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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-06-14 10:33:40 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-06-14 10:33:40 +0200 |
commit | ac95e0f4ff45dcb6f4709edda2c65ff8524c6f7a (patch) | |
tree | 2036fe78766060d93e0e3d71efc0d3ea65b52e1c /doc/translations/zh_TW.po | |
parent | b1dbc8b51ad85d1edfe474b938c128de28ebde19 (diff) | |
download | redot-engine-ac95e0f4ff45dcb6f4709edda2c65ff8524c6f7a.tar.gz |
i18n: Sync translations with Weblate
Diffstat (limited to 'doc/translations/zh_TW.po')
-rw-r--r-- | doc/translations/zh_TW.po | 686 |
1 files changed, 13 insertions, 673 deletions
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 638f8c86fd..2ab8bf2be1 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -27,12 +27,13 @@ # longhjues <longhjues@gmail.com>, 2023. # 风青山 <idleman@yeah.net>, 2023. # Chang-Chia Tseng <pswo10680@gmail.com>, 2024. +# hugoalh <hugoalh@users.noreply.hosted.weblate.org>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-12 23:45+0000\n" -"Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" +"PO-Revision-Date: 2024-06-02 10:37+0000\n" +"Last-Translator: hugoalh <hugoalh@users.noreply.hosted.weblate.org>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hant/>\n" "Language: zh_TW\n" @@ -40,11 +41,17 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.6-dev\n" + +msgid "Globals" +msgstr "全域" msgid "Resources" msgstr "資源" +msgid "Other objects" +msgstr "其他物件" + msgid "Description" msgstr "說明" @@ -202,6 +209,9 @@ msgid "" msgstr "" "通過 C# 使用這個 API 時有顯著的不同。詳見 :ref:`doc_c_sharp_differences`\\ 。" +msgid "Deprecated:" +msgstr "已棄用:" + msgid "Built-in GDScript constants, functions, and annotations." msgstr "內建 GDScript 常數、函式、注解。" @@ -1771,27 +1781,6 @@ msgstr "" "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." -msgstr "" -"將 [param value] 從範圍 [code][istart, istop][/code] 對應到 [code][ostart, " -"ostop][/code]。另見 [method lerp] 和 [method inverse_lerp]。如果 [param " -"value] 在 [code][istart, istop][/code] 之外,那麼結果值也將在 [code][ostart, " -"ostop][/code] 之外。如果不希望這樣,請對該函式的結果使用 [method clamp]。\n" -"[codeblock]\n" -"remap(75, 0, 100, -1, 1) # 返回 0.5\n" -"[/codeblock]\n" -"對於需要多個範圍的複雜用例,請考慮改用 [Curve] 或 [Gradient]。" - -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 " @@ -2220,9 +2209,6 @@ msgstr "[Geometry2D] 單例。" msgid "The [Geometry3D] singleton." msgstr "[Geometry3D] 單例。" -msgid "The [GodotSharp] singleton." -msgstr "[GodotSharp] 單例。" - msgid "The [IP] singleton." msgstr "[IP] 單例。" @@ -5262,13 +5248,6 @@ msgstr "" 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." -msgstr "" -"返回位於給定時間(以秒為單位)的插值後的值。[param track_idx] 必須是值軌道的索" -"引。" - msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "設定值軌道的更新模式(請參閱 [enum UpdateMode])。" @@ -14721,15 +14700,6 @@ 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 maximum allowed width of the [Button]'s icon. This limit is applied on " -"top of the default size of the icon, or its expanded size if [member " -"expand_icon] is [code]true[/code]. The height is adjusted according to the " -"icon's ratio." -msgstr "" -"[Button] 圖示的最大允許寬度。如果 [member expand_icon] 為 [code]true[/code]," -"則該限制適用於圖示的預設大小或擴充大小。高度將根據圖示的比例進行調整。" - -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." @@ -16332,20 +16302,6 @@ msgstr "" "不同,必須為整個多邊形指定一個單一顏色。" msgid "" -"Draws a dashed line from a 2D point to another, with a given color and width. " -"See also [method draw_multiline] and [method draw_polyline].\n" -"If [param width] is negative, then a two-point primitives will be drawn " -"instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the line parts will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code]." -msgstr "" -"使用給定的顏色和寬度,從一個 2D 點到另一個點繪製一條虛線。另見 [method " -"draw_multiline] 和 [method draw_polyline]。\n" -"如果 [param width] 為負,則將繪製一個兩點圖元而不是一個四點圖元。這意味著當縮" -"放 CanvasItem 時,線條部分將保持細長。如果不需要此行為,請傳遞一個正的 [param " -"width],如 [code]1.0[/code]。" - -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 " @@ -16423,50 +16379,6 @@ msgstr "" "[param pixel_range] 的值應該與距離場紋理生成期間使用的值相同。" msgid "" -"Draws multiple disconnected lines with a uniform [param width] and [param " -"color]. Each line is defined by two consecutive points from [param points] " -"array, i.e. i-th segment consists of [code]points[2 * i][/code], " -"[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " -"lines, this is faster than using individual [method draw_line] calls. To draw " -"interconnected lines, use [method draw_polyline] instead.