這是一個特殊值,不與任何物件相關聯。" msgid "" "Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "版本控制系統(VCS)介面,用於讀取和寫入正在使用的本地 VCS。" msgid "" "Defines the API that the editor uses to extract information from the " "underlying VCS. The implementation of this API is included in VCS plugins, " "which are GDExtension plugins that inherit [EditorVCSInterface] and are " "attached (on demand) to the singleton instance of [EditorVCSInterface]. " "Instead of performing the task themselves, all the virtual functions listed " "below are calling the internally overridden functions in the VCS plugins to " "provide a plug-n-play experience. A custom VCS plugin is supposed to inherit " "from [EditorVCSInterface] and override each of these virtual functions." msgstr "" "定義編輯器使用的 API,負責從底層 VCS 提取資訊。該 API 的實作包含在 VCS 外掛程" "式中,這些外掛程式是繼承 [EditorVCSInterface] 並被附加(按需)到 " "[EditorVCSInterface] 的單例實例的 GDExtension 外掛程式。以下列出的所有虛函式都" "不會親自執行操作,而是會去呼叫 VCS 外掛程式中內部覆蓋的函式,以提供隨插即用的" "體驗。自訂 VCS 外掛程式應當繼承 [EditorVCSInterface] 並覆蓋這些虛函式。" msgid "Version control systems" msgstr "版本控制系統" msgid "Checks out a [param branch_name] in the VCS." msgstr "檢出 VCS 中的 [param branch_name] 分支。" msgid "" "Commits the currently staged changes and applies the commit [param msg] to " "the resulting commit." msgstr "提交目前暫存的修改,並對提交套用提交資訊 [param msg]。" msgid "Creates a new branch named [param branch_name] in the VCS." msgstr "在 VCS 中新建名為 [param branch_name] 的分支。" msgid "" "Creates a new remote destination with name [param remote_name] and points it " "to [param remote_url]. This can be an HTTPS remote or an SSH remote." msgstr "" "建立一個名為 [param remote_name] 的新遠端倉庫目標,並將其指向 [param " "remote_url]。這既可以是 HTTPS 遠端倉庫,也可以是 SSH 遠端倉庫。" msgid "Discards the changes made in a file present at [param file_path]." msgstr "丟棄對位於 [param file_path] 的檔進行的修改。" msgid "" "Fetches new changes from the [param remote], but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" "從遠程倉庫 [param remote] 中抓取新修改,但不將修改寫入目前工作目錄。相當於 " "[code]git fetch[/code]。" msgid "" "Gets an instance of an [Array] of [String]s containing available branch names " "in the VCS." msgstr "獲取 [String] 字串的 [Array] 陣列實例,包含在 VCS 中可用的分支名稱。" msgid "Gets the current branch name defined in the VCS." msgstr "獲取 VCS 中定義的目前分支名稱。" msgid "" "Returns an array of [Dictionary] items (see [method create_diff_file], " "[method create_diff_hunk], [method create_diff_line], [method " "add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), " "each containing information about a diff. If [param identifier] is a file " "path, returns a file diff, and if it is a commit identifier, then returns a " "commit diff." msgstr "" "返回 [Dictionary] 項的陣列(參見 [method create_diff_file]、[method " "create_diff_hunk]、[method create_diff_line]、[method " "add_line_diffs_into_diff_hunk]、和 [method add_diff_hunks_into_diff_file])," "每項都包含一個差異的資訊。如果 [param identifier] 是檔路徑,則返回呼函式差異;" "如果它是提交識別字,則返回提交差異。" msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " "each containing a line diff between a file at [param file_path] and the " "[param text] which is passed in." msgstr "" "返回 [Dictionary] 字典項的 [Array] 陣列(見 [method create_diff_hunk]),每一" "項都包含位於 [param file_path] 的檔與傳入的 [param text] 之間的單行差異。" msgid "" "Returns an [Array] of [Dictionary] items (see [method create_status_file]), " "each containing the status data of every modified file in the project folder." msgstr "" "返回 [Dictionary] 字典項的 [Array] 陣列(見 [method create_status_file]),每" "一項都包含專案檔案夾中每個已修改的檔的狀態資料。" msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" "返回 [Dictionary] 字典項的 [Array] 陣列(見 [method create_commit]),每一項都" "包含一個過去提交的資料。" msgid "" "Returns an [Array] of [String]s, each containing the name of a remote " "configured in the VCS." msgstr "" "返回 [String] 字串的 [Array] 陣列,每一個都包含 VCS 中配置的一個遠端倉庫的名" "稱。" msgid "Returns the name of the underlying VCS provider." msgstr "返回底層 VCS 提供方的名稱。" msgid "" "Initializes the VCS plugin when called from the editor. Returns whether or " "not the plugin was successfully initialized. A VCS project is initialized at " "[param project_path]." msgstr "" "從編輯器中呼叫時初始化該 VCS 外掛程式。返回該外掛程式是否成功初始化。會在 " "[param project_path] 初始化 VCS 專案。" msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "從遠程倉庫拉取修改。這可能會導致合併衝突。" msgid "" "Pushes changes to the [param remote]. If [param force] is [code]true[/code], " "a force push will override the change history already present on the remote." msgstr "" "將修改推送至遠程倉庫 [param remote]。如果 [param force] 為 [code]true[/code]," "則會進行強制推送,覆蓋遠端倉庫中現有的修改歷史。" msgid "Remove a branch from the local VCS." msgstr "從本地 VCS 中移除一個分支。" msgid "Remove a remote from the local VCS." msgstr "從本地 VCS 中移除一個遠端倉庫。" msgid "" "Set user credentials in the underlying VCS. [param username] and [param " "password] are used only during HTTPS authentication unless not already " "mentioned in the remote URL. [param ssh_public_key_path], [param " "ssh_private_key_path], and [param ssh_passphrase] are only used during SSH " "authentication." msgstr "" "在底層 VCS 中設定使用者認證資訊。使用者名 [param username] 和密碼 [param " "password] 只會在進行 HTTPS 認證且沒有在遠端倉庫 URL 中給出時使用。SSH 公開金鑰" "路徑 [param ssh_public_key_path]、SSH 私密金鑰路徑 [param " "ssh_private_key_path]、SSH 密碼 [param ssh_passphrase] 只會在進行 SSH 認證時使" "用。" msgid "" "Shuts down VCS plugin instance. Called when the user either closes the editor " "or shuts down the VCS plugin through the editor UI." msgstr "" "關閉 VCS 外掛程式實例。會在使用者關閉編輯器或通過編輯器 UI 關閉該 VCS 外掛程式" "時呼叫。" msgid "Stages the file present at [param file_path] to the staged area." msgstr "將位於 [param file_path] 的檔案暫存到暫存區。" msgid "" "Unstages the file present at [param file_path] from the staged area to the " "unstaged area." msgstr "將位於 [param file_path] 的檔從暫存區撤銷到未暫存區。" msgid "" "Helper function to add an array of [param diff_hunks] into a [param " "diff_file]." msgstr "輔助函式,用於將一組 [param diff_hunks] 新增到 [param diff_file]。" msgid "" "Helper function to add an array of [param line_diffs] into a [param " "diff_hunk]." msgstr "輔助函式,用於將一組 [param line_diffs] 新增到 [param diff_hunk] 中。" msgid "" "Helper function to create a commit [Dictionary] item. [param msg] is the " "commit message of the commit. [param author] is a single human-readable " "string containing all the author's details, e.g. the email and name " "configured in the VCS. [param id] is the identifier of the commit, in " "whichever format your VCS may provide an identifier to commits. [param " "unix_timestamp] is the UTC Unix timestamp of when the commit was created. " "[param offset_minutes] is the timezone offset in minutes, recorded from the " "system timezone where the commit was created." msgstr "" "輔助函式, 用於建立一個提交 [Dictionary] 項。[param msg] 是該提交的提交消息。" "[param author] 是單個人類可讀的字串,包含所有作者的詳細資訊,例如 VCS 中配置的" "電子郵件和名稱。無論 VCS 可能以哪種格式為提交提供識別字,[param id] 是該提交的" "識別字。[param unix_timestamp] 是該提交被建立時的 UTC Unix 時間戳記。[param " "offset_minutes] 是該提交建立時目前系統時區的偏移量,單位為分鐘。" msgid "" "Helper function to create a [Dictionary] for storing old and new diff file " "paths." msgstr "輔助函式,用於建立用來保存新舊檔路徑差異的 [Dictionary]。" msgid "" "Helper function to create a [Dictionary] for storing diff hunk data. [param " "old_start] is the starting line number in old file. [param new_start] is the " "starting line number in new file. [param old_lines] is the number of lines in " "the old file. [param new_lines] is the number of lines in the new file." msgstr "" "輔助函式,用於建立用於保存差異塊資料的 [Dictionary]。[param old_start] 是舊文" "件中的起始行號。[param new_start] 是新檔案中的起始行號。[param old_lines] 是舊" "檔案中的行數。[param new_lines] 是新檔案中的行數。" msgid "" "Helper function to create a [Dictionary] for storing a line diff. [param " "new_line_no] is the line number in the new file (can be [code]-1[/code] if " "the line is deleted). [param old_line_no] is the line number in the old file " "(can be [code]-1[/code] if the line is added). [param content] is the diff " "text. [param status] is a single character string which stores the line " "origin." msgstr "" "輔助函式,建立用於保存行差異的 [Dictionary]。[param new_line_no] 是新檔案中的" "行號(該行被刪除時可為 [code]-1[/code])。[param old_line_no] 是舊檔案中的行號" "(該行為新增時可為 [code]-1[/code])。[param content] 為差異文字。[param " "status] 為保存該行原點的單字元字串。" msgid "" "Helper function to create a [Dictionary] used by editor to read the status of " "a file." msgstr "輔助函式,用於建立被編輯器用來讀取檔狀態的 [Dictionary]。" msgid "" "Pops up an error message in the editor which is shown as coming from the " "underlying VCS. Use this to show VCS specific error messages." msgstr "" "在編輯器中彈出一條錯誤消息,顯示為來自底層 VCS。使用它來顯示 VCS 特定的錯誤消" "息。" msgid "A new file has been added." msgstr "新增了新檔案。" msgid "An earlier added file has been modified." msgstr "先前新增的檔已被修改。" msgid "An earlier added file has been renamed." msgstr "先前新增的檔已被重命名。" msgid "An earlier added file has been deleted." msgstr "先前新增的檔已被刪除。" msgid "An earlier added file has been typechanged." msgstr "先前新增的檔案已更改型別。" msgid "A file is left unmerged." msgstr "檔未合併。" msgid "A commit is encountered from the commit area." msgstr "在提交區域遇到了提交。" msgid "A file is encountered from the staged area." msgstr "在暫存區域遇到了檔。" msgid "A file is encountered from the unstaged area." msgstr "在未暫存區域遇到了檔。" msgid "Holds a reference to an [Object]'s instance ID." msgstr "保存對 [Object] 實例 ID 的引用。" msgid "" "Utility class which holds a reference to the internal identifier of an " "[Object] instance, as given by [method Object.get_instance_id]. This ID can " "then be used to retrieve the object instance with [method " "@GlobalScope.instance_from_id].\n" "This class is used internally by the editor inspector and script debugger, " "but can also be used in plugins to pass and display objects as their IDs." msgstr "" "實用程式類,其中包含對 [Object] 實例的內部識別字的引用,由 [method " "Object.get_instance_id] 給出。然後可以使用該 ID 通過 [method " "@GlobalScope.instance_from_id] 檢索物件實例。\n" "該類由編輯器屬性檢視器和腳本除錯器在內部使用,但也可用於外掛程式中,以使用其 " "ID 傳遞和顯示物件。" msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GlobalScope.instance_from_id]." msgstr "" "儲存在該 [EncodedObjectAsID] 實例中的 [Object] 識別字。可以使用 [method " "@GlobalScope.instance_from_id] 檢索物件實例。" msgid "" "A wrapper class for an [url=http://enet.bespin.org/group__host.html]ENetHost[/" "url]." msgstr "[url=http://enet.bespin.org/group__host.html]ENetHost[/url] 的包裝類。" msgid "" "ENet's purpose is to provide a relatively thin, simple and robust network " "communication layer on top of UDP (User Datagram Protocol)." msgstr "" "ENet 的目的是在 UDP(使用者封包通訊協定)之上,提供一個相對輕便、簡單和健壯的" "網路通信層。" msgid "API documentation on the ENet website" msgstr "ENet 網站上的 API 文件" msgid "Adjusts the bandwidth limits of a host." msgstr "調整主機的頻寬限制。" msgid "" "Queues a [param packet] to be sent to all peers associated with the host over " "the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] " "constants for available packet flags." msgstr "" "將一個 [param packet] 加入佇列,以便將其通過指定的 [param channel] 發送到與主" "機關聯的所有對等體。請參閱 [ENetPacketPeer] 中的 [code]FLAG_*[/code] 常數以了" "解可用的封包旗標。" msgid "Limits the maximum allowed channels of future incoming connections." msgstr "限制未來傳入連接的最大允許通道數。" msgid "" "Sets the compression method used for network packets. These have different " "tradeoffs of compression speed versus bandwidth, you may need to test which " "one works best for your use case if you use compression at all.\n" "[b]Note:[/b] Most games' network design involve sending many small packets " "frequently (smaller than 4 KB each). If in doubt, it is recommended to keep " "the default compression algorithm as it works best on these small packets.\n" "[b]Note:[/b] The compression mode must be set to the same value on both the " "server and all its clients. Clients will fail to connect if the compression " "mode set on the client differs from the one set on the server." msgstr "" "設定用於網路封包的壓縮方法。這些在壓縮速度與頻寬之間有不同的權衡,如果需要使用" "壓縮,可能需要測試哪一種最適合你的用例。\n" "[b]注意:[/b]大多數遊戲的網路設計,都涉及頻繁發送許多小封包(每個小於 4 KB)。" "如果有疑問,建議保留預設壓縮演算法,因為它最適合這些小封包。\n" "[b]注意:[/b]壓縮模式必須在服務端及其所有使用者端上設定為相同的值。如果使用者" "端上設定的壓縮模式與服務端上設定的不同,則使用者端將無法連接。" msgid "Destroys the host and all resources associated with it." msgstr "銷毀主機和與其關聯的所有資源。" msgid "" "Configure this ENetHost to use the custom Godot extension allowing DTLS " "encryption for ENet clients. Call this before [method connect_to_host] to " "have ENet connect using DTLS validating the server certificate against [param " "hostname]. You can pass the optional [param client_options] parameter to " "customize the trusted certification authorities, or disable the common name " "verification. See [method TLSOptions.client] and [method " "TLSOptions.client_unsafe]." msgstr "" "配置此 ENetHost 以使用允許對 ENet 使用者端進行 DTLS 加密的自訂 Godot 擴充。在 " "[method connect_to_host] 之前呼叫它,讓 ENet 連接使用 DTLS 根據 [param " "hostname] 驗證伺服器憑證。可以通過可選的 [param client_options] 參數來自訂受信" "任的憑證授權,或禁用通用名稱驗證。見 [method TLSOptions.client] 和 [method " "TLSOptions.client_unsafe]。" msgid "" "Configure this ENetHost to use the custom Godot extension allowing DTLS " "encryption for ENet servers. Call this right after [method create_host_bound] " "to have ENet expect peers to connect using DTLS. See [method " "TLSOptions.server]." msgstr "" "配置該 ENetHost 以使用允許對 ENet 伺服器進行 DTLS 加密的自訂 Godot 擴充。在 " "[method create_host_bound] 之後立即呼叫該方法,以讓 ENet 期望對等體使用 DTLS " "進行連接。請參閱 [method TLSOptions.server]。" msgid "Sends any queued packets on the host specified to its designated peers." msgstr "將指定主機上所有被佇列的封包發送到其指定的對等體。" msgid "Returns the local port to which this peer is bound." msgstr "返回該對等體綁定到的本地埠。" msgid "Returns the maximum number of channels allowed for connected peers." msgstr "返回連接的對等體所允許的最大通道數。" msgid "" "Returns the list of peers associated with this host.\n" "[b]Note:[/b] This list might include some peers that are not fully connected " "or are still being disconnected." msgstr "" "返回與該主機關聯的對等體列表。\n" "[b]注意:[/b]該列表可能包含一些未完全連接或仍在斷開連接的對等體。" msgid "" "Configures the DTLS server to automatically drop new connections.