\n" -"If [param width] is negative, then two-point primitives will be drawn instead " -"of a four-point ones. This means that when the CanvasItem is scaled, the " -"lines will remain thin. If this behavior is not desired, then pass a positive " -"[param width] like [code]1.0[/code]." -msgstr "" -"使用一致的寬度 [param width] 和顏色 [param color] 繪製多條斷開的線段。[param " -"points] 陣列中相鄰的兩個點定義一條線段,即第 i 條線段由端點 [code]points[2 * " -"i][/code] 和 [code]points[2 * i + 1][/code] 組成。繪製大量線段時,這種方法比使" -"用 [method draw_line] 一條條畫要快。要繪製相連的線段,請改用 [method " -"draw_polyline]。\n" -"如果 [param width] 為負數,則會繪製由兩個點組成的圖元,不使用四個點組成的圖" -"元。此時如果 CanvasItem 發生縮放,則線段仍然會很細。如果不想要這樣的行為,請傳" -"入 [code]1.0[/code] 等正數 [param width]。" - -msgid "" -"Draws multiple disconnected lines with a uniform [param width] and segment-by-" -"segment coloring. Each segment is defined by two consecutive points from " -"[param points] array and a corresponding color from [param colors] array, i." -"e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + " -"1][/code] endpoints and has [code]colors[i][/code] color. When drawing large " -"amounts of lines, this is faster than using individual [method draw_line] " -"calls. To draw interconnected lines, use [method draw_polyline_colors] " -"instead.\n" -"If [param width] is negative, then two-point primitives will be drawn instead " -"of a four-point ones. This means that when the CanvasItem is scaled, the " -"lines will remain thin. If this behavior is not desired, then pass a positive " -"[param width] like [code]1.0[/code]." -msgstr "" -"使用一致的寬度 [param width] 分段顏色繪製多條斷開的線段。[param points] 陣列中" -"相鄰的兩個點定義一條線段,即第 i 條線段由端點 [code]points[2 * i][/code] 和 " -"[code]points[2 * i + 1][/code] 組成,使用的顏色為 [code]colors[i][/code]。繪製" -"大量線段時,這種方法比使用 [method draw_line] 一條條畫要快。要繪製相連的線段," -"請改用 [method draw_polyline_colors]。\n" -"如果 [param width] 為負數,則會繪製由兩個點組成的圖元,不使用四個點組成的圖" -"元。此時如果 CanvasItem 發生縮放,則線段仍然會很細。如果不想要這樣的行為,請傳" -"入 [code]1.0[/code] 等正數 [param width]。" - -msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " "at the [param pos] (top-left corner). The text will have its color multiplied " "by [param modulate]. If [param width] is greater than or equal to 0, the text " @@ -16520,33 +16432,6 @@ msgstr "" "draw_polygon]、[method draw_rect]。" msgid "" -"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " -"be filled with the [param color] specified. If [param filled] is [code]false[/" -"code], the rectangle will be drawn as a stroke with the [param color] and " -"[param width] specified. See also [method draw_texture_rect].\n" -"If [param width] is negative, then two-point primitives will be drawn instead " -"of a four-point ones. This means that when the CanvasItem is scaled, the " -"lines will remain thin. If this behavior is not desired, then pass a positive " -"[param width] like [code]1.0[/code].\n" -"[b]Note:[/b] [param width] is only effective if [param filled] is " -"[code]false[/code].\n" -"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " -"display perfectly. For example, corners may be missing or brighter due to " -"overlapping lines (for a translucent [param color])." -msgstr "" -"繪製一個矩形。如果 [param filled] 為 [code]true[/code],則矩形將使用指定的 " -"[param color] 填充。如果 [param filled] 為 [code]false[/code],則矩形將被繪製" -"為具有指定的 [param color] 和 [param width] 的筆劃。另見 [method " -"draw_texture_rect]。\n" -"如果 [param width] 為負,則將繪製一個兩點圖元而不是一個四點圖元。這意味著當縮" -"放 CanvasItem 時,線條將保持細長。如果不需要此行為,請傳遞一個正的 [param " -"width],如 [code]1.0[/code]。\n" -"[b]注意:[/b][param width] 只有在 [param filled] 為 [code]false[/code] 時才有" -"效。\n" -"[b]注意:[/b]使用負 [param width] 繪製的未填充矩形可能不會完美顯示。例如,由於" -"線條的重疊,角可能會缺失或變亮(對於半透明的 [param color])。" - -msgid "" "Sets a custom transform for drawing via components. Anything drawn afterwards " "will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " @@ -21404,33 +21289,6 @@ msgid "A dialog used for confirmation of actions." msgstr "用於確認動作的對話方塊。" msgid "" -"A dialog used for confirmation of actions. This window is similar to " -"[AcceptDialog], but pressing its Cancel button can have a different outcome " -"from pressing the OK button. The order of the two buttons varies depending on " -"the host OS.\n" -"To get cancel action, you can use:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_cancel_button().pressed.connect(self.canceled)\n" -"[/gdscript]\n" -"[csharp]\n" -"GetCancelButton().Pressed += Canceled;\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"用於確認動作的對話方塊。這個視窗類似於 [AcceptDialog],但按下“取消”按鈕和按" -"下“確定”按鈕的效果是不同的。這兩個按鈕的順序取決於主機作業系統。\n" -"要獲得取消操作,你可以使用:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_cancel_button().pressed.connect(self.canceled)\n" -"[/gdscript]\n" -"[csharp]\n" -"GetCancelButton().Pressed += Canceled;\n" -"[/csharp]\n" -"[/codeblocks]" - -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 " @@ -24737,156 +24595,6 @@ msgid "Provides access to advanced cryptographic functionalities." msgstr "提供對高階加密功能的存取。" msgid "" -"The Crypto class provides access to advanced cryptographic functionalities.\n" -"Currently, this includes asymmetric key encryption/decryption, signing/" -"verification, and generating cryptographically secure random bytes, RSA keys, " -"HMAC digests, and self-signed [X509Certificate]s.\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"\n" -"var crypto = Crypto.new()\n" -"var key = CryptoKey.new()\n" -"var cert = X509Certificate.new()\n" -"\n" -"func _ready():\n" -" # Generate new RSA key.\n" -" key = crypto.generate_rsa(4096)\n" -" # Generate new self-signed certificate with the given key.\n" -" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," -"O=My Game Company,C=IT\")\n" -" # Save key and certificate in the user folder.\n" -" key.save(\"user://generated.key\")\n" -" cert.save(\"user://generated.crt\")\n" -" # Encryption\n" -" var data = \"Some data\"\n" -" var encrypted = crypto.encrypt(key, data.to_utf8_buffer())\n" -" # Decryption\n" -" var decrypted = crypto.decrypt(key, encrypted)\n" -" # Signing\n" -" var signature = crypto.sign(HashingContext.HASH_SHA256, data." -"sha256_buffer(), key)\n" -" # Verifying\n" -" var verified = crypto.verify(HashingContext.HASH_SHA256, data." -"sha256_buffer(), signature, key)\n" -" # Checks\n" -" assert(verified)\n" -" assert(data.to_utf8_buffer() == decrypted)\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private Crypto _crypto = new Crypto();\n" -" private CryptoKey _key = new CryptoKey();\n" -" private X509Certificate _cert = new X509Certificate();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" // Generate new RSA key.\n" -" _key = _crypto.GenerateRsa(4096);\n" -" // Generate new self-signed certificate with the given key.\n" -" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com," -"O=My Game Company,C=IT\");\n" -" // Save key and certificate in the user folder.\n" -" _key.Save(\"user://generated.key\");\n" -" _cert.Save(\"user://generated.crt\");\n" -" // Encryption\n" -" string data = \"Some data\";\n" -" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());\n" -" // Decryption\n" -" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n" -" // Signing\n" -" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), _key);\n" -" // Verifying\n" -" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), signature, _key);\n" -" // Checks\n" -" Debug.Assert(verified);\n" -" Debug.Assert(data.ToUtf8Buffer() == decrypted);\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Crypto 類提供對高階加密功能的存取。\n" -"目前,包括非對稱金鑰的加密/解密和簽章/驗證、生成加密安全隨機位元組、RSA 金鑰、" -"HMAC 摘要以及自簽章的 [X509Certificate]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"\n" -"var crypto = Crypto.new()\n" -"var key = CryptoKey.new()\n" -"var cert = X509Certificate.new()\n" -"\n" -"func _ready():\n" -" # 生成新的 RSA 金鑰。\n" -" key = crypto.generate_rsa(4096)\n" -" # 使用給定的金鑰生成新的自簽章憑證。\n" -" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," -"O=My Game Company,C=IT\")\n" -" # 將金鑰和憑證保存在使用者資料夾中。\n" -" key.save(\"user://generated.key\")\n" -" cert.save(\"user://generated.crt\")\n" -" # 加密\n" -" var data = \"Some data\"\n" -" var encrypted = crypto.encrypt(key, data.to_utf8_buffer())\n" -" # 解密\n" -" var decrypted = crypto.decrypt(key, encrypted)\n" -" # 簽章\n" -" var signature = crypto.sign(HashingContext.HASH_SHA256, data." -"sha256_buffer(), key)\n" -" # 驗證\n" -" var verified = crypto.verify(HashingContext.HASH_SHA256, data." -"sha256_buffer(), signature, key)\n" -" # 校驗\n" -" assert(verified)\n" -" assert(data.to_utf8_buffer() == decrypted)\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private Crypto _crypto = new Crypto();\n" -" private CryptoKey _key = new CryptoKey();\n" -" private X509Certificate _cert = new X509Certificate();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" // 生成新的 RSA 金鑰。