\n" "[b]Note:[/b] This method is only relevant after calling [method " "dtls_server_setup]." msgstr "" "將 DTLS 服務端配置為自動斷開新連接。\n" "[b]注意:[/b]這個方法只有在呼叫了 [method dtls_server_setup] 後才有用。" msgid "" "No compression. This uses the most bandwidth, but has the upside of requiring " "the fewest CPU resources. This option may also be used to make network " "debugging using tools like Wireshark easier." msgstr "" "無壓縮。這使用最多的頻寬,但具有佔用最少 CPU 資源的好處。這個選項可以用於 " "Wireshark 等工具使用,更容易進行網路除錯。" msgid "" "ENet's built-in range encoding. Works well on small packets, but is not the " "most efficient algorithm on packets larger than 4 KB." msgstr "" "ENet 的內建範圍編碼。適用於小封包,但對於大於 4 KB 的封包不是最有效的算法。" msgid "" "[url=https://fastlz.org/]FastLZ[/url] compression. This option uses less CPU " "resources compared to [constant COMPRESS_ZLIB], at the expense of using more " "bandwidth." msgstr "" "[url=https://fastlz.org/]FastLZ[/url] 壓縮。與 [constant COMPRESS_ZLIB] 相比," "此選項使用的 CPU 資源更少,代價是使用更多的頻寬。" msgid "" "[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less " "bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using " "more CPU resources." msgstr "" "[url=https://www.zlib.net/]Zlib[/url] 壓縮。與 [constant COMPRESS_FASTLZ] 相" "比,此選項使用的頻寬更少,代價是使用更多的 CPU 資源。" msgid "" "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that " "this algorithm is not very efficient on packets smaller than 4 KB. Therefore, " "it's recommended to use other compression algorithms in most cases." msgstr "" "[url=https://facebook.github.io/zstd/]Zstandard[/url] 壓縮。請注意,此演算法對" "小於 4 KB 的封包效率不高。因此,建議在大多數情況下使用其他壓縮演算法。" msgid "" "An error occurred during [method service]. You will likely need to [method " "destroy] the host and recreate it." msgstr "" "[method service] 期間發生錯誤。你可能需要 [method destroy] 主機並重新建立。" msgid "No event occurred within the specified time limit." msgstr "在指定的時間限制內沒有事件發生。" msgid "" "A connection request initiated by enet_host_connect has completed. The array " "will contain the peer which successfully connected." msgstr "" "由 enet_host_connect 發起的連接請求已完成。該陣列將包含成功連接的對等體。" msgid "" "A peer has disconnected. This event is generated on a successful completion " "of a disconnect initiated by [method ENetPacketPeer.peer_disconnect], if a " "peer has timed out, or if a connection request initialized by [method " "connect_to_host] has timed out. The array will contain the peer which " "disconnected. The data field contains user supplied data describing the " "disconnection, or 0, if none is available." msgstr "" "對等體已斷開連接。如果對等體超時,或者由 [method connect_to_host] 初始化的連接" "請求超時,則在由 [method ENetPacketPeer.peer_disconnect] 發起的斷開連接成功完" "成時,生成該事件。該陣列將包含斷開連接的對等體。資料欄位包含使用者提供的描述斷" "開連接的資料,如果沒有可用的資料,則為 0。" msgid "Total data sent." msgstr "發送資料的總數。" msgid "Total UDP packets sent." msgstr "發送 UDP 封包的總數。" msgid "Total data received." msgstr "接收資料的總數。" msgid "Total UDP packets received." msgstr "接收 UDP 封包的總數。" msgid "" "A MultiplayerPeer implementation using the [url=http://enet.bespin.org/" "index.html]ENet[/url] library." msgstr "" "使用 [url=http://enet.bespin.org/index.html]ENet[/url] 庫實作的 " "MultiplayerPeer。" msgid "" "A MultiplayerPeer implementation that should be passed to [member " "MultiplayerAPI.multiplayer_peer] after being initialized as either a client, " "server, or mesh. Events can then be handled by connecting to [MultiplayerAPI] " "signals. See [ENetConnection] for more information on the ENet library " "wrapper.\n" "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to " "make your server accessible on the public Internet, you only need to forward " "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" "MultiplayerPeer 的一種實作,應該在初始化為使用者端、伺服器或網格之後傳遞給 " "[member MultiplayerAPI.multiplayer_peer]。然後就可以通過連接到 " "[MultiplayerAPI] 的訊號來處理事件。有關 ENet 庫包裝的更多資訊,請參見 " "[ENetConnection]。\n" "[b]注意:[/b]ENet 僅使用 UDP,不使用 TCP。當你想要將伺服器埠轉發到公共互聯網上" "以便讓伺服器可以被存取時,只需要轉發 UDP 伺服器埠即可。可以使用 [UPNP] 類嘗試" "在啟動伺服器時自動轉發伺服器埠。" msgid "High-level multiplayer" msgstr "高級多人遊戲" msgid "" "Add a new remote peer with the given [param peer_id] connected to the given " "[param host].\n" "[b]Note:[/b] The [param host] must have exactly one peer in the [constant " "ENetPacketPeer.STATE_CONNECTED] state." msgstr "" "使用給定的 [param peer_id] 新增一個新的遠端對等體,並將其連接到給定的 [param " "host]。\n" "[b]注意:[/b][param host] 必須只有一個處於 [constant " "ENetPacketPeer.STATE_CONNECTED] 狀態的對等體。" msgid "" "Create client that connects to a server at [param address] using specified " "[param port]. The given address needs to be either a fully qualified domain " "name (e.g. [code]\"www.example.com\"[/code]) or an IP address in IPv4 or IPv6 " "format (e.g. [code]\"192.168.1.1\"[/code]). The [param port] is the port the " "server is listening on. The [param channel_count] parameter can be used to " "specify the number of ENet channels allocated for the connection. The [param " "in_bandwidth] and [param out_bandwidth] parameters can be used to limit the " "incoming and outgoing bandwidth to the given number of bytes per second. The " "default of 0 means unlimited bandwidth. Note that ENet will strategically " "drop packets on specific sides of a connection between peers to ensure the " "peer's bandwidth is not overwhelmed. The bandwidth parameters also determine " "the window size of a connection which limits the amount of reliable packets " "that may be in transit at any given time. Returns [constant OK] if a client " "was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer " "instance already has an open connection (in which case you need to call " "[method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the " "client could not be created. If [param local_port] is specified, the client " "will also listen to the given port; this is useful for some NAT traversal " "techniques." msgstr "" "建立使用者端,該使用者端使用指定的 [param port] 連接到位於 [param address] 的" "服務器。給定的位址必須是完全限定的功能變數名稱(例如 [code]" "\"www.example.com\"[/code]),或 IPv4 或 IPv6 格式的 IP 地址(例如 [code]" "\"192.168.1.1\"[/code])。[param port] 是伺服器監聽的埠。[param " "channel_count] 參數可用於指定為連接分配的 ENet 通道數。[param in_bandwidth] " "和 [param out_bandwidth] 參數可用於將傳入和傳出頻寬限制為給定的每秒位元組數。" "預設值 0 表示無限制的頻寬。請注意,ENet 將對在對等體之間的連接的特定端,策略性" "地丟棄封包,以確保對等體的頻寬不會被淹沒。頻寬參數還決定了連接的視窗大小,它限" "制了在任何給定時間可能正在傳輸的可靠封包的數量。如果建立了一個使用者端,則返" "回 [constant OK];如果該 ENetMultiplayerPeer 實例已經有一個打開的連接(在這種" "情況下,需要先呼叫 [method MultiplayerPeer.close]),則返回 [constant " "ERR_ALREADY_IN_USE];如果不能被建立使用者端,則返回 [constant " "ERR_CANT_CREATE]。如果指定了 [param local_port],使用者端也會監聽給定的埠;這" "對一些 NAT 穿越技術很有用。" msgid "" "Initialize this [MultiplayerPeer] in mesh mode. The provided [param " "unique_id] will be used as the local peer network unique ID once assigned as " "the [member MultiplayerAPI.multiplayer_peer]. In the mesh configuration you " "will need to set up each new peer manually using [ENetConnection] before " "calling [method add_mesh_peer]. While this technique is more advanced, it " "allows for better control over the connection process (e.g. when dealing with " "NAT punch-through) and for better distribution of the network load (which " "would otherwise be more taxing on the server)." msgstr "" "在網格網路模式下初始化該 [MultiplayerPeer]。提供的 [param unique_id] 一旦被分" "配為 [member MultiplayerAPI.multiplayer_peer],就將被用作本地對等體的網路唯一 " "ID。在網格網路配置中,需要在呼叫 [method add_mesh_peer] 之前,使用 " "[ENetConnection] 手動設定每個新的對等體。這種技術更先進,它可以更好地控制連接" "過程(例如,在處理 NAT 穿透時),並更好地分配網路負載(否則會給伺服器帶來更大" "的負擔)。" msgid "" "Create server that listens to connections via [param port]. The port needs to " "be an available, unused port between 0 and 65535. Note that ports below 1024 " "are privileged and may require elevated permissions depending on the " "platform. To change the interface the server listens on, use [method " "set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which " "listens on all available interfaces. [param max_clients] is the maximum " "number of clients that are allowed at once, any number up to 4095 may be " "used, although the achievable number of simultaneous clients may be far lower " "and depends on the application. For additional details on the bandwidth " "parameters, see [method create_client]. Returns [constant OK] if a server was " "created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance " "already has an open connection (in which case you need to call [method " "MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the server " "could not be created." msgstr "" "建立通過 [param port] 監聽連接的伺服器。該埠需要是一個介於 0 到 65535 之間的可" "用且未被使用的埠。請注意,低於 1024 的埠是特權埠,可能需要提升權限,具體取決於" "平臺。要更改伺服器監聽的介面,請使用 [method set_bind_ip]。默認 IP 是萬用字元 " "[code]\"*\"[/code],它會監聽所有可用的介面。[param max_clients] 是同時允許的最" "大使用者端數,可以使用最大可達 4095 的任何數位,儘管可實作的同時使用者端數可能" "要低得多,並且取決於套用程式。有關頻寬參數的其他詳細信息,請參閱 [method " "create_client]。如果伺服器被建立,則返回 [constant OK];如果該 " "ENetMultiplayerPeer 實例已經有一個打開的連接(在這種情況下,需要先調用 " "[method MultiplayerPeer.close]),則返回 [constant ERR_ALREADY_IN_USE];如果伺" "服器不能被建立,則返回 [constant ERR_CANT_CREATE]。" msgid "Returns the [ENetPacketPeer] associated to the given [param id]." msgstr "返回與給定 [param id] 關聯的 [ENetPacketPeer]。" msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" "code] by default, which binds to all available interfaces. The given IP needs " "to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/" "code]." msgstr "" "建立伺服器時使用的 IP。預設情況下,這被設定為萬用字元 [code]\"*\"[/code],它綁" "定到所有可用的介面。給定的 IP 位址格式需要是 IPv4 或 IPv6,例如:[code]" "\"192.168.1.1\"[/code]。" msgid "" "The underlying [ENetConnection] created after [method create_client] and " "[method create_server]." msgstr "" "在 [method create_client] 和 [method create_server] 之後,建立的底層 " "[ENetConnection]。" msgid "" "A wrapper class for an [url=http://enet.bespin.org/group__peer.html]ENetPeer[/" "url]." msgstr "[url=http://enet.bespin.org/group__peer.html]ENetPeer[/url] 的包裝類。" msgid "" "A PacketPeer implementation representing a peer of an [ENetConnection].\n" "This class cannot be instantiated directly but can be retrieved during " "[method ENetConnection.service] or via [method ENetConnection.get_peers].\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " "communication of any kind will be blocked by Android." msgstr "" "表示 [ENetConnection] 對等體的 PacketPeer 實作。\n" "該類無法被直接產生實體,但可以在 [method ENetConnection.service] 期間,或通過 " "[method ENetConnection.get_peers] 進行檢索。\n" "[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署之前,請確保在 " "Android 匯出預設中,啟用了 [code]INTERNET[/code] 許可權。否則,Android 將阻止" "任何型別的網路通信。" msgid "Returns the number of channels allocated for communication with peer." msgstr "返回為與對等體通信而分配的通道數。" msgid "Returns the IP address of this peer." msgstr "返回該對等體的 IP 地址。" msgid "Returns the remote port of this peer." msgstr "返回該對等體的遠端埠。" msgid "" "Returns [code]true[/code] if the peer is currently active (i.e. the " "associated [ENetConnection] is still valid)." msgstr "" "如果對等體目前處於活動狀態(即關聯的 [ENetConnection] 仍然有效),則返回 " "[code]true[/code]。" msgid "" "Request a disconnection from a peer. An [constant " "ENetConnection.EVENT_DISCONNECT] will be generated during [method " "ENetConnection.service] once the disconnection is complete." msgstr "" "請求與對等體斷開連接。一旦斷開連接完成,在 [method ENetConnection.service] 期" "間,將生成一個 [constant ENetConnection.EVENT_DISCONNECT]。" msgid "" "Request a disconnection from a peer, but only after all queued outgoing " "packets are sent. An [constant ENetConnection.EVENT_DISCONNECT] will be " "generated during [method ENetConnection.service] once the disconnection is " "complete." msgstr "" "請求與對等體斷開連接,但僅在發送完所有佇列的傳出封包之後。一旦斷開連接完成," "在 [method ENetConnection.service] 期間,將生成一個 [constant " "ENetConnection.EVENT_DISCONNECT]。" msgid "" "Force an immediate disconnection from a peer. No [constant " "ENetConnection.EVENT_DISCONNECT] will be generated. The foreign peer is not " "guaranteed to receive the disconnect notification, and is reset immediately " "upon return from this function." msgstr "" "強制立即斷開與對等體的連接。不會生成 [constant " "ENetConnection.EVENT_DISCONNECT]。不保證外部對等體會收到斷開連接通知,並會在從" "此函式返回後立即重設。" msgid "" "Sends a ping request to a peer. ENet automatically pings all connected peers " "at regular intervals, however, this function may be called to ensure more " "frequent ping requests." msgstr "" "向對等體發送 ping 請求。ENet 會定期自動 ping 所有連接的對等體,但也可以手動調" "用此函式,確保進行更頻繁的 ping 請求。" msgid "" "Sets the [param ping_interval] in milliseconds at which pings will be sent to " "a peer. Pings are used both to monitor the liveness of the connection and " "also to dynamically adjust the throttle during periods of low traffic so that " "the throttle has reasonable responsiveness during traffic spikes. The default " "ping interval is [code]500[/code] milliseconds." msgstr "" "設定向對等體發送 ping 的間隔 [param ping_interval],單位為毫秒。Ping 既用於監" "控連接的有效性,也用於在低流量期間動態調整節流,以便在流量高峰期節流具有合理的" "回應能力。預設的 ping 間隔為 [code]500[/code] 毫秒。" msgid "" "Forcefully disconnects a peer. The foreign host represented by the peer is " "not notified of the disconnection and will timeout on its connection to the " "local host." msgstr "" "強制斷開對等體。對等體代表的外部主機不會收到斷開連接的通知,並且會在與本地主機" "的連接上超時。" msgid "" "Queues a [param packet] to be sent over the specified [param channel]. See " "[code]FLAG_*[/code] constants for available packet flags." msgstr "" "將封包 [param packet] 加入通過通道 [param channel] 發送的佇列。可用的封包旗標" "見 [code]FLAG_*[/code] 常數。" msgid "" "Sets the timeout parameters for a peer. The timeout parameters control how " "and when a peer will timeout from a failure to acknowledge reliable traffic. " "Timeout values are expressed in milliseconds.\n" "The [param timeout] is a factor that, multiplied by a value based on the " "average round trip time, will determine the timeout limit for a reliable " "packet. When that limit is reached, the timeout will be doubled, and the peer " "will be disconnected if that limit has reached [param timeout_min]. The " "[param timeout_max] parameter, on the other hand, defines a fixed timeout for " "which any packet must be acknowledged or the peer will be dropped." msgstr "" "設定對等體的超時參數。