\n" -" _key = _crypto.GenerateRsa(4096);\n" -" // 使用給定的金鑰生成新的自簽章憑證。\n" -" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com," -"O=My Game Company,C=IT\");\n" -" // 將金鑰和憑證保存在使用者資料夾中。\n" -" _key.Save(\"user://generated.key\");\n" -" _cert.Save(\"user://generated.crt\");\n" -" // 加密\n" -" string data = \"Some data\";\n" -" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());\n" -" // 解密\n" -" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n" -" // 簽章\n" -" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), _key);\n" -" // 驗證\n" -" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), signature, _key);\n" -" // 校驗\n" -" Debug.Assert(verified);\n" -" Debug.Assert(data.ToUtf8Buffer() == decrypted);\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -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-" @@ -24952,9 +24660,6 @@ 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 "A cryptographic key (RSA)." -msgstr "加密金鑰(RSA)。" - msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" @@ -25536,15 +25241,6 @@ 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 "" -"This class represents a C# script. It is the C# equivalent of the [GDScript] " -"class and is only available in Mono-enabled Godot builds.\n" -"See also [GodotSharp]." -msgstr "" -"這個類表示 C# 腳本,是 [GDScript] 類在 C# 中的對等體,僅在啟用了 Mono 的 " -"Godot 版本中可用。\n" -"另請參閱 [GodotSharp]。" - msgid "C# documentation index" msgstr "C# 文件索引" @@ -28277,17 +27973,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the scale factor of the specified screen by index.\n" -"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) " -"screen, and [code]1.0[/code] for all other cases.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"返回按索引指定的螢幕的縮放係數。\n" -"[b]注意:[/b]在 macOS 上,對於 hiDPI (Retina) 螢幕,返回值為 [code]2.0[/" -"code];對於所有其他情況,返回值為 [code]1.0[/code]。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。" - -msgid "" "Returns the screen's size in pixels. See also [method screen_get_position] " "and [method screen_get_usable_rect]." msgstr "" @@ -32113,11 +31798,6 @@ msgid "" msgstr "返回 [method _get_export_options] 提供的匯出選項的目前值。" msgid "" -"To be called inside [method _export_file]. Skips the current file, so it's " -"not included in the export." -msgstr "在 [method _export_file] 中呼叫。跳過目前檔,因此它不包括在匯出中。" - -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。" @@ -33216,12 +32896,6 @@ 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 a property editor for an individual property. The [param editor] control " -"must extend [EditorProperty]." -msgstr "" -"為單獨的屬性新增屬性編輯器。[param editor] 控制項必須擴充 [EditorProperty]。" - -msgid "" "Adds an editor that allows modifying multiple properties. The [param editor] " "control must extend [EditorProperty]." msgstr "" @@ -36766,13 +36440,6 @@ 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 "" -"The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, " -"[RayCast3D]s and [SpringArm3D]s." -msgstr "" -"用於 [CollisionShape3D]、[VehicleWheel3D]、[RayCast3D]、[SpringArm3D] 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 "" @@ -37565,16 +37232,6 @@ msgid "" 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], the editor will collapse the Output panel when stopping " -"the project." -msgstr "如果為 [code]true[/code],則編輯器會在停止遊戲專案時折疊“輸出”面板。" - -msgid "" -"If [code]true[/code], the editor will expand 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展開“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])." @@ -39154,32 +38811,6 @@ msgstr "" "定期呼叫該函式來處理連接、斷開連接、和接收新封包。" msgid "" -"Sends a [param packet] toward a destination from the address and port " -"currently bound by this ENetConnection instance. \n" -"This is useful as it serves to establish entries in NAT routing tables on all " -"devices between this bound instance and the public facing internet, allowing " -"a prospective client's connection packets to be routed backward through the " -"NAT device(s) between the public internet and this host.