超時參數控制對等體因無法確認可靠流量而超時的方式和時間。" "超時值以毫秒表示。\n" "[param timeout] 是一個係數,乘以基於平均往返時間的值,將確定可靠封包的超時限" "制。當達到該限制時,超時將加倍,如果該限制已達到 [param timeout_min],則對等體" "將斷開連接。另一方面,[param timeout_max] 參數定義了一個固定的超時時間,在該時" "間內必須確認所有封包,否則對等體將被丟棄。" msgid "" "Configures throttle parameter for a peer.\n" "Unreliable packets are dropped by ENet in response to the varying conditions " "of the Internet connection to the peer. The throttle represents a probability " "that an unreliable packet should not be dropped and thus sent by ENet to the " "peer. By measuring fluctuations in round trip times of reliable packets over " "the specified [param interval], ENet will either increase the probability by " "the amount specified in the [param acceleration] parameter, or decrease it by " "the amount specified in the [param deceleration] parameter (both are ratios " "to [constant PACKET_THROTTLE_SCALE]).\n" "When the throttle has a value of [constant PACKET_THROTTLE_SCALE], no " "unreliable packets are dropped by ENet, and so 100% of all unreliable packets " "will be sent.\n" "When the throttle has a value of [code]0[/code], all unreliable packets are " "dropped by ENet, and so 0% of all unreliable packets will be sent.\n" "Intermediate values for the throttle represent intermediate probabilities " "between 0% and 100% of unreliable packets being sent. The bandwidth limits of " "the local and foreign hosts are taken into account to determine a sensible " "limit for the throttle probability above which it should not raise even in " "the best of conditions." msgstr "" "為對等體配置節流參數。\n" "不可靠的封包會被 ENet 丟棄,以應對與對等體的互聯網連接的各種情況。節流表示一個" "不可靠封包不應被丟棄並因此由 ENet 將其發送到對等體的概率。通過測量指定 [param " "interval] 內可靠封包往返時間的波動,ENet 將按照 [param acceleration] 參數中指" "定的量增加概率,或者按照 [param deceleration] 參數中指定的量降低概率(兩者都是" "與 [constant PACKET_THROTTLE_SCALE] 的比率)。\n" "當節流的值為 [constant PACKET_THROTTLE_SCALE] 時,ENet 不會丟棄任何不可靠的數" "據包,因此所有不可靠封包以 100% 的概率將被發送。\n" "當節流的值為 [code]0[/code] 時,ENet 將丟棄所有不可靠的封包,因此所有不可靠封" "包以 0% 的概率將被發送。\n" "節流的中間值表示發送不可靠封包的 0% 到 100% 之間的中間概率。考慮本地和外部主機" "的頻寬限制,以確定節流概率的合理限制,即使在最好的條件下也不應超過該限制。" msgid "The peer is disconnected." msgstr "該對等體已斷開連接。" msgid "The peer is currently attempting to connect." msgstr "該對等體正在嘗試連接。" msgid "The peer has acknowledged the connection request." msgstr "該對等體已確認連接請求。" msgid "The peer is currently connecting." msgstr "該對等體正在連接。" msgid "" "The peer has successfully connected, but is not ready to communicate with yet " "([constant STATE_CONNECTED])." msgstr "" "該對等體已成功連接,但還沒有準備好進行通訊([constant STATE_CONNECTED])。" msgid "The peer is currently connected and ready to communicate with." msgstr "該對等體已連接,可以進行通訊。" msgid "The peer is currently disconnecting." msgstr "該對等體正在斷開連接。" msgid "The peer has acknowledged the disconnection request." msgstr "該對等體已確認斷開請求。" msgid "" "The peer has lost connection, but is not considered truly disconnected (as " "the peer didn't acknowledge the disconnection request)." msgstr "" "該對等體已丟失連接,但並未真正斷開連接(因為該對等體還沒有對斷開連接請求進行確" "認)。" msgid "" "Mean packet loss of reliable packets as a ratio with respect to the [constant " "PACKET_LOSS_SCALE]." msgstr "可靠封包的平均丟包率,即與 [constant PACKET_LOSS_SCALE] 的比率。" msgid "Packet loss variance." msgstr "丟包方差。" msgid "" "The time at which packet loss statistics were last updated (in milliseconds " "since the connection started). The interval for packet loss statistics " "updates is 10 seconds, and at least one packet must have been sent since the " "last statistics update." msgstr "" "丟包統計資訊上一次被更新的時間(從連接開始後的毫秒數)。丟包統計資訊更新的時間" "間隔為 10 秒,自上次統計資訊更新以來,至少必須有一個封包被發送。" msgid "Mean packet round trip time for reliable packets." msgstr "可靠封包的平均往返時間。" msgid "Variance of the mean round trip time." msgstr "平均往返時間方差。" msgid "Last recorded round trip time for a reliable packet." msgstr "可靠封包的記錄的上次行程時間。" msgid "Variance of the last trip time recorded." msgstr "記錄的上次行程時間方差。" msgid "The peer's current throttle status." msgstr "該對等體的目前節流狀態。" msgid "" "The maximum number of unreliable packets that should not be dropped. This " "value is always greater than or equal to [code]1[/code]. The initial value is " "equal to [constant PACKET_THROTTLE_SCALE]." msgstr "" "不應被丟棄的不可靠封包的最大數量。這個值總是大於或等於 [code]1[/code] 。初始值" "等於 [constant PACKET_THROTTLE_SCALE]。" msgid "" "Internal value used to increment the packet throttle counter. The value is " "hardcoded to [code]7[/code] and cannot be changed. You probably want to look " "at [constant PEER_PACKET_THROTTLE_ACCELERATION] instead." msgstr "" "用於增加封包節流計數器的內部值。該值被硬編碼為 [code]7[/code] 且無法更改。你可" "能想查看 [constant PEER_PACKET_THROTTLE_ACCELERATION]。" msgid "" "The time at which throttle statistics were last updated (in milliseconds " "since the connection started). The interval for throttle statistics updates " "is [constant PEER_PACKET_THROTTLE_INTERVAL]." msgstr "" "節流統計資料上一次被更新的時間(自連接開始以來的毫秒數)。節流統計更新的時間間" "隔是 [constant PEER_PACKET_THROTTLE_INTERVAL]。" msgid "" "The throttle's acceleration factor. Higher values will make ENet adapt to " "fluctuating network conditions faster, causing unrelaible packets to be sent " "[i]more[/i] often. The default value is [code]2[/code]." msgstr "" "節流的加速係數。更高的值將使 ENet 更快地適應波動的網路條件,從而導致不可靠的封" "包[i]更[/i]頻繁地被發送。預設值為 [code]2[/code]。" msgid "" "The throttle's deceleration factor. Higher values will make ENet adapt to " "fluctuating network conditions faster, causing unrelaible packets to be sent " "[i]less[/i] often. The default value is [code]2[/code]." msgstr "" "節流的減速係數。更高的值將使 ENet 更快地適應波動的網路條件,從而導致不可靠的封" "包[i]不會[/i]頻繁地被發送。預設值為 [code]2[/code]。" msgid "" "The interval over which the lowest mean round trip time should be measured " "for use by the throttle mechanism (in milliseconds). The default value is " "[code]5000[/code]." msgstr "" "測量最低平均往返時間的時間間隔,供節流機制使用(單位:毫秒)。預設值為 " "[code]5000[/code]。" msgid "" "The reference scale for packet loss. See [method get_statistic] and [constant " "PEER_PACKET_LOSS]." msgstr "" "丟包的參考尺度。請參閱 [method get_statistic] 和 [constant PEER_PACKET_LOSS]。" msgid "" "The reference value for throttle configuration. The default value is " "[code]32[/code]. See [method throttle_configure]." msgstr "" "節流配置的參考值。預設值為 [code]32[/code]。 請參閱 [method " "throttle_configure]。" msgid "Mark the packet to be sent as reliable." msgstr "將要發送的封包標記為可靠。" msgid "Mark the packet to be sent unsequenced (unreliable)." msgstr "將要發送的封包標記為無序(不可靠)。" msgid "" "Mark the packet to be sent unreliable even if the packet is too big and needs " "fragmentation (increasing the chance of it being dropped)." msgstr "" "將要發送的封包標記為不可靠,即使封包太大且需要分片(增加其被丟棄的機會)。" msgid "Provides access to engine properties." msgstr "提供對引擎屬性的存取。" msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "返回算繪影格時目前物理週期中的分數。可用於實作固定的時間步插值。" msgid "" "Returns the number of available script languages. Use with [method " "get_script_language]." msgstr "返回可用指令碼語言的數量。請配合 [method get_script_language] 使用。" msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " "should generally always be set to [code]60[/code] or above, as Godot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " "increase CPU usage. See also [member max_fps] and [member " "ProjectSettings.physics/common/physics_ticks_per_second].\n" "[b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be " "simulated per rendered frame at most. If more physics ticks have to be " "simulated per rendered frame to keep up with rendering, the project will " "appear to slow down (even if [code]delta[/code] is used consistently in " "physics calculations). Therefore, it is recommended to also increase [member " "max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] " "significantly above its default value." msgstr "" "每秒執行的固定反覆運算次數。用於控制物理模擬和 [method Node._physics_process] " "的執行頻率。因為 Godot 不會進行物理步驟的插值,所以通常應該總是將其設成大於等" "於 [code]60[/code] 的值。因此,如果值小於 [code]60[/code] 就會看起來卡頓。提高" "該值可以讓輸入變得更加靈敏、也可以繞過碰撞隧道問題,但請記得這麼做也會提升 " "CPU 的佔用率。另請參閱 [member max_fps] 和 [member ProjectSettings.physics/" "common/physics_ticks_per_second]。\n" "[b]注意:[/b]每個算繪影格最多只能模擬 [member max_physics_steps_per_frame] 個" "物理週期。如果為了追趕算繪,需要在每個算繪影格中類比更多物理週期,遊戲看上去會" "是降速的(即便在物理計算中始終使用 [code]delta[/code])。因此,如果增大了 " "[member physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member " "max_physics_steps_per_frame] 也調大。" msgid "Exposes the internal debugger." msgstr "暴露內部除錯器。" msgid "" "[EngineDebugger] handles the communication between the editor and the running " "game. It is active in the running game. Messages can be sent/received through " "it. It also manages the profilers." msgstr "" "[EngineDebugger] 處理編輯器與正在運作的遊戲之間的通信。它會在運作遊戲時啟動," "可以通過它收發消息,還負責管理性能分析器。" msgid "" "Returns [code]true[/code] if a capture with the given name is present " "otherwise [code]false[/code]." msgstr "" "如果存在具有給定名稱的捕獲,則返回 [code]true[/code],否則返回 [code]false[/" "code]。" msgid "" "Returns [code]true[/code] if a profiler with the given name is present " "otherwise [code]false[/code]." msgstr "" "如果存在具有給定名稱的分析器,則返回 [code]true[/code],否則返回 [code]false[/" "code]。" msgid "" "Returns [code]true[/code] if the debugger is active otherwise [code]false[/" "code]." msgstr "" "如果除錯器處於活動狀態,則返回 [code]true[/code],否則返回 [code]false[/" "code]。" msgid "" "Returns [code]true[/code] if a profiler with the given name is present and " "active otherwise [code]false[/code]." msgstr "" "如果存在具有給定名稱的分析器,並且該分析器處於活動狀態,則返回 [code]true[/" "code],否則返回 [code]false[/code]。" msgid "" "Calls the [code]add[/code] callable of the profiler with given [param name] " "and [param data]." msgstr "" "使用給定的 [param name] 和 [param data] 呼叫分析器中的 [code]add[/code] 可調用" "體。" msgid "" "Calls the [code]toggle[/code] callable of the profiler with given [param " "name] and [param arguments]. Enables/Disables the same profiler depending on " "[param enable] argument." msgstr "" "使用給定的 [param name] 和 [param arguments] 呼叫分析器中的 [code]toggle[/" "code] 可呼叫體。會根據 [param enable] 參數啟用/禁用同一分析器。" msgid "" "Registers a profiler with the given [param name]. See [EngineProfiler] for " "more information." msgstr "使用給定的名稱 [param name] 註冊分析器。詳情見 [EngineProfiler]。" msgid "Sends a message with given [param message] and [param data] array." msgstr "發送消息,內容為給定的 [param message] 和 [param data] 陣列。" msgid "Unregisters the message capture with given [param name]." msgstr "將具有給定名稱 [param name] 的消息捕獲解除註冊。" msgid "Unregisters a profiler with given [param name]." msgstr "將具有給定名稱 [param name] 的分析器解除註冊。" msgid "Base class for creating custom profilers." msgstr "用於建立自訂分析器的基底類別。" msgid "" "This class can be used to implement custom profilers that are able to " "interact with the engine and editor debugger.\n" "See [EngineDebugger] and [EditorDebuggerPlugin] for more information." msgstr "" "這個類可用於實作自訂分析器,能夠與引擎和編輯器除錯器進行互動。\n" "有關詳細資訊,請參閱 [EngineDebugger] 和 [EditorDebuggerPlugin]。" msgid "" "Called when data is added to profiler using [method " "EngineDebugger.profiler_add_frame_data]." msgstr "" "使用 [method EngineDebugger.profiler_add_frame_data] 將資料加入分析器時呼叫。" msgid "" "Called once every engine iteration when the profiler is active with " "information about the current frame. All time values are in seconds. Lower " "values represent faster processing times and are therefore considered better." msgstr "" "當分析器使用有關目前影格的資訊處於活動狀態時,每次引擎反覆運算呼叫一次。所有時" "間值都以秒為單位。較低的值表示更快的處理時間,因此被認為更好。" msgid "" "Called when the profiler is enabled/disabled, along with a set of [param " "options]." msgstr "啟用/禁用分析器時呼叫,提供了一組選項 [param options]。" msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " "rendering options." msgstr "定義算繪選項的資源,用於環境節點(例如 [WorldEnvironment])。" msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " "environment operations (such as background [Sky] or [Color], ambient light, " "fog, depth-of-field...). These parameters affect the final render of the " "scene. The order of these operations is:\n" "- Depth of Field Blur\n" "- Glow\n" "- Tonemap (Auto Exposure)\n" "- Adjustments" msgstr "" "定義環境操作(例如背景 [Sky] 或 [Color]、環境光、霧、景深等)的資源,用於環境" "節點(例如 [WorldEnvironment])。這些參數會對場景的最終算繪造成影響。操作的順" "序為:\n" "- 景深模糊\n" "- 輝光\n" "- 色調對應(自動曝光)\n" "- 調整" msgid "Environment and post-processing" msgstr "環境和後期處理" msgid "High dynamic range lighting" msgstr "高動態範圍光照" msgid "3D Material Testers Demo" msgstr "3D 材質測試演示" msgid "Returns the intensity of the glow level [param idx]." msgstr "返回輝光級別 [param idx] 的強度。" msgid "" "Sets the intensity of the glow level [param idx]. A value above [code]0.0[/" "code] enables the level. Each level relies on the previous level. This means " "that enabling higher glow levels will slow down the glow effect rendering, " "even if previous levels aren't enabled." msgstr "" "設定輝光級別 [param idx] 的強度。大於 [code]0.0[/code] 時啟用該級別。每個級別" "都依賴於前一個級別。這意味著啟用較高的輝光等級會減慢輝光效果的算繪速度,即使之" "前的等級沒有啟用。" msgid "" "The ambient light's [Color]. Only effective if [member " "ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive)." msgstr "" "環境光的 [Color]。僅當 [member ambient_light_sky_contribution] 低於 " "[code]1.0[/code](不包括)時,才有效。" msgid "" "The ambient light's energy. The higher the value, the stronger the light. " "Only effective if [member ambient_light_sky_contribution] is lower than " "[code]1.0[/code] (exclusive)." msgstr "" "環境光的能量。值越高,光線越強。僅當 [member ambient_light_sky_contribution] " "低於 [code]1.0[/code](不包括)時,才有效。" msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " "scene illumination, thus all ambient illumination is provided by the ambient " "light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the " "light that affects the scene is provided by the sky, thus the ambient light " "parameter has no effect on the scene.\n" "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped " "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" "定義天空給場景帶來的光照量。值為 [code]0.0[/code] 表示天空的發光對場景照明沒有" "影響,因此所有的環境照明都由環境光提供。相反,值為 [code]1.0[/code] 表示[i]所" "有[/i]影響場景的光線都由天空提供,因此環境光參數對場景沒有影響。\n" "[b]注意:[/b]內部會將 [member ambient_light_sky_contribution] 限制在 " "[code]0.0[/code] 到 [code]1.0[/code] 之間(閉區間)。" msgid "" "The ambient light source to use for rendering materials and global " "illumination." msgstr "環境光源,用於算繪材質和全域照明。" msgid "The ID of the camera feed to show in the background." msgstr "在背景中顯示的相機源的 ID。" msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "要顯示的最大圖層 ID。只有在使用 [constant BG_CANVAS] 背景模式時有效。" msgid "" "The [Color] displayed for clear areas of the scene. Only effective when using " "the [constant BG_COLOR] background mode." msgstr "" "場景中清除區域顯示的 [Color]。僅在使用 [constant BG_COLOR] 背景模式時有效。" msgid "" "Multiplier for background energy. Increase to make background brighter, " "decrease to make background dimmer." msgstr "背景能量的倍數。增加可以使背景更亮,減少可以使背景更暗。" msgid "" "Luminance of background measured in nits (candela per square meter). Only " "used when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default value is roughly equivalent " "to the sky at midday." msgstr "" "背景的亮度,單位是尼特(坎德拉/平方米)。僅當啟用 [member " "ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] 時使" "用。預設值大致相當於正午時分的天空。" msgid "If [code]true[/code], fog effects are enabled." msgstr "如果為 [code]true[/code],則啟用霧效果。" msgid "The height at which the height fog effect begins." msgstr "高度霧效果開始的高度。" msgid "" "The density used to increase fog as height decreases. To make fog increase as " "height increases, use a negative value." msgstr "用於隨著高度降低而增加霧的密度。要使霧隨著高度增加而增加,請使用負值。" msgid "The fog's color." msgstr "霧的顏色。" msgid "The fog's brightness. Higher values result in brighter fog." msgstr "霧的亮度。值越高,霧越亮。" msgid "" "The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/" "code] means that fog can fully obscure the sky. Lower values reduce the " "impact of fog on sky rendering, with [code]0.0[/code] not affecting sky " "rendering at all.\n" "[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member " "fog_aerial_perspective] is [code]1.0[/code]." msgstr "" "非體積霧影響天空時使用的係數。[code]1.0[/code] 表示霧可以完全遮蔽天空。較低的" "值會減少霧對天空算繪的影響,[code]0.0[/code] 完全不影響天空的算繪。\n" "[b]注意:[/b]如果 [member fog_aerial_perspective] 為 [code]1.0[/code]," "[member fog_sky_affect] 不會有視覺效果。" msgid "" "If set above [code]0.0[/code], renders the scene's directional light(s) in " "the fog color depending on the view angle. This can be used to give the " "impression that the sun is \"piercing\" through the fog." msgstr "" "如果設定為 [code]0.0[/code] 以上,則根據視角以霧色算繪場景的定向光。這可以用來" "給人一種太陽正在“穿透”霧的印象。" msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" "泛光的強度。如果設定為大於 [code]0[/code] 的值,則將在比 [member " "glow_hdr_threshold] 成員更暗的區域中顯示輝光。" msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold will " "be clamped for the purposes of the glow effect." msgstr "" "HDR 輝光的較高閾值。比這個閾值更亮的區域將被限制,以達到輝光效果的目的。" msgid "The bleed scale of the HDR glow." msgstr "HDR 輝光的逸出縮放。" msgid "" "The lower threshold of the HDR glow. When using the Mobile rendering method " "(which only supports a lower dynamic range up to [code]2.0[/code]), this may " "need to be below [code]1.0[/code] for glow to be visible. A value of " "[code]0.9[/code] works well in this case. This value also needs to be " "decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is " "performed in SDR." msgstr "" "HDR 輝光的下限閾值。當使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),需要低於 [code]1.0[/code] 才能看到輝光。在這種情況下取 " "[code]0.9[/code] 可以達到不錯的效果。在 2D 中使用輝光時也需要降低到 " "[code]1.0[/code] 以下,因為 2D 算繪使用 SDR。" msgid "" "The overall brightness multiplier of the glow effect. When using the Mobile " "rendering method (which only supports a lower dynamic range up to [code]2.0[/" "code]), this should be increased to [code]1.5[/code] to compensate." msgstr "" "輝光效果的整體亮度倍數。使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),應將其增加到 [code]1.5[/code] 進行補償。" msgid "The reflected (specular) light source." msgstr "反射(鏡面反射)光源。" msgid "" "The energy multiplier applied to light every time it bounces from a surface " "when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple " "bounces, resulting in a more realistic appearance. Increasing [member " "sdfgi_bounce_feedback] generally has no performance impact. See also [member " "sdfgi_energy].\n" "[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback " "loops and should be avoided in scenes with bright materials.\n" "[b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect " "lighting will not be represented in reflections as light will only bounce one " "time." msgstr "" "使用 SDFGI 時,每次從表面反彈時套用於光的能量倍增器。大於 [code]0.0[/code] 的" "值將模擬多次反彈,從而產生更逼真的外觀。增加 [member sdfgi_bounce_feedback] 通" "常對性能沒有影響。另見 [member sdfgi_energy]。\n" "[b]注意:[/b]大於 [code]0.5[/code] 的值會導致無限的回饋迴圈,應避免在具有明亮" "材質的場景中使用。\n" "[b]注意:[/b]如果 [member sdfgi_bounce_feedback] 為 [code]0.0[/code],間接照明" "會在反射中表現出來,因為光只會反彈一次。" msgid "" "[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and " "[member sdfgi_max_distance]. Changing its value will automatically change " "those properties as well." msgstr "" "[b]注意:[/b]該屬性被連結到 [member sdfgi_min_cell_size] 和 [member " "sdfgi_max_distance]。更改其值也會自動更改這些屬性。" msgid "" "The number of cascades to use for SDFGI (between 1 and 8). A higher number of " "cascades allows displaying SDFGI further away while preserving detail up " "close, at the cost of performance. When using SDFGI on small-scale levels, " "[member sdfgi_cascades] can often be decreased between [code]1[/code] and " "[code]4[/code] to improve performance." msgstr "" "用於 SDFGI 的級聯數(1 到 8 之間)。更高的級聯數會以性能為代價,允許在更遠的地" "方顯示 SDFGI,同時保持近距離的細節。在小型關卡上使用 SDFGI 時,通常 [member " "sdfgi_cascades] 可以被降低到 [code]1[/code] 和 [code]4[/code] 之間以提高性能。" msgid "" "If [code]true[/code], enables signed distance field global illumination for " "meshes that have their [member GeometryInstance3D.gi_mode] set to [constant " "GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination " "technique that works well with procedurally generated and user-built levels, " "including in situations where geometry is created during gameplay. The signed " "distance field is automatically generated around the camera as it moves. " "Dynamic lights are supported, but dynamic occluders and emissive surfaces are " "not.\n" "[b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not " "Mobile or Compatibility.\n" "[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not " "suited to low-end hardware such as integrated graphics (consider [LightmapGI] " "instead). To improve SDFGI performance, enable [member " "ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the " "Project Settings.\n" "[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks " "(avoid one-sided walls). For interior levels, enclose your level geometry in " "a sufficiently large box and bridge the loops to close the mesh." msgstr "" "如果為 [code]true[/code],則為將 [member GeometryInstance3D.gi_mode] 設定為 " "[constant GeometryInstance3D.GI_MODE_STATIC] 的網格,啟用有符號距離場全域照明" "(即 SDFGI)。SDFGI 是一種即時全域照明技術,適用於程式生成和使用者建構的關卡," "包括在遊戲過程中建立幾何體的情況。有符號距離場會在相機移動時自動圍繞相機生成。" "支援動態光,但不支援動態遮擋物和自發光表面。\n" "[b]注意:[/b]SDFGI 只支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。\n" "[b]性能:[/b]SDFGI 對 GPU 的要求比較高,不適合集成顯卡等低端硬體(可以考慮 " "[LightmapGI])。要提高 SDFGI 性能,請在專案設定中啟用 [member " "ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。\n" "[b]注意:[/b]網格應該有足夠厚的壁以避免漏光(避免單面壁)。對於內部關卡,將關" "卡幾何體放入一個足夠大的盒子中,並橋接迴圈邊以閉合網格。" msgid "" "The energy multiplier to use for SDFGI. Higher values will result in brighter " "indirect lighting and reflections. See also [member sdfgi_bounce_feedback]." msgstr "" "用於 SDFGI 的能量乘數。較高的值將導致更亮的間接照明和反射。另見 [member " "sdfgi_bounce_feedback]。" msgid "" "The maximum distance at which SDFGI is visible. Beyond this distance, " "environment lighting or other sources of GI such as [ReflectionProbe] will be " "used as a fallback.\n" "[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and " "[member sdfgi_cascade0_distance]. Changing its value will automatically " "change those properties as well." msgstr "" "SDFGI 可見的最大距離。超出該距離,環境照明或其他 GI 來源(例如 " "[ReflectionProbe])將用作後備。\n" "[b]注意:[/b]該屬性被連結到 [member sdfgi_min_cell_size] 和 [member " "sdfgi_cascade0_distance]。更改其值,也會自動更改這些屬性。" msgid "" "The cell size to use for the closest SDFGI cascade (in 3D units). Lower " "values allow SDFGI to be more precise up close, at the cost of making SDFGI " "updates more demanding. This can cause stuttering when the camera moves fast. " "Higher values allow SDFGI to cover more ground, while also reducing the " "performance impact of SDFGI updates.\n" "[b]Note:[/b] This property is linked to [member sdfgi_max_distance] and " "[member sdfgi_cascade0_distance]. Changing its value will automatically " "change those properties as well." msgstr "" "用於最接近的 SDFGI 級聯的像元大小(以 3D 單位表示)。較低的值允許 SDFGI 近距離" "更精確,但代價是 SDFGI 更新要求更高。當相機快速移動時,這可能會導致卡頓。較高" "的值允許 SDFGI 覆蓋更多的範圍,同時也降低了 SDFGI 更新對性能的影響。\n" "[b]注意:[/b]該屬性被連結到 [member sdfgi_max_distance] 和 [member " "sdfgi_cascade0_distance]。更改其值也會自動更改這些屬性。" msgid "" "The normal bias to use for SDFGI probes. Increasing this value can reduce " "visible streaking artifacts on sloped surfaces, at the cost of increased " "light leaking." msgstr "" "用於 SDFGI 探查的正常偏差。增加此值可以減少傾斜表面上的可見條紋偽影,但會增加" "漏光。" msgid "" "The constant bias to use for SDFGI probes. Increasing this value can reduce " "visible streaking artifacts on sloped surfaces, at the cost of increased " "light leaking." msgstr "" "用於 SDFGI 探查的恒定偏差。增加此值可以減少傾斜表面上的可見條紋偽影,但會增加" "漏光。" msgid "" "If [code]true[/code], SDFGI takes the environment lighting into account. This " "should be set to [code]false[/code] for interior scenes." msgstr "" "如果為 [code]true[/code],則 SDFGI 會考慮環境光照。對於室內場景,這應該被設定" "為 [code]false[/code]。" msgid "" "If [code]true[/code], SDFGI uses an occlusion detection approach to reduce " "light leaking. Occlusion may however introduce dark blotches in certain " "spots, which may be undesired in mostly outdoor scenes. [member " "sdfgi_use_occlusion] has a performance impact and should only be enabled when " "needed." msgstr "" "如果為 [code]true[/code],SDFGI 使用遮擋偵測方法來減少漏光。然而,遮擋可能會在" "某些位置引入暗斑,這在大多數戶外場景中可能是不希望的。[member " "sdfgi_use_occlusion] 對性能有影響,只應在需要時啟用。" msgid "" "The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells " "being packed together more closely on the Y axis. This is used to balance " "between quality and covering a lot of vertical ground. [member sdfgi_y_scale] " "should be set depending on how vertical your scene is (and how fast your " "camera may move on the Y axis)." msgstr "" "用於 SDFGI 儲存格的 Y 縮放。較低的值將導致 SDFGI 儲存格在 Y 軸上更緊密地堆積在" "一起。這用於在品質和覆蓋大量垂直地面之間取得平衡。[member sdfgi_y_scale] 應該" "根據場景的垂直程度(以及相機在 Y 軸上移動的速度)來設定。" msgid "The [Sky] resource used for this [Environment]." msgstr "該 [Environment] 所使用的 [Sky] 資源。" msgid "" "If set to a value greater than [code]0.0[/code], overrides the field of view " "to use for sky rendering. If set to [code]0.0[/code], the same FOV as the " "current [Camera3D] is used for sky rendering." msgstr "" "如果被設定為大於 [code]0.0[/code] 的值,則會覆蓋用於天空算繪的視野。如果被設置" "為 [code]0.0[/code],則使用與目前 [Camera3D] 相同的 FOV 進行天空算繪。" msgid "The rotation to use for sky rendering." msgstr "用於天空算繪的旋轉。" msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" "定義了AO紋理的材質的螢幕空間環境遮擋強度。高於[code]0[/code]的值將使SSAO效果在" "AO紋理變暗的區域可見。" msgid "" "Sets the strength of the additional level of detail for the screen-space " "ambient occlusion effect. A high value makes the detail pass more prominent, " "but it may contribute to aliasing in your final image." msgstr "" "設定螢幕空間環境遮蔽效果的附加細節級別的強度。高的值會使細節傳遞更加突出,但它" "可能會導致最終圖像中出現鋸齒。" msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " "better job at displaying ambient occlusion on large static objects. Godot " "uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is " "itself a form of Horizon Based Ambient Occlusion.\n" "[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" "如果為 [code]true[/code],則啟用螢幕空間環境光遮蔽效果。這會使物體的角落和空腔" "變暗,以模擬環境光像現實生活中那樣不會到達整個物體。這適用於小型動態物件,但烘" "焙照明或環境光遮蔽紋理,在大型靜態物件上顯示環境光遮蔽方面效果更好。Godot 使用" "一種稱為自我調整螢幕空間環境光遮蔽的 SSAO 形式,它本身就是一種基於地平線的環境" "光遮蔽形式。\n" "[b]注意:[/b]SSAO 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The threshold for considering whether a given point on a surface is occluded " "or not represented as an angle from the horizon mapped into the " "[code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no " "occlusion." msgstr "" "用於考慮表面上給定點是否被遮擋的閾值,表示為與地平線的角度,對應到 " "[code]0.0-1.0[/code] 範圍。[code]1.0[/code] 的值不會導致遮蔽。" msgid "" "The primary screen-space ambient occlusion intensity. Acts as a multiplier " "for the screen-space ambient occlusion effect. A higher value results in " "darker occlusion." msgstr "" "主要螢幕空間的環境光遮蔽強度。用作螢幕空間環境光遮蔽效果的乘數。較高的值會導致" "較暗的遮蔽。" msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " "can't be seen in direct light. Values higher than [code]0[/code] will make " "the SSAO effect visible in direct light." msgstr "" "直射光下的螢幕空間環境光遮蔽強度。在現實生活中,環境遮擋只適用於間接光,也就是" "說在直射光下無法看到其效果。高於[code]0[/code]的數值將使SSAO效果在直射光下可" "見。" msgid "" "The distribution of occlusion. A higher value results in darker occlusion, " "similar to [member ssao_intensity], but with a sharper falloff." msgstr "" "光遮蔽的分佈。更高的值會導致更暗的光遮蔽,類似於 [member ssao_intensity],但衰" "減更劇烈。" msgid "" "The distance at which objects can occlude each other when calculating screen-" "space ambient occlusion. Higher values will result in occlusion over a " "greater distance at the cost of performance and quality." msgstr "" "計算螢幕空間環境光遮蔽時,物件可以相互遮蔽的距離。