\n" -"This requires forward knowledge of a prospective client's address and " -"communication port as seen by the public internet - after any NAT devices " -"have handled their connection request. This information can be obtained by a " -"[url=https://en.wikipedia.org/wiki/STUN]STUN[/url] service, and must be " -"handed off to your host by an entity that is not the prospective client. This " -"will never work for a client behind a Symmetric NAT due to the nature of the " -"Symmetric NAT routing algorithm, as their IP and Port cannot be known " -"beforehand." -msgstr "" -"向目標發送封包 [param packet],發送方是該 ENetConnection 實例目前綁定的位址和" -"埠。\n" -"這樣能夠在該綁定實例和公共互聯網之間的所有裝置的 NAT 路由表中建立相關條目,因" -"此非常有用,能夠讓潛在使用者端的連接封包能夠通過公共互聯網和該主機之間的 NAT " -"裝置進行反向路由。\n" -"要求在 NAT 裝置處理連接請求後,預先瞭解公共互聯網所看到的潛在使用者端的地址和" -"通信埠。這一資訊可以通過 [url=https://zh.wikipedia.org/wiki/STUN]STUN[/url] 服" -"務獲取,必須由非潛在使用者端的實體交給你的主機。由於對稱 NAT 路由演算法的性" -"質,這種方法對於對稱 NAT 之後的使用者端無效,因為無法提前得知他們的 IP 和埠。" - -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." @@ -39899,19 +39530,6 @@ msgstr "" "前的等級沒有啟用。" msgid "" -"If [code]true[/code], enables the [code]adjustment_*[/code] properties " -"provided by this resource. If [code]false[/code], modifications to the " -"[code]adjustment_*[/code] properties will have no effect on the rendered " -"scene.\n" -"[b]Note:[/b] Adjustments are only supported in the Forward+ and Mobile " -"rendering methods, not Compatibility." -msgstr "" -"如果為 [code]true[/code],則啟用該資源提供的 [code]adjustment_*[/code] 屬性。" -"如果為 [code]false[/code],則對 [code]adjustment_*[/code] 屬性的修改將不會對算" -"繪場景產生影響。\n" -"[b]注意:[/b]調整僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" - -msgid "" "The ambient light's [Color]. Only effective if [member " "ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive)." msgstr "" @@ -43799,13 +43417,6 @@ msgstr "" "則返回 [code]true[/code];否則返回 [code]false[/code]。" msgid "" -"Returns [code]true[/code] if [param polygon]'s vertices are ordered in " -"clockwise order, otherwise returns [code]false[/code]." -msgstr "" -"如果 [param polygon] 的頂點按順時針順序排序,則返回 [code]true[/code];否則返" -"回 [code]false[/code]。" - -msgid "" "Checks if the two lines ([param from_a], [param dir_a]) and ([param from_b], " "[param dir_b]) intersect. If yes, return the point of intersection as " "[Vector2]. If no intersection takes place, returns [code]null[/code].\n" @@ -44593,13 +44204,6 @@ msgstr "" "[PackedByteArray]。" msgid "" -"Takes a [GLTFState] object through the [param state] parameter and returns a " -"Godot Engine scene node." -msgstr "" -"通過 [param state] 參數接收一個 [GLTFState] 物件,並返回一個 Godot 引擎的場景" -"節點。" - -msgid "" "Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If " "[param first_priority] is true, this extension will be run first. Otherwise, " "it will be run last.\n" @@ -45653,25 +45257,6 @@ msgstr "用於 S 軸(水平)紋理座標的環繞模式。" msgid "Wrapping mode to use for T-axis (vertical) texture coordinates." msgstr "用於 T 軸(垂直)紋理座標的環繞模式。" -msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." -msgstr "Godot 和 Mono 運作時之間的橋樑(僅支援 Mono 的建構)。" - -msgid "" -"This class is a bridge between Godot and the Mono runtime. It exposes several " -"low-level operations and is only available in Mono-enabled Godot builds.\n" -"See also [CSharpScript]." -msgstr "" -"該類是連接 Godot 和 Mono 運作時的橋樑。它暴露了一些低級別的操作,只在支援 " -"Mono 的 Godot 建構中可用。\n" -"參閱 [CSharpScript] 。" - -msgid "" -"Returns [code]true[/code] if the .NET runtime is initialized, [code]false[/" -"code] otherwise." -msgstr "" -"如果 .NET 運作時已初始化,則返回 [code]true[/code],否則返回 [code]false[/" -"code]。" - msgid "A 2D particle emitter." msgstr "2D 粒子發射器。" @@ -47551,14 +47136,6 @@ msgid "Bakes lightmap data for all meshes in the assigned [MeshLibrary]." msgstr "為指定的 [MeshLibrary] 中的所有網格烘焙光照貼圖資料。" msgid "" -"Returns the position of a grid cell in the GridMap's local coordinate space. " -"To convert the returned value into global coordinates, use [method Node3D." -"to_global]. See also [method map_to_local]." -msgstr "" -"返回柵格儲存格在 GridMap 的局部座標空間中的位置。要將返回值轉換為全域座標,請" -"使用 [method Node3D.to_global]。另請參閱 [method map_to_local]。" - -msgid "" "Sets the mesh index for the cell referenced by its grid coordinates.\n" "A negative item index such as [constant INVALID_CELL_ITEM] will clear the " "cell.\n" @@ -52757,50 +52334,13 @@ msgstr "建立 Android 外掛程式" msgid "Abstract base class for all 2D physics joints." msgstr "所有 2D 物理關節的抽象基底類別。" -msgid "" -"Abstract base class for all joints in 2D physics. 