較高的值將導致以性能和品質為" "代價的更遠距離的光遮蔽。" msgid "" "The amount that the screen-space ambient occlusion effect is allowed to blur " "over the edges of objects. Setting too high will result in aliasing around " "the edges of objects. Setting too low will make object edges appear blurry." msgstr "" "允許螢幕空間環境光遮蔽效果,在物件邊緣上模糊的量。設定太高,會導致對象邊緣出現" "鋸齒。設定太低,會使對象邊緣顯得模糊。" msgid "" "If [code]true[/code], the screen-space indirect lighting effect is enabled. " "Screen space indirect lighting is a form of indirect lighting that allows " "diffuse light to bounce between nearby objects. Screen-space indirect " "lighting works very similarly to screen-space ambient occlusion, in that it " "only affects a limited range. It is intended to be used along with a form of " "proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect " "lighting is not affected by individual light's [member " "Light3D.light_indirect_energy].\n" "[b]Note:[/b] SSIL is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" "如果為 [code]true[/code],則啟用螢幕空間間接照明效果。螢幕空間間接照明是一種間" "接照明形式,它允許漫射光在附近的物體之間反射。螢幕空間間接照明與螢幕空間環境光" "遮蔽的工作方式非常相似,因為它只影響有限的範圍。它旨在與 SDFGI 或 [VoxelGI] 等" "適當的全域照明形式一起使用。螢幕空間間接光照不受單個光源 [member " "Light3D.light_indirect_energy] 的影響。\n" "[b]注意:[/b]SSIL 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The brightness multiplier for the screen-space indirect lighting effect. A " "higher value will result in brighter light." msgstr "螢幕空間間接照明效果的亮度倍增器。更高的值會產生更亮的光。" msgid "" "Amount of normal rejection used when calculating screen-space indirect " "lighting. Normal rejection uses the normal of a given sample point to reject " "samples that are facing away from the current pixel. Normal rejection is " "necessary to avoid light leaking when only one side of an object is " "illuminated. However, normal rejection can be disabled if light leaking is " "desirable, such as when the scene mostly contains emissive objects that emit " "light from faces that cannot be seen from the camera." msgstr "" "計算螢幕空間間接照明時,使用的法線拋棄量。法線拋棄使用給定樣本點的法線,來拋棄" "遠離目前圖元的樣本。當只有物體的一側被照亮時,為了避免漏光法線拋棄是必要的。但" "是,如果需要漏光,則可以禁用法線拋棄,例如當場景主要包含自發光對象,且其發光面" "從相機無法看到時。" msgid "" "The distance that bounced lighting can travel when using the screen space " "indirect lighting effect. A larger value will result in light bouncing " "further in a scene, but may result in under-sampling artifacts which look " "like long spikes surrounding light sources." msgstr "" "使用螢幕空間間接照明效果時,反射光可以傳播的距離。較大的值,會導致光線在場景中" "進一步反彈,但可能會導致取樣不足的偽影,看起來像光源周圍的長尖峰。" msgid "" "The amount that the screen-space indirect lighting effect is allowed to blur " "over the edges of objects. Setting too high will result in aliasing around " "the edges of objects. Setting too low will make object edges appear blurry." msgstr "" "允許螢幕空間間接照明效果,在物件邊緣上模糊的量。設定太高,會導致物件邊緣出現鋸" "齒。設定太低,會使對象邊緣顯得模糊。" msgid "The depth tolerance for screen-space reflections." msgstr "螢幕空間反射的深度公差。" msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [VoxelGI]s or " "[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by " "others.\n" "[b]Note:[/b] SSR is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" "如果為 [code]true[/code],則啟用螢幕空間反射。螢幕空間反射比來自 [VoxelGI] 或 " "[ReflectionProbe] 的反射更準確,但更慢並且不能反射被其他物體遮擋的表面。\n" "[b]注意:[/b]SSR 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection. Only positive values are " "valid (negative values will be clamped to [code]0.0[/code])." msgstr "" "螢幕空間反射的淡入距離。影響從反射材質到螢幕空間反射的區域。只有正值有效(負值" "將被鉗制為 [code]0.0[/code])。" msgid "" "The fade-out distance for screen-space reflections. Affects the area from the " "screen-space reflection to the \"global\" reflection. Only positive values " "are valid (negative values will be clamped to [code]0.0[/code])." msgstr "" "螢幕空間反射的淡出距離。影響從螢幕空間反射到“全域”反射的區域。只有正值有效(負" "值將被鉗制為 [code]0.0[/code])。" msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "螢幕空間反射的最大步數。數值越高,速度越慢。" msgid "" "The [Color] of the volumetric fog when interacting with lights. Mist and fog " "have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a " "darker albedo." msgstr "" "與燈光互動時體積霧的 [Color]。當煙霧的反照率顏色更暗時,薄霧和霧的反照率顏色接" "近 [code]Color(1, 1, 1, 1)[/code]。" msgid "" "Scales the strength of ambient light used in the volumetric fog. A value of " "[code]0.0[/code] means that ambient light will not impact the volumetric fog. " "[member volumetric_fog_ambient_inject] has a small performance cost when set " "above [code]0.0[/code].\n" "[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is " "[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color." msgstr "" "衡量體積霧中使用的環境光的強度。值為 [code]0.0[/code] ,意味著環境光不會影響體" "積霧。當 [member volumetric_fog_ambient_inject] 設定高於 [code]0.0[/code] 時," "會有一個小的性能成本。\n" "[b]注意:[/b]如果 [member volumetric_fog_density] 為 [code]0.0[/code],或 " "[member volumetric_fog_albedo] 是全黑的顏色,則該屬性沒有可見效果。" msgid "" "The direction of scattered light as it goes through the volumetric fog. A " "value close to [code]1.0[/code] means almost all light is scattered forward. " "A value close to [code]0.0[/code] means light is scattered equally in all " "directions. A value close to [code]-1.0[/code] means light is scattered " "mostly backward. Fog and mist scatter light slightly forward, while smoke " "scatters light equally in all directions." msgstr "" "散射光穿過體積霧時的方向。接近 [code]1.0[/code] 的值意味著幾乎所有的光都是向前" "散射的。接近 [code]0.0[/code] 的值表示光在所有方向上均勻散射。接近 " "[code]-1.0[/code] 的值表示光主要向後散射。霧和薄霧會稍微向前散射光,而煙霧則向" "各個方向均勻散射光。" msgid "" "The base [i]exponential[/i] density of the volumetric fog. Set this to the " "lowest density you want to have globally. [FogVolume]s can be used to add to " "or subtract from this density in specific areas. Fog rendering is exponential " "as in real life.\n" "A value of [code]0.0[/code] disables global volumetric fog while allowing " "[FogVolume]s to display volumetric fog in specific areas.\n" "To make volumetric fog work as a volumetric [i]lighting[/i] solution, set " "[member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/" "code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to " "values between [code]10000[/code] and [code]100000[/code] to compensate for " "the very low density." msgstr "" "體積霧的基本[i]指數[/i]密度。將其設定為希望全域擁有的最低密度。[FogVolume] 可" "用於增加或減少特定區域的密度。霧算繪如同在現實生活中一樣是指數式的。\n" "[code]0.0[/code] 的值會禁用全域體積霧,同時允許 [FogVolume] 在特定區域顯示體積" "霧。\n" "要使體積霧作為一種體積[i]照明[/i]解決方案,請將 [member " "volumetric_fog_density] 設定為最低的非零值([code]0.0001[/code]),然後將燈光" "的 [member Light3D.light_volumetric_fog_energy] 增加到 [code]10000[/code] 和 " "[code]100000[/code] 之間的值,以補償極低的密度。" msgid "" "The distribution of size down the length of the froxel buffer. A higher value " "compresses the froxels closer to the camera and places more detail closer to " "the camera." msgstr "" "視錐體素緩衝區長度的大小分佈。較高的值會壓縮更靠近相機的視錐體素,並將更多細節" "放置在更靠近相機的位置。" msgid "" "The emitted light from the volumetric fog. Even with emission, volumetric fog " "will not cast light onto other surfaces. Emission is useful to establish an " "ambient color. As the volumetric fog effect uses single-scattering only, fog " "tends to need a little bit of emission to soften the harsh shadows." msgstr "" "從體積霧發出的光。即使有自發光,體積霧也不會將光投射到其他表面上。自發光對於建" "立環境顏色很有用。由於體積霧效果僅使用單次散射,因此霧往往需要一點點自發光來柔" "化刺眼的陰影。" msgid "The brightness of the emitted light from the volumetric fog." msgstr "從體積霧發出的光的亮度。" msgid "" "Enables the volumetric fog effect. Volumetric fog uses a screen-aligned " "froxel buffer to calculate accurate volumetric scattering in the short to " "medium range. Volumetric fog interacts with [FogVolume]s and lights to " "calculate localized and global fog. Volumetric fog uses a PBR single-" "scattering model based on extinction, scattering, and emission which it " "exposes to users as density, albedo, and emission.\n" "[b]Note:[/b] Volumetric fog is only supported in the Forward+ rendering " "method, not Mobile or Compatibility." msgstr "" "啟用體積霧效果。體積霧使用與螢幕對齊的視錐體素緩衝區,來計算短至中等範圍內的精" "確體積散射。體積霧與 [FogVolume] 和燈光互動,以計算局部和全域的霧。體積霧使用" "一個基於消光、散射、和自發光的 PBR 單一散射模型,它以密度、反照率、和自發光的" "形式暴露給使用者。\n" "[b]注意:[/b]體積霧只支援 Forward+ 算繪方式,不支援移動和相容模式。" msgid "" "Scales the strength of Global Illumination used in the volumetric fog's " "albedo color. A value of [code]0.0[/code] means that Global Illumination will " "not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small " "performance cost when set above [code]0.0[/code].\n" "[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is " "[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " "color.\n" "[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) " "are taken into account when using [member volumetric_fog_gi_inject]. Global " "illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member " "ssil_enabled]) will be ignored by volumetric fog." msgstr "" "衡量體積霧的反照率顏色中使用的全域照明的強度。值為[code]0.0[/code] ,意味著全" "局照明不會影響體積霧。當 [member volumetric_fog_gi_inject] 設定高於[code]0.0[/" "code] 時,會有很小的性能成本。\n" "[b]注意:[/b]如果 [member volumetric_fog_density] 為 [code]0.0[/code],或 " "[member volumetric_fog_albedo] 是全黑的顏色,則該選項沒有可見效果。\n" "[b]注意:[/b]在使用 [member volumetric_fog_gi_inject] 時,只有 [VoxelGI] 和 " "SDFGI([member Environment.sdfgi_enabled])會被考慮到。來自 [LightmapGI]、" "[ReflectionProbe] 和 SSIL(參見 [member ssil_enabled])的全域照明將被體積霧所" "忽略。" msgid "" "The distance over which the volumetric fog is computed. Increase to compute " "fog over a greater range, decrease to add more detail when a long range is " "not needed. For best quality fog, keep this as low as possible. See also " "[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth]." msgstr "" "計算體積霧的距離。增加以在更大範圍內計算霧,減少以在不需要長範圍時新增更多細" "節。為了獲得最佳品質的霧,請將其保持在盡可能低的水平。另請參閱 [member " "ProjectSettings.rendering/environment/volumetric_fog/volume_depth]。" msgid "" "The factor to use when affecting the sky with volumetric fog. [code]1.0[/" "code] means that volumetric fog can fully obscure the sky. Lower values " "reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] " "not affecting sky rendering at all.\n" "[b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, " "even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice " "[FogVolume]s are disappearing when looking towards the sky, set [member " "volumetric_fog_sky_affect] to [code]1.0[/code]." msgstr "" "使用體積霧影響天空時使用的係數。[code]1.0[/code]表示體積霧可以完全遮蔽天空。較" "低的值會減少體積霧對天空算繪的影響,[code]0.0[/code] 根本不會影響天空的算" "繪。\n" "[b]注意:[/b]即使 [member volumetric_fog_density] 為 [code]0.0[/code]," "[member volumetric_fog_sky_affect] 也會影響 [FogVolume]。如果發現 [FogVolume] " "在仰望天空時正在消失,請將 [member volumetric_fog_sky_affect] 設置為 " "[code]1.0[/code]。" msgid "" "The amount by which to blend the last frame with the current frame. A higher " "number results in smoother volumetric fog, but makes \"ghosting\" much worse. " "A lower value reduces ghosting but can result in the per-frame temporal " "jitter becoming visible." msgstr "" "將最後一影格與目前影格混合的量。更高的數值會導致體積霧更平滑,但會使“重影”變得" "更糟。更低的值會減少重影,但會導致每影格時間抖動變得可見。" msgid "" "Enables temporal reprojection in the volumetric fog. Temporal reprojection " "blends the current frame's volumetric fog with the last frame's volumetric " "fog to smooth out jagged edges. The performance cost is minimal; however, it " "leads to moving [FogVolume]s and [Light3D]s \"ghosting\" and leaving a trail " "behind them. When temporal reprojection is enabled, try to avoid moving " "[FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects " "should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/" "code] to avoid ghosting." msgstr "" "在體積霧中啟用時間重投影。時間重投影將目前影格的體積霧與上一影格的體積霧混合," "以平滑鋸齒狀的邊緣。性能成本最小;但是,它會導致移動 [FogVolume] 和 [Light3D] " "時“重影”,並在它們身後留下痕跡。啟用時間重投影時,儘量避免將 [FogVolume] 或 " "[Light3D] 移動得太快。短暫的動態光照效果應將 [member " "Light3D.light_volumetric_fog_energy] 設定為 [code]0.0[/code] 以避免重影。" msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/defaults/default_clear_color]." msgstr "" "使用 [member ProjectSettings.rendering/environment/defaults/" "default_clear_color] 中定義的清除顏色來清除背景。" msgid "Clears the background using a custom clear color." msgstr "使用自訂的清除顏色來清除背景。" msgid "Displays a user-defined sky in the background." msgstr "在背景中顯示使用者自訂的天空。" msgid "Displays a [CanvasLayer] in the background." msgstr "在背景中顯示 [CanvasLayer]。" msgid "" "Keeps on screen every pixel drawn in the background. This is the fastest " "background mode, but it can only be safely used in fully-interior scenes (no " "visible sky or sky reflections). If enabled in a scene where the background " "is visible, \"ghost trail\" artifacts will be visible when moving the camera." msgstr "" "在螢幕上保留在背景中繪製的每個圖元。這是最快的背景模式,但它只能安全地用在完全" "室內的場景(沒有可見的天空或天空反射)。如果在背景可見的場景中啟用,則移動相機" "時,將看到“鬼影蹤跡”偽影。" msgid "Displays a camera feed in the background." msgstr "在背景中顯示相機源。" msgid "Represents the size of the [enum BGMode] enum." msgstr "代表 [enum BGMode] 列舉的大小。" msgid "" "Gather ambient light from whichever source is specified as the background." msgstr "從指定為背景的任何來源收集環境光。" msgid "" "Disable ambient light. This provides a slight performance boost over " "[constant AMBIENT_SOURCE_SKY]." msgstr "禁用環境光。這比 [constant AMBIENT_SOURCE_SKY] 提供了輕微的性能提升。" msgid "" "Specify a specific [Color] for ambient light. This provides a slight " "performance boost over [constant AMBIENT_SOURCE_SKY]." msgstr "" "為環境光指定特定的 [Color]。與 [constant AMBIENT_SOURCE_SKY] 相比,這提供了輕" "微的性能提升。" msgid "" "Gather ambient light from the [Sky] regardless of what the background is." msgstr "無論背景如何,都從 [Sky] 收集環境光。" msgid "Use the background for reflections." msgstr "使用背景進行反射。" msgid "" "Disable reflections. This provides a slight performance boost over other " "options." msgstr "禁用反射。與其他選項相比,這提供了輕微的性能提升。" msgid "Use the [Sky] for reflections regardless of what the background is." msgstr "無論背景如何,都使用 [Sky] 進行反射。" msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "新增輝光混合模式。主要用於粒子、輝光(泛光)、鏡頭眩光、亮源。" msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "濾色輝光混合模式。增加亮度,經常與泛光一起使用。" msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "柔光輝光混合模式。修改對比度,曝光陰影和高光(高品質泛光)。" msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" "替換輝光混合模式。用輝光值替換所有圖元的顏色。這可以通過調整輝光參數來模擬全屏" "模糊效果,使其與原始圖像的亮度相配對。" msgid "" "Mixes the glow with the underlying color to avoid increasing brightness as " "much while still maintaining a glow effect." msgstr "將輝光與底層顏色混合,以避免在保持輝光效果的同時,盡可能多地增加亮度。" msgid "" "Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice " "as short as they are wide. This allows providing increased GI detail and " "reduced light leaking with thin floors and ceilings. This is usually the best " "choice for scenes that don't feature much verticality." msgstr "" "在 Y(垂直)軸上對 SDFGI 使用 50% 的縮放。SDFGI 儲存格將比它們的寬度短兩倍。這" "允許提供更多的 GI 細節,並減少薄地板和天花板的漏光。這通常是垂直度不高的場景的" "最佳選擇。" msgid "" "Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between " "the 50% and 100% SDFGI Y scales." msgstr "" "在 Y(垂直)軸上為 SDFGI 使用 75% 的縮放。這是 50% 和 100% SDFGI Y 縮放之間的" "平衡。" msgid "" "Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as " "tall as they are wide. This is usually the best choice for highly vertical " "scenes. The downside is that light leaking may become more noticeable with " "thin floors and ceilings." msgstr "" "在 Y(垂直)軸上為 SDFGI 使用 100% 的縮放。SDFGI 儲存格將與寬度一樣高。這通常" "是高度垂直場景的最佳選擇。不利之處在於,薄地板和天花板可能會導致漏光更加明顯。" msgid "A class that stores an expression you can execute." msgstr "儲存你可以執行的運算式的類。" msgid "" "An expression can be made of any arithmetic operation, built-in math function " "call, method call of a passed instance, or built-in type construction call.\n" "An example expression text using the built-in math functions could be " "[code]sqrt(pow(3, 2) + pow(4, 2))[/code].\n" "In the following example we use a [LineEdit] node to write our expression and " "show the result.\n" "[codeblocks]\n" "[gdscript]\n" "var expression = Expression.new()\n" "\n" "func _ready():\n" "\t$LineEdit.text_submitted.connect(self._on_text_submitted)\n" "\n" "func _on_text_submitted(command):\n" "\tvar error = expression.parse(command)\n" "\tif error != OK:\n" "\t\tprint(expression.get_error_text())\n" "\t\treturn\n" "\tvar result = expression.execute()\n" "\tif not expression.has_execute_failed():\n" "\t\t$LineEdit.text = str(result)\n" "[/gdscript]\n" "[csharp]\n" "private Expression _expression = new Expression();\n" "\n" "public override void _Ready()\n" "{\n" "\tGetNode(\"LineEdit\").TextSubmitted += OnTextEntered;\n" "}\n" "\n" "private void OnTextEntered(string command)\n" "{\n" "\tError error = _expression.Parse(command);\n" "\tif (error != Error.Ok)\n" "\t{\n" "\t\tGD.Print(_expression.GetErrorText());\n" "\t\treturn;\n" "\t}\n" "\tVariant result = _expression.Execute();\n" "\tif (!_expression.HasExecuteFailed())\n" "\t{\n" "\t\tGetNode(\"LineEdit\").Text = result.ToString();\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "運算式可以由任何算數運算、內建數學函式呼叫、傳遞實例的方法呼叫或內建型別建構呼" "叫組成。\n" "一個使用內建數學函式的範例運算式文字可以是 [code]sqrt(pow(3, 2) + pow(4, 2))[/" "code]。\n" "在下面的範例中,我們使用 [LineEdit] 節點來編寫運算式並顯示結果。\n" "[codeblocks]\n" "[gdscript]\n" "var expression = Expression.new()\n" "\n" "func _ready():\n" "\t$LineEdit.text_submitted.connect(self._on_text_submitted)\n" "\n" "func _on_text_submitted(command):\n" "\tvar error = expression.parse(command)\n" "\tif error != OK:\n" "\t\tprint(expression.get_error_text())\n" "\t\treturn\n" "\tvar result = expression.execute()\n" "\tif not expression.has_execute_failed():\n" "\t\t$LineEdit.text = str(result)\n" "[/gdscript]\n" "[csharp]\n" "private Expression _expression = new Expression();\n" "\n" "public override void _Ready()\n" "{\n" "\tGetNode(\"LineEdit\").TextSubmitted += OnTextEntered;\n" "}\n" "\n" "private void OnTextEntered(string command)\n" "{\n" "\tError error = _expression.Parse(command);\n" "\tif (error != Error.Ok)\n" "\t{\n" "\t\tGD.Print(_expression.GetErrorText());\n" "\t\treturn;\n" "\t}\n" "\tVariant result = _expression.Execute();\n" "\tif (!_expression.HasExecuteFailed())\n" "\t{\n" "\t\tGetNode(\"LineEdit\").Text = result.ToString();\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "Evaluating Expressions" msgstr "運算式求值" msgid "" "Executes the expression that was previously parsed by [method parse] and " "returns the result. Before you use the returned object, you should check if " "the method failed by calling [method has_execute_failed].\n" "If you defined input variables in [method parse], you can specify their " "values in the inputs array, in the same order." msgstr "" "執行之前由 [method parse] 解析的運算式,並返回結果。在使用返回的物件之前,應該" "通過呼叫 [method has_execute_failed] 來檢查方法是否失敗。\n" "如果你在 [method parse] 中定義了輸入變數,你可以在輸入陣列中以同樣的順序指定它" "們的值。" msgid "Returns the error text if [method parse] or [method execute] has failed." msgstr "如果 [method parse] 或 [method execute] 失敗,則返回錯誤文字。" msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "如果 [method execute] 失敗,返回 [code]true[/code]。" msgid "" "Parses the expression and returns an [enum Error] code.\n" "You can optionally specify names of variables that may appear in the " "expression with [param input_names], so that you can bind them when it gets " "executed." msgstr "" "解析運算式並返回 [enum Error] 程式碼。\n" "你也可以選擇用 [param input_names] 來指定可能出現在運算式中的變數名稱,這樣就" "可以在執行運算式時進行綁定。" msgid "Generates noise using the FastNoiseLite library." msgstr "使用 FastNoiseLite 庫生成雜訊。" msgid "" "This class generates noise using the FastNoiseLite library, which is a " "collection of several noise algorithms including Cellular, Perlin, Value, and " "more.\n" "Most generated noise values are in the range of [code][-1, 1][/code], but not " "always. Some of the cellular noise algorithms return results above [code]1[/" "code]." msgstr "" "該類使用 FastNoiseLite 庫生成雜訊,該庫是多種雜訊演算法的集合,包括 Cellular、" "Perlin、Value 等。\n" "大多數生成的雜訊值都在 [code][-1,1][/code] 範圍內,但並非總是如此。一些蜂窩噪" "聲演算法返回高於 [code]1[/code] 的結果。" msgid "" "Maximum distance a point can move off of its grid position. Set to [code]0[/" "code] for an even grid." msgstr "" "一個點可以離開其柵格位置的最大距離。對於偶數柵格,設定為 [code]0[/code]。" msgid "Sets the maximum warp distance from the origin." msgstr "設定距原點的最大扭曲距離。" msgid "" "If enabled, another FastNoiseLite instance is used to warp the space, " "resulting in a distortion of the noise." msgstr "" "如果啟用,則另一個 FastNoiseLite 實例將被用於扭曲空間,從而導致雜訊失真。" msgid "" "Determines the strength of each subsequent layer of the noise which is used " "to warp the space.\n" "A low value places more emphasis on the lower frequency base layers, while a " "high value puts more emphasis on the higher frequency layers." msgstr "" "確定用於扭曲空間的雜訊的每個後續層的強度。\n" "較低的值更強調較低頻率的基礎層,而較高的值則更強調較高頻率的層。" msgid "" "The number of noise layers that are sampled to get the final value for the " "fractal noise which warps the space." msgstr "為獲得扭曲空間的分形雜訊的最終值而取樣的雜訊層數。" msgid "" "Frequency of the noise which warps the space. Low frequency results in smooth " "noise while high frequency results in rougher, more granular noise." msgstr "" "扭曲空間的噪音頻率。低頻產生平滑的雜訊,而高頻產生更粗糙、顆粒狀更明顯的噪聲。" msgid "" "Determines the strength of each subsequent layer of noise in fractal noise.\n" "A low value places more emphasis on the lower frequency base layers, while a " "high value puts more emphasis on the higher frequency layers." msgstr "" "確定分形雜訊中雜訊的每個後續層的強度。\n" "較低的值更強調較低頻率的基礎層,而較高的值則更強調較高頻率的層。" msgid "" "Frequency multiplier between subsequent octaves. Increasing this value " "results in higher octaves producing noise with finer details and a rougher " "appearance." msgstr "" "後續八度音階之間的倍頻器。增加該值,會產生更高的八度音階,從而產生細節更精細、" "外觀更粗糙的雜訊。" msgid "" "The number of noise layers that are sampled to get the final value for " "fractal noise types." msgstr "為獲得分形雜訊型別的最終值而取樣的雜訊層數。" msgid "Sets the strength of the fractal ping pong type." msgstr "設定分形乒乓型別的強度。" msgid "" "Higher weighting means higher octaves have less impact if lower octaves have " "a large impact." msgstr "" "較高的權重意味著如果較低的八度具有較大的影響,則較高的八度具有較小的影響。" msgid "" "The frequency for all noise types. Low frequency results in smooth noise " "while high frequency results in rougher, more granular noise." msgstr "" "所有雜訊型別的頻率。低頻產生平滑的雜訊,而高頻產生更粗糙、顆粒狀更明顯的噪聲。" msgid "Translate the noise input coordinates by the given [Vector3]." msgstr "使用給定的 [Vector3] 對雜訊輸入座標進行平移。" msgid "The random number seed for all noise types." msgstr "所有雜訊型別的亂數種子。" msgid "" "A lattice of points are assigned random values then interpolated based on " "neighboring values." msgstr "點陣被分配隨機值,然後根據相鄰值進行插值。" msgid "" "A lattice of random gradients. Their dot products are interpolated to obtain " "values in between the lattices." msgstr "隨機漸變的一種格子。對它們的點積進行插值,以獲得格子之間的值。" msgid "" "Cellular includes both Worley noise and Voronoi diagrams which creates " "various regions of the same value." msgstr "蜂窩包括 Worley 雜訊圖和 Voronoi 圖,它們建立了相同值的不同區域。" msgid "No fractal noise." msgstr "無分形雜訊。" msgid "" "Method using Fractional Brownian Motion to combine octaves into a fractal." msgstr "使用分形布朗運動將八度音階組合成分形的方法。" msgid "" "Method of combining octaves into a fractal resulting in a \"ridged\" look." msgstr "將八度音階組合成分形的方法,從而產生一種“脊狀”外觀。" msgid "Method of combining octaves into a fractal with a ping pong effect." msgstr "將八度音階組合成具有乒乓效果的分形的方法。" msgid "Euclidean distance to the nearest point." msgstr "到最近點的歐幾裡得距離。" msgid "Squared Euclidean distance to the nearest point." msgstr "到最近點的歐幾裡得距離的平方。" msgid "Manhattan distance (taxicab metric) to the nearest point." msgstr "到最近點的曼哈頓距離(計程車度量法)。" msgid "" "The cellular distance function will return the same value for all points " "within a cell." msgstr "蜂窩儲存格距離函式,將為儲存格內的所有點返回相同的值。" msgid "" "The cellular distance function will return a value determined by the distance " "to the nearest point." msgstr "蜂窩儲存格距離函式,將返回一個由到最近點的距離確定的值。" msgid "" "The cellular distance function returns the distance to the second-nearest " "point." msgstr "蜂窩儲存格距離函式,將返回到第二最近點的距離。" msgid "" "The distance to the nearest point is added to the distance to the second-" "nearest point." msgstr "將最近點的距離與次近點的距離相加。" msgid "" "The distance to the nearest point is subtracted from the distance to the " "second-nearest point." msgstr "將最近點的距離與次近點的距離相減。" msgid "" "The distance to the nearest point is multiplied with the distance to the " "second-nearest point." msgstr "將最近點的距離與次近點的距離相乘。" msgid "" "The distance to the nearest point is divided by the distance to the second-" "nearest point." msgstr "將最近點的距離與次近點的距離相除。" msgid "The domain is warped using the simplex noise algorithm." msgstr "使用單純形雜訊演算法,對域進行扭曲。" msgid "" "The domain is warped using a simplified version of the simplex noise " "algorithm." msgstr "使用簡化版的單純形雜訊演算法,對域進行扭曲。" msgid "" "The domain is warped using a simple noise grid (not as smooth as the other " "methods, but more performant)." msgstr "使用簡單的雜訊柵格(不像其他方法那樣平滑,但性能更高),對域進行扭曲。" msgid "No fractal noise for warping the space." msgstr "沒有用於扭曲空間的分形雜訊。" msgid "" "Warping the space progressively, octave for octave, resulting in a more " "\"liquified\" distortion." msgstr "逐漸扭曲空間,一個八度一個八度,導致更“液化”的失真。" msgid "" "Warping the space independently for each octave, resulting in a more chaotic " "distortion." msgstr "為每個八度音階獨立地扭曲空間,從而導致更混亂的失真。" msgid "Provides methods for file reading and writing operations." msgstr "提供用於檔讀寫操作的方法。" msgid "" "Closes the currently opened file and prevents subsequent read/write " "operations. Use [method flush] to persist the data to disk without closing " "the file.\n" "[b]Note:[/b] [FileAccess] will automatically close when it's freed, which " "happens when it goes out of scope or when it gets assigned with [code]null[/" "code]. In C# the reference must be disposed after we are done using it, this " "can be done with the [code]using[/code] statement or calling the " "[code]Dispose[/code] method directly." msgstr "" "關閉目前打開的檔案,阻止後續的讀寫操作。如果要將資料持久化到磁片而不關閉文件," "請使用 [method flush]。\n" "[b]注意:[/b][FileAccess] 被釋放時會自動關閉,釋放發生在離開作用域或被賦值為 " "[code]null[/code] 時。在 C# 中,使用完後必須棄置該引用,可以使用 [code]using[/" "code] 敘述或直接呼叫 [code]Dispose[/code] 方法。" msgid "" "Returns [code]true[/code] if the file cursor has already read past the end of " "the file.\n" "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check " "whether there is more data available. To loop while there is more data " "available, use:\n" "[codeblocks]\n" "[gdscript]\n" "while file.get_position() < file.get_length():\n" "\t# Read data\n" "[/gdscript]\n" "[csharp]\n" "while (file.GetPosition() < file.GetLength())\n" "{\n" "\t// Read data\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "如果檔游標已經讀到了檔末尾,則返回 [code]true[/code]。\n" "[b]注意:[/b][code]eof_reached() == false[/code] 不能用於檢查是否有更多可用數" "據。要在有更多可用資料時迴圈,請使用:\n" "[codeblocks]\n" "[gdscript]\n" "while file.get_position() < file.get_length():\n" "\t# 讀取資料\n" "[/gdscript]\n" "[csharp]\n" "while (file.GetPosition() < file.GetLength())\n" "{\n" "\t// 讀取資料\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if the file exists in the given path.\n" "[b]Note:[/b] Many resources types are imported (e.g. textures or sound " "files), and their source asset will not be included in the exported game, as " "only the imported version is used. See [method ResourceLoader.exists] for an " "alternative approach that takes resource remapping into account.\n" "For a non-static, relative equivalent, use [method DirAccess.file_exists]." msgstr "" "如果檔存在於給定路徑中,則返回 [code]true[/code]。\n" "[b]注意:[/b]許多資源型別是匯入的(例如紋理或音效檔),它們的源素材不會包含在" "匯出的遊戲中,因為只使用匯入的版本。有關考慮資源重新對應的替代方法,請參閱 " "[method ResourceLoader.exists]。\n" "對於非靜態的相對等效項,請使用 [method DirAccess.file_exists]。" msgid "" "Writes the file's buffer to disk. Flushing is automatically performed when " "the file is closed. This means you don't need to call [method flush] manually " "before closing a file. Still, calling [method flush] can be used to ensure " "the data is safe even if the project crashes instead of being closed " "gracefully.