2D joints bind together two " -"physics bodies and apply a constraint." -msgstr "" -"2D 物理中所有關節的抽象基底類別。2D 關節能夠將兩個物理體綁定在一起並施加約束。" - -msgid "Returns the joint's [RID]." -msgstr "返回對象的 [RID]。" - -msgid "" -"If [code]true[/code], [member node_a] and [member node_b] can not collide." -msgstr "" -"如果為 [code]true[/code],則 [member node_a] 和 [member node_b] 無法碰撞。" - -msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." -msgstr "連接到關節的第一個實體。必須繼承自 [PhysicsBody2D] 。" - -msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]." -msgstr "連接到關節的第二個實體。必須繼承自 [PhysicsBody2D]。" - msgid "Abstract base class for all 3D physics joints." msgstr "所有 3D 物理關節的抽象基底類別。" -msgid "" -"Abstract base class for all joints in 3D physics. 3D joints bind together two " -"physics bodies and apply a constraint." -msgstr "" -"3D 物理中所有關節的抽象基底類別。3D 關節能夠將兩個物理體綁定在一起並施加約束。" - msgid "3D Truck Town Demo" msgstr "3D 貨車鎮演示" msgid "" -"If [code]true[/code], the two bodies of the nodes are not able to collide " -"with each other." -msgstr "如果為 [code]true[/code],則節點的兩個主體無法相互碰撞。" - -msgid "The node attached to the first side (A) of the joint." -msgstr "連接到關節第一側(A)的節點。" - -msgid "The node attached to the second side (B) of the joint." -msgstr "連接到關節第二側(B)的節點。" - -msgid "" "The priority used to define which solver is executed first for multiple " "joints. The lower the value, the higher the priority." msgstr "" @@ -54245,20 +53785,6 @@ msgstr "" "use_physical_light_units] 為 [code]true[/code] 時使用。" msgid "" -"Light is ignored when baking. This is the fastest mode, but the light will be " -"taken into account when baking global illumination. This mode should " -"generally be used for dynamic lights that change quickly, as the effect of " -"global illumination is less noticeable on those lights.\n" -"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. " -"Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member " -"Environment.sdfgi_enabled)." -msgstr "" -"烘焙時燈光將被忽略。這是最快的模式,但是在烘焙全域照明時仍會考慮該燈光。該模式" -"通常套用於快速變化的動態燈光,因為全域照明的效果在這些燈光上不太明顯。\n" -"[b]注意:[/b]將燈光隱藏,[i]不[/i]影響烘焙 [LightmapGI]。但將燈光隱藏,仍會影" -"響烘焙 [VoxelGI] 和 SDFGI(請參閱 [member Environment.sdfgi_enabled])。" - -msgid "" "Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member " "Environment.sdfgi_enabled]) only). The light can be moved around or modified " "with global illumination updating in real-time. The light's global " @@ -55993,17 +55519,6 @@ msgid "A [Resource] that contains vertex array-based geometry." msgstr "一種包含基於頂點陣列的幾何資源。" msgid "" -"Mesh is a type of [Resource] that contains vertex array-based geometry, " -"divided in [i]surfaces[/i]. Each surface contains a completely separate array " -"and a material used to draw it. Design wise, a mesh with multiple surfaces is " -"preferred to a single surface, because objects created in 3D editing software " -"commonly contain multiple materials." -msgstr "" -"網格是一種包含了基於頂點陣列的幾何資源。網格被分為各種[i]平面[/i],每一個平面" -"包含了一個完整的、單獨的頂點陣列和材質用來繪製它。通過明智的設計,一個由多個面" -"組成的網格勝過單個面的,這是因為在3D編輯軟體中,一個物體通常包含多種材質。" - -msgid "" "Virtual method to override the [AABB] for a custom class extending [Mesh]." msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋 [AABB]。" @@ -56943,9 +56458,6 @@ msgstr "" "使用給定的 ID 在庫中建立一個新項。\n" "你可以從 [method get_last_unused_item_id] 獲取一個未使用的 ID。" -msgid "Returns the first item with the given name." -msgstr "返回第一個具有指定名稱的項。" - msgid "Returns the list of item IDs in use." msgstr "返回正在使用的專案 ID 列表。" @@ -58722,14 +58234,6 @@ msgstr "" "- 因為導覽地圖已經改變。\n" "- 因為代理推離目前路徑段比 [member path_max_distance] 更遠。" -msgid "" -"Notifies when the collision avoidance velocity is calculated. Emitted when " -"[member velocity] is set. Only emitted when [member avoidance_enabled] is " -"true." -msgstr "" -"計算出避障速度時發出通知。設定了 [member velocity] 才會發出。僅在 [member " -"avoidance_enabled] 為 true 時發出。" - msgid "A 3D agent used to pathfind to a position while avoiding obstacles." msgstr "用於尋路至某個位置並且能夠躲避障礙物的 3D 代理。" @@ -61216,15 +60720,6 @@ msgstr "" "量的節點先在子執行緒中處理,然後另一組節點要在主執行緒中獲取它們的處理結果。" msgid "" -"Set whether the current thread group will process messages (calls to [method " -"call_deferred_thread_group] on threads, and whether it wants to receive them " -"during regular process or physics process callbacks." -msgstr "" -"設定目前執行緒組是否會在執行緒中處理消息(呼叫 [method " -"call_deferred_thread_group]),以及是否需要在常規處理和物理處理回呼函式中接收" -"消息。" - -msgid "" "Emitted when the list of children is changed. This happens when child nodes " "are added, moved or removed." msgstr "子節點列表發生改變時發出。