\n" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." msgstr "" "將檔的緩衝區寫入磁片。當關閉檔時,會自動進行更新。這意味著你不需要在關閉檔案前" "手動呼叫 [method flush]。儘管如此,即使專案當機而不是正常關閉,呼叫 [method " "flush] 仍可用於確保資料安全。\n" "[b]注意:[/b]只有在你真正需要的時候才呼叫 [method flush]。否則,它會因不斷的磁" "片寫入而降低性能。" msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" "返回試圖執行操作時發生的最後一個錯誤。請與 [enum Error] 中的 " "[code]ERR_FILE_*[/code] 常數比較。" msgid "" "Returns [code]true[/code], if file [code]hidden[/code] attribute is set.\n" "[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows." msgstr "" "使用手寫筆的橡皮端時,返回 [code]true[/code]。\n" "[b]注意:[/b]這個屬性在 Linux、macOS 和 Windows 上實作。" msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "返回一個給定路徑檔的 MD5 字串,如果失敗則返回一個空的 [String]。" msgid "" "Returns the last time the [param file] was modified in Unix timestamp format, " "or [code]0[/code] on error. This Unix timestamp can be converted to another " "format using the [Time] singleton." msgstr "" "以 Unix 時間戳記格式返回 [param file]的最後修改時間,或者返回一個 [String] " "“在 [param file] 中出錯”。這個Unix 時間戳記可以用 [Time] 單例轉換為其他格式。" msgid "Returns the path as a [String] for the current open file." msgstr "返回目前打開的檔的路徑為[String]。" msgid "Returns the absolute path as a [String] for the current open file." msgstr "返回目前打開的檔的絕對路徑為[String]。" msgid "" "Returns [code]true[/code], if file [code]read only[/code] attribute is set.\n" "[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows." msgstr "" "使用手寫筆的橡皮端時,返回 [code]true[/code]。\n" "[b]注意:[/b]這個屬性在 Linux、macOS 和 Windows 上實作。" msgid "" "Returns file UNIX permissions.\n" "[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS." msgstr "" "返回專案的程序 ID。\n" "[b]注意:[/b]這個方法在 Android、iOS、Linux、macOS 和 Windows 上實作。" msgid "Returns [code]true[/code] if the file is currently opened." msgstr "如果檔目前被打開,返回 [code]true[/code]。" msgid "" "Creates a new [FileAccess] object and opens the file for writing or reading, " "depending on the flags.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" "建立一個新的 [FileAccess] 物件,會根據旗標來確定以寫入還是讀取模式打開文件。\n" "如果打開檔失敗,則返回 [code]null[/code] 。你可以使用 [method get_open_error] " "來檢查發生的錯誤。" msgid "" "Creates a new [FileAccess] object and opens a compressed file for reading or " "writing.\n" "[b]Note:[/b] [method open_compressed] can only read files that were saved by " "Godot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" "建立一個新的 [FileAccess] 物件,並打開一個壓縮檔以進行讀取或寫入。\n" "[b]注意:[/b][method open_compressed] 只能讀取 Godot 保存的檔,不能讀取第三方" "壓縮格式。有關解決方法,請參閱 [url=https://github.com/godotengine/godot/" "issues/28999]GitHub 問題 #28999[/url]。\n" "如果打開檔失敗,則返回 [code]null[/code]。可以使用 [method get_open_error] 來" "檢查發生的錯誤。" msgid "" "Creates a new [FileAccess] object and opens an encrypted file in write or " "read mode. You need to pass a binary key to encrypt/decrypt it.\n" "[b]Note:[/b] The provided key must be 32 bytes long.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" "建立一個新的 [FileAccess] 物件,並以寫入或讀取模式打開一個加密檔。需要傳入一個" "二進位金鑰來加密/解密它。\n" "[b]注意:[/b]提供的金鑰必須是 32 位元組長。\n" "如果打開檔失敗,則返回 [code]null[/code]。可以使用 [method get_open_error] 來" "檢查發生的錯誤。" msgid "" "Creates a new [FileAccess] object and opens an encrypted file in write or " "read mode. You need to pass a password to encrypt/decrypt it.\n" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" "建立一個新的 [FileAccess] 物件,以寫或讀的模式打開一個加密檔。你需要傳遞一個密" "碼來加密/解密它。\n" "如果打開檔失敗,則返回 [code]null[/code] 。你可以使用 [method get_open_error] " "來檢查發生的錯誤。" msgid "" "Sets file UNIX permissions.\n" "[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS." msgstr "" "返回專案的程序 ID。\n" "[b]注意:[/b]這個方法在 Android、iOS、Linux、macOS 和 Windows 上實作。" msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method." msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 壓縮方法。" msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression " "method." msgstr "" "使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 壓縮方法。" msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "使用 [url=https://facebook.github.io/zstd/]Zstandard[/url] 壓縮方法。" msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 壓縮方法。" msgid "" "Uses the [url=https://github.com/google/brotli]brotli[/url] compression " "method (only decompression is supported)." msgstr "" "使用 [url=https://github.com/google/brotli]brotli[/url] 壓縮方法(僅支援解壓" "縮)。" msgid "Read for owner bit." msgstr "讀取擁有者位元。" msgid "Write for owner bit." msgstr "寫入擁有者位元。" msgid "Execute for owner bit." msgstr "適用於 Android 的匯出器。" msgid "Read for group bit." msgstr "讀取組位。" msgid "Write for group bit." msgstr "寫入群組位元。" msgid "Execute for group bit." msgstr "適用於 Android 的匯出器。" msgid "Read for other bit." msgstr "文字使用的字形。" msgid "Write for other bit." msgstr "Web 匯出器。" msgid "Execute for other bit." msgstr "Web 匯出器。" msgid "Set user id on execution bit." msgstr "將該行設定為正在執行。" msgid "Set group id on execution bit." msgstr "設定群組 ID在執行位上。" msgid "Restricted deletion (sticky) bit." msgstr "限制刪除(黏性)位元。" msgid "A dialog for selecting files or directories in the filesystem." msgstr "用於選擇檔案系統中的檔或目錄的對話方塊。" msgid "" "[FileDialog] is a preset dialog used to choose files and directories in the " "filesystem. It supports filter masks. [FileDialog] automatically sets its " "window title according to the [member file_mode]. If you want to use a custom " "title, disable this by setting [member mode_overrides_title] to [code]false[/" "code]." msgstr "" "[FileDialog] 是用來選擇檔案系統中檔和目錄的預設對話方塊。支援篩檢程式遮罩。" "[FileDialog] 會根據 [member file_mode] 自動設定視窗的標題。如果你想使用自訂標" "題,請將 [member mode_overrides_title] 設定為 [code]false[/code],禁用此功能。" msgid "Clear all the added filters in the dialog." msgstr "清除對話方塊中所有新增的篩檢程式。" msgid "Clear all currently selected items in the dialog." msgstr "清除對話方塊中所有目前選定的專案。" msgid "The currently selected file of the file dialog." msgstr "檔案對話方塊的目前選定的檔案。" msgid "The currently selected file path of the file dialog." msgstr "目前選擇的檔對話方塊的檔路徑。" msgid "" "If [code]true[/code], changing the [member file_mode] property will set the " "window title accordingly (e.g. setting [member file_mode] to [constant " "FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")." msgstr "" "如果為 [code]true[/code],更改 [member file_mode] 屬性將相應地設定視窗標題(例" "如,將 [member file_mode] 設定為 [constant FILE_MODE_OPEN_FILE],會將視窗標題" "更改為“打開檔案”)。" msgid "Emitted when the user selects a directory." msgstr "當使用者選擇一個目錄時觸發的。" msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "當使用者通過按兩下檔或按[b]確定[/b]按鈕選擇一個檔時觸發。" msgid "Emitted when the user selects multiple files." msgstr "當使用者選擇多個檔時觸發。" msgid "The dialog allows selecting one, and only one file." msgstr "該對話方塊只允許選擇一個檔。" msgid "The dialog allows selecting multiple files." msgstr "該對話方塊允許選擇多個檔。" msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "該對話方塊只允許選擇一個目錄,不允許選擇任何檔。" msgid "The dialog allows selecting one file or directory." msgstr "該對話方塊允許選擇一個檔或目錄。" msgid "The dialog will warn when a file exists." msgstr "當檔案存在時,對話方塊會發出警告。" msgid "" "The dialog only allows accessing files under the [Resource] path ([code]res://" "[/code])." msgstr "該對話方塊只允許存取 [Resource] 路徑下的檔([code]res://[/code])。" msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "該對話方塊只允許存取使用者資料路徑([code]user://[/code])下的檔案。" msgid "The dialog allows accessing files on the whole file system." msgstr "該對話方塊允許存取檔案系統上的檔。" msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "禁用檔的色調(當 [FileDialog] 在打開資料夾模式下使用時)。" msgid "The color modulation applied to the file icon." msgstr "套用於檔圖示的顏色調變。" msgid "The color modulation applied to the folder icon." msgstr "套用於資料夾圖示的顏色調變。" msgid "Custom icon for the back arrow." msgstr "向後箭頭的自訂圖示。" msgid "Custom icon for files." msgstr "檔的自訂圖示。" msgid "Custom icon for folders." msgstr "資料夾的自訂圖示。" msgid "Custom icon for the forward arrow." msgstr "向前箭頭的自訂圖示。" msgid "Custom icon for the parent folder arrow." msgstr "父資料夾箭頭的自訂圖示。" msgid "Custom icon for the reload button." msgstr "重新載入按鈕的自訂圖示。" msgid "Custom icon for the toggle hidden button." msgstr "切換隱藏按鈕的自訂圖示。" msgid "Godot editor's dock for managing files in the project." msgstr "Godot 編輯器中用於管理專案檔案的停靠面板。" msgid "" "This class is available only in [EditorPlugin]s and can't be instantiated. " "You can access it using [method EditorInterface.get_file_system_dock].\n" "While [FileSystemDock] doesn't expose any methods for file manipulation, it " "can listen for various file-related signals." msgstr "" "這個類僅在 [EditorPlugin] 中可用,無法產生實體。可以使用 [method " "EditorInterface.get_file_system_dock] 存取。\n" "雖然 [FileSystemDock] 沒有暴露任何操作檔的方法,但是你可以監聽各種與檔相關的訊" "號。" msgid "Registers a new [EditorResourceTooltipPlugin]." msgstr "註冊一個新的 [EditorResourceTooltipPlugin]。" msgid "" "Sets the given [param path] as currently selected, ensuring that the selected " "file/directory is visible." msgstr "將給定的 [param path] 設定為目前選定的路徑,能夠確保選中的檔/目錄可見。" msgid "" "Removes an [EditorResourceTooltipPlugin]. Fails if the plugin wasn't " "previously added." msgstr "" "移除一個 [EditorResourceTooltipPlugin]。如果該外掛程式尚未新增,則失敗。" msgid "Emitted when the user switches file display mode or split mode." msgstr "使用者切換檔顯示模式或分隔模式時發出。" msgid "Emitted when the given [param file] was removed." msgstr "給定的檔 [param file] 被移除時發出。" msgid "" "Emitted when a file is moved from [param old_file] path to [param new_file] " "path." msgstr "檔從 [param old_file] 路徑移動到 [param new_file] 路徑時發出。" msgid "" "Emitted when a folder is moved from [param old_folder] path to [param " "new_folder] path." msgstr "資料夾從 [param old_folder] 路徑移動到 [param new_folder] 路徑時發出。" msgid "Emitted when the given [param folder] was removed." msgstr "給定的資料夾 [param folder] 被移除時發出。" msgid "" "Emitted when a new scene is created that inherits the scene at [param file] " "path." msgstr "建立新場景,且該場景繼承自位於 [param file] 路徑的場景時發出。" msgid "Emitted when the given scenes are being instantiated in the editor." msgstr "在編輯器中產生實體給定場景時發出。" msgid "Emitted when an external [param resource] had its file removed." msgstr "外部資源 [param resource] 的對應檔被移除時發出。" msgid "Wikipedia: Double-precision floating-point format" msgstr "維琪百科:雙精度浮點數格式" msgid "Wikipedia: Single-precision floating-point format" msgstr "維琪百科:單精確度浮點數格式" msgid "Constructs a default-initialized [float] set to [code]0.0[/code]." msgstr "建構預設初始化的 [float],會被設為 [code]0.0[/code]。" msgid "Constructs a [float] as a copy of the given [float]." msgstr "建構給定 [float] 的副本。" msgid "" "Converts a [String] to a [float], following the same rules as [method " "String.to_float]." msgstr "" "將 [String] 轉換為 [float],遵循與 [method String.to_float] 相同的規則。" msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." msgstr "" "將 [bool] 值轉換為浮點值,[code]float(true)[/code] 將等於 1.0," "[code]float(false)[/code] 將等於 0.0。" msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to [code]1.0[/code]." msgstr "" "將 [int] 值轉換為浮點值,[code]float(1)[/code] 將等於 [code]1.0[/code]。" msgid "" "Returns [code]true[/code] if two floats are different from each other.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this operator may not be accurate if " "NaNs are included." msgstr "" "如果兩個浮點數彼此不同,則返回 [code]true[/code]。\n" "[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 " "NaN,則這個方法的結果可能不準確。" msgid "" "Returns [code]true[/code] if the integer has different value than the float." msgstr "如果整數的值與浮點數不同,則返回 [code]true[/code]。" msgid "" "Multiplies each component of the [Quaternion] by the given [float]. This " "operation is not meaningful on its own, but it can be used as a part of a " "larger expression." msgstr "" "將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用作" "更大運算式的一部分。" msgid "Multiplies each component of the [Vector3] by the given [float]." msgstr "將該 [Vector3] 的每個分量乘以給定的 [float]。" msgid "Multiplies each component of the [Vector4] by the given [float]." msgstr "將該 [Vector4] 的每個分量乘以給定的 [float]。" msgid "Multiplies two [float]s." msgstr "將兩個 [float] 相乘。" msgid "Multiplies a [float] and an [int]. The result is a [float]." msgstr "將 [float] 和 [int] 相乘。結果是 [float]。" msgid "" "Raises a [float] to a power of a [float].\n" "[codeblock]\n" "print(39.0625**0.25) # 2.5\n" "[/codeblock]" msgstr "" "將 [float] 提升到 [float] 次冪。\n" "[codeblock]\n" "print(39.0625**0.25) # 2.5\n" "[/codeblock]" msgid "" "Raises a [float] to a power of an [int]. The result is a [float].\n" "[codeblock]\n" "print(0.9**3) # 0.729\n" "[/codeblock]" msgstr "" "將 [float] 提升到 [int] 次冪。結果為 [float]。\n" "[codeblock]\n" "print(0.9**3) # 0.729\n" "[/codeblock]" msgid "Adds two floats." msgstr "將兩個浮點數相加。" msgid "Adds a [float] and an [int]. The result is a [float]." msgstr "將 [float] 加上 [int]。結果為 [float]。" msgid "Subtracts a float from a float." msgstr "將一個浮點數減去另一個浮點數。" msgid "Subtracts an [int] from a [float]. The result is a [float]." msgstr "將 [float] 減去 [int]。結果為 [float]。" msgid "Divides two floats." msgstr "將兩個浮點數相除。" msgid "Divides a [float] by an [int]. The result is a [float]." msgstr "將 [float] 除以 [int]。結果是 [float]。" msgid "" "Returns [code]true[/code] if the left float is less than the right one.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this operator may not be accurate if " "NaNs are included." msgstr "" "如果左側的浮點數小於右側的,則返回 [code]true[/code]。\n" "[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 " "NaN,則這個方法的結果可能不準確。" msgid "Returns [code]true[/code] if this [float] is less than the given [int]." msgstr "如果該 [float] 小於給定的 [int],則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the left float is less than or equal to the " "right one.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this operator may not be accurate if " "NaNs are included." msgstr "" "如果左側的浮點數小於等於右側的,則返回 [code]true[/code]。\n" "[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 " "NaN,則這個方法的結果可能不準確。" msgid "" "Returns [code]true[/code] if this [float] is less than or equal to the given " "[int]." msgstr "如果該 [float] 小於等於給定的 [int],則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if both floats are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "@GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] " "instead, which are more reliable.