發生在新增、移動、移除子節點時。" @@ -67394,28 +66889,6 @@ msgid "" msgstr "透過一組物理屬性定義 [Sky] 資源的天空的材質。" msgid "" -"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a " -"sky based on physical properties. This results in a substantially more " -"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and " -"less flexible.\n" -"The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " -"direction of the sun are taken from the first [DirectionalLight3D] in the " -"scene tree.\n" -"As it is based on a daylight model, the sky fades to black as the sunset " -"ends. If you want a full day/night cycle, you will have to add a night sky by " -"converting this to a [ShaderMaterial] and adding a night sky directly into " -"the resulting shader." -msgstr "" -"該 [PhysicalSkyMaterial] 使用 Preetham 解析日光模型,根據物理屬性繪製一個天" -"空。這會產生比 [ProceduralSkyMaterial] 更加逼真的天空,但速度稍慢且靈活性較" -"差。\n" -"該 [PhysicalSkyMaterial] 僅支援一個太陽。太陽的顏色、能量、和方向,取自場景樹" -"中的第一個 [DirectionalLight3D]。\n" -"由於它基於一個日光模型,所以隨著日落的結束,天空會逐漸變黑。如果想要一個完整的" -"白天/黑夜迴圈,則必須通過將其轉換為一個 [ShaderMaterial],並將一個夜空直接新增" -"到生成的著色器中以新增一個夜空。" - -msgid "" "Modulates the [Color] on the bottom half of the sky to represent the ground." msgstr "調變天空下半部分的 [Color],這部分代表地面。" @@ -74432,24 +73905,6 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling an expression that has no effect on the " -"surrounding code, such as writing [code]2 + 2[/code] as a statement." -msgstr "" -"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫對周圍程式碼沒有影響" -"的運算式,例如將 [code]2 + 2[/code] 寫為敘述時,會分別產生一個警告或一個錯誤。" - -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a ternary expression that has no effect on " -"the surrounding code, such as writing [code]42 if active else 0[/code] as a " -"statement." -msgstr "" -"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫對周圍程式碼沒有影響" -"的三元運算式,例如將 [code]42 if active else 0[/code] 寫為敘述時,會分別產生一" -"個警告或一個錯誤。" - -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when calling a static method from an instance of a class " "instead of from the class directly." msgstr "" @@ -96350,9 +95805,6 @@ msgstr "清除這個骨架上的所有骨骼。" msgid "Removes the global pose override on all bones in the skeleton." msgstr "移除骨架中所有骨骼上的全域姿勢覆蓋。" -msgid "Returns the bone index that matches [param name] as its name." -msgstr "返回名稱與 [param name] 配對的骨骼的索引。" - msgid "" "Force updates the bone transform for the bone at [param bone_idx] and all of " "its children." @@ -99290,38 +98742,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if the string contains [param what]. In GDScript, " -"this corresponds to the [code]in[/code] operator.\n" -"[codeblocks]\n" -"[gdscript]\n" -"print(\"Node\".contains(\"de\")) # Prints true\n" -"print(\"team\".contains(\"I\")) # Prints false\n" -"print(\"I\" in \"team\") # Prints false\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Print(\"Node\".Contains(\"de\")); // Prints true\n" -"GD.Print(\"team\".Contains(\"I\")); // Prints false\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you need to know where [param what] is within the string, use [method " -"find]." -msgstr "" -"如果該字串包含 [param what],則返回 [code]true[/code]。在 GDScript 中對應 " -"[code]in[/code] 運算子。\n" -"[codeblocks]\n" -"[gdscript]\n" -"print(\"Node\".contains(\"de\")) # 輸出 true\n" -"print(\"team\".contains(\"I\")) # 輸出 false\n" -"print(\"I\" in \"team\") # 輸出 false\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Print(\"Node\".Contains(\"de\")); // 輸出 true\n" -"GD.Print(\"team\".Contains(\"I\")); // 輸出 false\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果想要知道 [param what] 在該字串中的位置,請使用 [method find]。" - -msgid "" "Returns the number of occurrences of the substring [param what] between " "[param from] and [param to] positions. If [param to] is 0, the search " "continues until the end of the string." @@ -103496,11 +102916,6 @@ msgstr "如果為 [code]true[/code],所選文字的所有配對項都將突出 msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "如果為 [code]true[/code],則包含游標的行會突出顯示。" -msgid "" -"If [code]true[/code], a minimap is shown, providing an outline of your source " -"code." -msgstr "如果為 [code]true[/code],則顯示小地圖,提供原始程式碼的概要。" - msgid "The width, in pixels, of the minimap." msgstr "小地圖的寬度(以圖元為單位)。" @@ -104021,9 +103436,6 @@ msgstr "段落寬度。" msgid "A server interface for font management and text rendering." msgstr "字形管理和文字算繪的伺服器介面。" -msgid "[TextServer] is the API backend for managing fonts and rendering text." -msgstr "[TextServer] 是用於管理字形和算繪文字的 API 後端。" - msgid "" "Creates a new, empty font cache entry resource. To free the resulting " "resource, use the [method free_rid] method." @@ -107521,25 +106933,6 @@ msgstr "" "顯示或隱藏該 TileMap 的導覽網格。