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this operator may not be accurate if " "NaNs are included." msgstr "" "如果兩個浮點數完全相等,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點精度誤差,考慮改用更可靠的 [method " "@GlobalScope.is_equal_approx] 或 [method @GlobalScope.is_zero_approx]。\n" "[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 " "NaN,則這個方法的結果可能不準確。" msgid "Returns [code]true[/code] if the [float] and the given [int] are equal." msgstr "如果該 [float] 等於給定的 [int],則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the left float is greater than the right one.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this operator may not be accurate if " "NaNs are included." msgstr "" "如果左側的浮點數大於右側的,則返回 [code]true[/code]。\n" "[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 " "NaN,則這個方法的結果可能不準確。" msgid "" "Returns [code]true[/code] if this [float] is greater than the given [int]." msgstr "如果該 [float] 大於給定的 [int],則返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the left float is greater than or equal to the " "right one.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this operator may not be accurate if " "NaNs are included." msgstr "" "如果左側的浮點數大於等於右側的,則返回 [code]true[/code]。\n" "[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 " "NaN,則這個方法的結果可能不準確。" msgid "" "Returns [code]true[/code] if this [float] is greater than or equal to the " "given [int]." msgstr "如果該 [float] 大於等於給定的 [int],則返回 [code]true[/code]。" msgid "" "Returns the negative value of the [float]. If positive, turns the number " "negative. If negative, turns the number positive. With floats, the number " "zero can be either positive or negative." msgstr "" "返回該 [float] 的相反數。如果為正數,則將該數變為負數。如果為負數,則將該數變" "為正數。對於浮點數,數位零既可以是正數,也可以是負數。" msgid "" "A container that arranges its child controls horizontally or vertically and " "wraps them around at the borders." msgstr "將子控制項橫向或縱向排列並在邊界處換行的容器。" msgid "" "A container that arranges its child controls horizontally or vertically and " "wraps them around at the borders. This is similar to how text in a book wraps " "around when no more words can fit on a line." msgstr "" "將子控制項橫向或縱向排列並在邊界處換行的容器。類似於書本中文字在一行中寫不下以" "後的換行方式。" msgid "Returns the current line count." msgstr "返回目前的行數。" msgid "" "If [code]true[/code], the [FlowContainer] will arrange its children " "vertically, rather than horizontally.\n" "Can't be changed when using [HFlowContainer] and [VFlowContainer]." msgstr "" "如果為 [code]true[/code],則 [FlowContainer] 將垂直排列子節點,而不是水平排" "列。\n" "使用 [HFlowContainer] 和 [VFlowContainer] 時不能改變。" msgid "" "A material that controls how volumetric fog is rendered, to be assigned to a " "[FogVolume]." msgstr "控制體積霧算繪方式的材質,分配到 [FogVolume]。" msgid "" "A [Material] resource that can be used by [FogVolume]s to draw volumetric " "effects.\n" "If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/" "shaders/shader_reference/fog_shader.html]fog shader[/url]." msgstr "" "[FogVolume] 使用的 [Material] 資源,用於繪製體積效果。\n" "如果你需要更高階的效果,請使用自訂[url=$DOCS_URL/tutorials/shaders/" "shader_reference/fog_shader.html]霧著色器[/url]。" msgid "" "The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] " "is converted into single-scattering, which is additively blended with other " "[FogVolume]s and the [member Environment.volumetric_fog_albedo]." msgstr "" "[FogVolume] 的單次散射 [Color]。在內部,[member albedo] 被轉換為單次散射,它與" "其他 [FogVolume] 和 [member Environment.volumetric_fog_albedo] 進行相加混合。" msgid "" "The density of the [FogVolume]. Denser objects are more opaque, but may " "suffer from under-sampling artifacts that look like stripes. Negative values " "can be used to subtract fog from other [FogVolume]s or global volumetric " "fog.\n" "[b]Note:[/b] Due to limited precision, [member density] values between " "[code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/" "code]. This does not apply to [member Environment.volumetric_fog_density]." msgstr "" "[FogVolume] 的密度。更密集的對象更不透明,但可能會受到看起來像條紋的欠取樣偽影" "的影響。負值可用於從其他 [FogVolume] 或全域體積霧中減去霧。\n" "[b]注意:[/b]由於精度有限,介於 [code]-0.001[/code] 和 [code]0.001[/code](不" "含)之間的 [member density] 值相當於 [code]0.0[/code]。這不適用於 [member " "Environment.volumetric_fog_density]。" msgid "" "The 3D texture that is used to scale the [member density] of the [FogVolume]. " "This can be used to vary fog density within the [FogVolume] with any kind of " "static pattern. For animated effects, consider using a custom [url=$DOCS_URL/" "tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]." msgstr "" "用於縮放 [FogVolume] 的 [member density] 的 3D 紋理。這可用於改變 [FogVolume] " "內具有任何靜態模式的霧密度。對於動畫效果,請考慮使用一個自訂的[url=$DOCS_URL/" "tutorials/shaders/shader_reference/fog_shader.html]霧著色器[/url]。" msgid "" "The hardness of the edges of the [FogVolume]. A higher value will result in " "softer edges, while a lower value will result in harder edges." msgstr "" "[FogVolume] 邊緣的硬度。較高的值將導致較軟的邊緣,而較低的值將導致較硬的邊緣。" msgid "" "The [Color] of the light emitted by the [FogVolume]. Emitted light will not " "cast light or shadows on other objects, but can be useful for modulating the " "[Color] of the [FogVolume] independently from light sources." msgstr "" "該 [FogVolume] 發出的光的 [Color]。發出的光不會在其他物體上投射光或陰影,但可" "用於獨立於光源調變 [FogVolume] 的 [Color]。" msgid "" "The rate by which the height-based fog decreases in density as height " "increases in world space. A high falloff will result in a sharp transition, " "while a low falloff will result in a smoother transition. A value of " "[code]0.0[/code] results in uniform-density fog. The height threshold is " "determined by the height of the associated [FogVolume]." msgstr "" "基於高度的霧,隨著世界空間中高度的增加而降低密度的速度。高的衰減將產生急劇的過" "渡,而低的衰減將產生更平滑的過渡。[code]0.0[/code] 的值會產生均勻密度的霧。高" "度閾值由關聯的 [FogVolume] 的高度決定。" msgid "" "A region that contributes to the default volumetric fog from the world " "environment." msgstr "從世界環境貢獻預設體積霧的區域。" msgid "" "[FogVolume]s are used to add localized fog into the global volumetric fog " "effect. [FogVolume]s can also remove volumetric fog from specific areas if " "using a [FogMaterial] with a negative [member FogMaterial.density].\n" "Performance of [FogVolume]s is directly related to their relative size on the " "screen and the complexity of their attached [FogMaterial]. It is best to keep " "[FogVolume]s relatively small and simple where possible.\n" "[b]Note:[/b] [FogVolume]s only have a visible effect if [member " "Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want " "fog to be globally visible (but only within [FogVolume] nodes), set [member " "Environment.volumetric_fog_density] to [code]0.0[/code]." msgstr "" "[FogVolume] 用於將局部霧新增到全域體積霧效果中。如果使用具有負 [member " "FogMaterial.density] 的 [FogMaterial],[FogVolume] 也可以從特定區域移除體積" "霧。\n" "[FogVolume] 的性能與它在螢幕上的相對大小以及它所附加的 [FogMaterial] 的複雜性" "直接相關。最好盡可能保持 [FogVolume] 相對較小且簡單。\n" "[b]注意:[/b][FogVolume] 只有在 [member Environment.volumetric_fog_enabled] " "為 [code]true[/code] 時才會有可見效果。如果不希望霧全域可見(而只是在 " "[FogVolume] 節點內),請將 [member Environment.volumetric_fog_density] 設定為 " "[code]0.0[/code]。" msgid "Volumetric fog and fog volumes" msgstr "體積霧和霧體積" msgid "" "The [Material] used by the [FogVolume]. Can be either a built-in " "[FogMaterial] or a custom [ShaderMaterial]." msgstr "" "[FogVolume] 使用的 [Material]。可以是一個內建的 [FogMaterial] 或一個自訂的 " "[ShaderMaterial]。" msgid "" "The shape of the [FogVolume]. This can be set to either [constant " "RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant " "RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant " "RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant " "RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant " "RenderingServer.FOG_VOLUME_SHAPE_WORLD]." msgstr "" "[FogVolume] 的形狀。這可以被設定為 [constant " "RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、[constant " "RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant " "RenderingServer.FOG_VOLUME_SHAPE_CYLINDER]、[constant " "RenderingServer.FOG_VOLUME_SHAPE_BOX] 或 [constant " "RenderingServer.FOG_VOLUME_SHAPE_WORLD]。" msgid "" "The size of the [FogVolume] when [member shape] is [constant " "RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant " "RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant " "RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant " "RenderingServer.FOG_VOLUME_SHAPE_BOX].\n" "[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or " "rotates. This can be alleviated by increasing [member " "ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (at a " "performance cost) or by decreasing [member Environment.volumetric_fog_length] " "(at no performance cost, but at the cost of lower fog range). Alternatively, " "the [FogVolume] can be made thicker and use a lower density in the [member " "material].\n" "[b]Note:[/b] If [member shape] is [constant " "RenderingServer.FOG_VOLUME_SHAPE_CONE] or [constant " "RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be " "adjusted to fit within the size. Non-uniform scaling of cone/cylinder shapes " "via the [member size] property is not supported, but you can scale the " "[FogVolume] node instead." msgstr "" "當 [member shape] 為 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、" "[constant RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant " "RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] 或 [constant " "RenderingServer.FOG_VOLUME_SHAPE_BOX]時,該 [FogVolume] 的大小。\n" "[b]注意:[/b]當相機移動或旋轉時,薄霧體積可能會出現閃爍。這可以通過增加 " "[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth](以" "性能為代價)或減少 [member Environment.volumetric_fog_length](無性能成本,但" "以降低霧的範圍為代價)來緩解。或者,[FogVolume] 可以做得更厚,並在 [member " "material] 中使用較低的密度。\n" "[b]注意:[/b]如果 [member shape] 為 [constant " "RenderingServer.FOG_VOLUME_SHAPE_CONE] 或 [constant " "RenderingServer.FOG_VOLUME_SHAPE_CYLINDER],圓錐體/圓柱體將被調整以適應該大" "小。不支援通過 [member size] 屬性對圓錐體/圓柱體形狀進行非均勻縮放,但可以改為" "縮放該 [FogVolume] 節點。" msgid "Abstract base class for fonts and font variations." msgstr "字形和字形變體的抽象基底類別。" msgid "" "Abstract base class for different font types. It has methods for drawing text " "and font character introspection." msgstr "各種字形型別的抽象基底類別。提供了繪製文字以及內省字形字元的方法。" msgid "Returns [TextServer] RID of the font cache for specific variation." msgstr "返回特定變體的字形快取的 [TextServer] RID。" msgid "" "Returns the average font ascent (number of pixels above the baseline).\n" "[b]Note:[/b] Real ascent of the string is context-dependent and can be " "significantly different from the value returned by this function. Use it only " "as rough estimate (e.g. as the ascent of empty line)." msgstr "" "返回平均上高(基線以上的圖元數)。\n" "[b]注意:[/b]字串的實際上高是本文相關的,並且可能與該函式返回的值有很大不同。" "僅將其用作粗略估計(例如作為空行的上高)。" msgid "" "Returns the average font descent (number of pixels below the baseline).\n" "[b]Note:[/b] Real descent of the string is context-dependent and can be " "significantly different from the value returned by this function. Use it only " "as rough estimate (e.g. as the descent of empty line)." msgstr "" "返回平均下深(基線以下的圖元數)。\n" "[b]注意:[/b]字串的真實下深是依賴於本文的,並且可能與此函式返回的值有很大不" "同。僅將其用作粗略估計(例如作為空行的下深)。" msgid "Returns number of faces in the TrueType / OpenType collection." msgstr "返回 TrueType / OpenType 集合中的字形數。" msgid "Returns font family name." msgstr "返回字形家族名稱。" msgid "" "Returns font stretch amount, compared to a normal width. A percentage value " "between [code]50%[/code] and [code]200%[/code]." msgstr "" "返回與正常寬度相比的字形拉伸量。一個介於 [code]50%[/code] 和 [code]200%[/" "code] 之間的百分比值。" msgid "Returns font style name." msgstr "返回字形樣式名稱。" msgid "" "Returns weight (boldness) of the font. A value in the [code]100...999[/code] " "range, normal font weight is [code]400[/code], bold font weight is [code]700[/" "code]." msgstr "" "返回該字形的字重(粗度)。一個在 [code]100...999[/code] 範圍內的值,正常字形字" "重為 [code]400[/code],粗體字形字重為 [code]700[/code]。" msgid "" "Returns the total average font height (ascent plus descent) in pixels.\n" "[b]Note:[/b] Real height of the string is context-dependent and can be " "significantly different from the value returned by this function. Use it only " "as rough estimate (e.g. as the height of empty line)." msgstr "" "返回總的平均字形高度(上高加下深),單位為圖元。\n" "[b]注意:[/b]字串的實際高度取決於本文,並且可能與該函式返回的值有很大差異。僅" "將其用作粗略估計(例如作為空行的高度)。" msgid "" "Returns the size of a bounding box of a string broken into the lines, taking " "kerning and advance into account.\n" "See also [method draw_multiline_string]." msgstr "" "返回分割成行的字串的邊界框的大小,將字距調整和前進量考慮在內。\n" "另見 [method draw_multiline_string]。" msgid "" "Returns a set of OpenType feature tags. More info: [url=https://" "docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType " "feature tags[/url]." msgstr "" "返回一組 OpenType 功能標籤。更多資訊:[url=https://docs.microsoft.com/en-us/" "typography/opentype/spec/featuretags]OpenType 功能標籤[/url]。" msgid "" "Returns [Dictionary] with OpenType font name strings (localized font names, " "version, description, license information, sample text, etc.)." msgstr "" "返回 OpenType 字形名稱字串的 [Dictionary](當地語系化的字形名稱、版本、描述、" "許可資訊、範例文字等)。" msgid "" "Returns [Array] of valid [Font] [RID]s, which can be passed to the " "[TextServer] methods." msgstr "返回有效 [Font] [RID] 的 [Array],可以將其傳給 [TextServer] 的方法。" msgid "" "Returns the size of a bounding box of a single-line string, taking kerning, " "advance and subpixel positioning into account. See also [method " "get_multiline_string_size] and [method draw_string].\n" "For example, to get the string size as displayed by a single-line Label, " "use:\n" "[codeblocks]\n" "[gdscript]\n" "var string_size = " "$Label.get_theme_font(\"font\").get_string_size($Label.text, " "HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size(\"font_size\"))\n" "[/gdscript]\n" "[csharp]\n" "Label label = GetNode