如果設定為 [constant " "VISIBILITY_MODE_DEFAULT],則取決於除錯設定“顯示導覽”。" -msgid "" -"The TileMap's quadrant size. A quadrant is a group of tiles to be drawn " -"together on a single canvas item, for optimization purposes. [member " -"rendering_quadrant_size] defines the length of a square's side, in the map's " -"coordinate system, that forms the quadrant. Thus, the default quandrant size " -"groups together [code]16 * 16 = 256[/code] tiles.\n" -"The quadrant size does not apply on Y-sorted layers, as tiles are be grouped " -"by Y position instead in that case.\n" -"[b]Note:[/b] As quadrants are created according to the map's coordinate " -"system, the quadrant's \"square shape\" might not look like square in the " -"TileMap's local coordinate system." -msgstr "" -"TileMap 的象限大小。象限是在單一畫布專案上繪製在一起的一組圖塊,用於優化目的。" -"[member rendering_quadrant_size] 定義正方形邊長,以形成象限的地圖座標系。因" -"此,預設象限大小將[code]16 * 16 = 256[/code] 個圖塊組合在一起。\n" -"象限大小不適用於 Y 排序圖層,因為在這種情況下,圖塊會依 Y 位置群組。\n" -"[b]注意:[/b] 由於象限是根據地圖坐標系建立的,因此象限的“正方形形狀”在 " -"TileMap 的本地坐標系中可能看起來不像正方形。" - msgid "Emitted when the [TileSet] of this TileMap changes." msgstr "該 TileMap 的 [TileSet] 發生改變時發出。" @@ -110179,23 +109572,6 @@ msgstr "用作游標的 [StyleBox],該 [Tree] 處於聚焦狀態時使用。" msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "用作游標的 [StyleBox],該 [Tree] 處於失焦狀態時使用。" -msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." -msgstr "模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格的預設 [StyleBox]。" - -msgid "" -"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " -"hovered." -msgstr "" -"模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格處於懸停狀態時的 " -"[StyleBox]。" - -msgid "" -"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " -"pressed." -msgstr "" -"模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格處於按下狀態時的 " -"[StyleBox]。" - msgid "The focused style for the [Tree], drawn on top of everything." msgstr "該 [Tree] 的聚焦樣式,繪製在所有東西之上。" @@ -110593,11 +109969,6 @@ msgstr "" "返回在 [param column] 列中索引為 [param button_index] 的按鈕的工具提示字元串。" msgid "" -"Sets the given column's cell mode to [param mode]. See [enum TreeCellMode] " -"constants." -msgstr "將給定列的儲存格模式設定為 [param mode]。見 [enum TreeCellMode] 常數。" - -msgid "" "If [param checked] is [code]true[/code], the given [param column] is checked. " "Clears column's indeterminate status." msgstr "" @@ -110646,9 +110017,6 @@ msgid "" msgstr "" "如果 [param enable] 為 [code]true[/code],則給定的列 [param column] 向右擴展。" -msgid "Sets the given column's icon [Texture2D]." -msgstr "設定給定列的圖示 [Texture2D]。" - msgid "" "Sets the maximum allowed width of the icon in the given [param column]. This " "limit is applied on top of the default size of the icon and on top of " @@ -110742,18 +110110,6 @@ msgstr "" "如果為 [code]true[/code],則該 [TreeItem] 可見(預設)。\n" "請注意,如果將 [TreeItem] 設定為不可見,則其子項也將不可見。" -msgid "Cell contains a string." -msgstr "單元包含字串。" - -msgid "Cell contains a checkbox." -msgstr "儲存格包含核取方塊。" - -msgid "Cell contains a range." -msgstr "單元包含一個範圍。" - -msgid "Cell contains an icon." -msgstr "單元包含圖示。" - msgid "Internal mesh type." msgstr "內部網格型別。" @@ -112973,16 +112329,6 @@ msgstr "" "值。" msgid "" -"Returns the result of scaling the vector to unit length. Equivalent to " -"[code]v / v.length()[/code]. See also [method is_normalized].\n" -"[b]Note:[/b] This function may return incorrect values if the input vector " -"length is near zero." -msgstr "" -"返回該向量縮放至單位長度的結果。等價於 [code]v / v.length()[/code]。另見 " -"[method is_normalized]。\n" -"[b]注意:[/b]如果輸入向量的長度接近零,則這個函式可能返回不正確的值。" - -msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "返回一個與原來相比逆時針旋轉 90 度的垂直向量,長度不變。" @@ -120701,12 +120047,6 @@ msgstr "如果設定了旗標 [param flag],則返回 [code]true[/code]。" msgid "Returns layout direction and text writing direction." msgstr "返回排版方向和文字書寫方向。" -msgid "Returns the window's position including its border." -msgstr "返回該視窗的位置,包括邊框。" - -msgid "Returns the window's size including its border." -msgstr "返回該視窗的大小,包括邊框。" - 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].\n" |