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Diffstat (limited to 'doc/translations/zh_CN.po')
| -rw-r--r-- | doc/translations/zh_CN.po | 319 |
1 files changed, 318 insertions, 1 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 4c868767a5..0b5e9239a1 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -86,7 +86,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-12-07 07:04+0000\n" +"PO-Revision-Date: 2023-12-07 14:59+0000\n" "Last-Translator: 风青山 <idleman@yeah.net>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -17190,6 +17190,84 @@ msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。" msgid "Represents the size of the [enum TextureParam] enum." msgstr "代表 [enum TextureParam] 枚举的大小。" +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 "" +"纹理过滤仅从最近的像素读取。这使得纹理从近距离看是像素化的,从远处看是颗粒状的" +"(由于多级渐远纹理没有被采样)。" + +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 "" +"纹理过滤在最近的 4 个像素之间进行混合。这使得纹理从近处看起来很平滑,从远处看" +"起来却有颗粒感(由于多级渐远纹理没有被采样)。" + +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 "" +"纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 " +"[member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来像素化,从远处看起来平滑。" + +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 "" +"纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 " +"[member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来平滑,从远处看起来也平滑。" + +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 "" +"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间" +"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位" +"于一条线上的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 " +"[member ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。" + +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 "" +"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多" +"级渐远纹理之间进行混合 (或者如果 [member ProjectSettings.rendering/textures/" +"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的" +"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提" +"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通" +"过调整 [member ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。" + msgid "Represents the size of the [enum TextureFilter] enum." msgstr "代表 [enum TextureFilter] 枚举的大小。" @@ -20083,6 +20161,19 @@ msgstr "" "use_physical_light_units] 时可用。" msgid "" +"Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/" +"code] seconds. A higher value will allow less light (leading to a darker " +"image), while a lower value will allow more light (leading to a brighter " +"image).\n" +"Only available when [member ProjectSettings.rendering/lights_and_shadows/" +"use_physical_light_units] is enabled." +msgstr "" +"快门打开和关闭的时间,计算方式为 [code]1 / shutter_speed[/code] 秒。较高的值将" +"允许较少的光线(导致图像较暗),而较低的值将允许更多的光线(导致图像较亮)。\n" +"仅当启用 [member ProjectSettings.rendering/lights_and_shadows/" +"use_physical_light_units] 时可用。" + +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." @@ -21302,6 +21393,86 @@ msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。" msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "该 [CanvasItem] 将从其父级继承过滤器。" +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.\n" +"Use this for non-pixel art textures that may be viewed at a low scale (e.g. " +"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " +"out pixels that are smaller than on-screen pixels." +msgstr "" +"纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 " +"[member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来像素化,从远处看起来平滑。\n" +"将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩" +"放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。" + +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.\n" +"Use this for non-pixel art textures that may be viewed at a low scale (e.g. " +"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " +"out pixels that are smaller than on-screen pixels." +msgstr "" +"纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 " +"[member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来平滑,从远处看起来也平滑。\n" +"将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩" +"放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。" + +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].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case." +msgstr "" +"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间" +"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位" +"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member " +"ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。\n" +"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant " +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。" + +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].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." +msgstr "" +"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多" +"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/" +"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的" +"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提" +"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通" +"过调整 [member ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。\n" +"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant " +"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。" + msgid "Texture will not repeat." msgstr "纹理不会重复。" @@ -45367,6 +45538,24 @@ msgstr "" "[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。" msgid "" +"The icon and font color scheme to use in the editor.\n" +"- [b]Auto[/b] determines the color scheme to use automatically based on " +"[member interface/theme/base_color].\n" +"- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon " +"colors are automatically converted by the editor following the set of rules " +"defined in [url=https://github.com/godotengine/godot/blob/master/editor/" +"editor_themes.cpp]this file[/url].\n" +"- [b]Light[/b] makes fonts and icons light (suitable for dark themes)." +msgstr "" +"在编辑器中使用的图标和字体的配色方案。\n" +"- [b]Auto[/b] 根据 [member interface/theme/base_color] 自动确定要使用的配色方" +"案。\n" +"- [b]Dark[/b] 使字体和图标变暗(适合浅色主题)。图标颜色由编辑器按照" +"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes." +"cpp]该文件[/url]中定义的一组规则自动转换。\n" +"- [b]Light[/b] 使字体和图标变亮(适合深色主题)。" + +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 " @@ -70815,6 +71004,9 @@ msgid "" "position." msgstr "返回该链接的 [member start_position] 的全局位置。" +msgid "Returns the [RID] of this link on the [NavigationServer2D]." +msgstr "返回 [NavigationServer2D] 上该链接的 [RID]。" + msgid "" "Sets the [member end_position] that is relative to the link from a global " "[param position]." @@ -70904,6 +71096,9 @@ msgstr "" "接可以用来表达沿着导航网格表面行进以外的导航方法,例如滑锁、传送、跳过沟壑等" "等。" +msgid "Returns the [RID] of this link on the [NavigationServer3D]." +msgstr "返回 [NavigationServer3D] 上该链接的 [RID]。" + msgid "" "Whether this link is currently active. If [code]false[/code], [method " "NavigationServer3D.map_get_path] will ignore this link." @@ -72022,6 +72217,13 @@ msgid "Returns the current navigation map [RID] used by this region." msgstr "返回该区块使用的当前导航地图 [RID]。" msgid "" +"Returns the [RID] of this region on the [NavigationServer2D].\n" +"[i]Deprecated.[/i] Use [method get_rid] instead." +msgstr "" +"返回 [NavigationServer2D] 上该区块的 [RID]。\n" +"[i]已废弃。[/i]请改用 [method get_rid]。" + +msgid "" "Returns the [RID] of this region on the [NavigationServer2D]. Combined with " "[method NavigationServer2D.map_get_closest_point_owner] can be used to " "identify the [NavigationRegion2D] closest to a point on the merged navigation " @@ -72156,6 +72358,13 @@ msgstr "" "用独立线程烘焙。" msgid "" +"Returns the [RID] of this region on the [NavigationServer3D].\n" +"[i]Deprecated.[/i] Use [method get_rid] instead." +msgstr "" +"返回 [NavigationServer3D] 上该区块的 [RID]。\n" +"[i]已废弃。[/i]请改用 [method get_rid]。" + +msgid "" "Returns the [RID] of this region on the [NavigationServer3D]. Combined with " "[method NavigationServer3D.map_get_closest_point_owner] can be used to " "identify the [NavigationRegion3D] closest to a point on the merged navigation " @@ -110779,6 +110988,54 @@ msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸 msgid "Uses the default filter mode for this [Viewport]." msgstr "为 [Viewport] 使用默认过滤模式。" +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].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate " +"in this case." +msgstr "" +"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间" +"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位" +"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member " +"ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。\n" +"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant " +"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。" + +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].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate " +"in this case." +msgstr "" +"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多" +"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/" +"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的" +"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提" +"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通" +"过调整 [member ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。\n" +"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant " +"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。" + msgid "Max value for [enum CanvasItemTextureFilter] enum." msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。" @@ -138958,6 +139215,20 @@ msgid "A control used for video playback." msgstr "用于播放视频的控件。" msgid "" +"A control used for playback of [VideoStream] resources.\n" +"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] " +"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a " +"GDExtension plugin.\n" +"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to " +"missing architecture-specific assembly optimizations." +msgstr "" +"用于播放 [VideoStream] 资源的控件。\n" +"支持的视频格式有 [url=https://www.theora.org/]Ogg Theora[/url]([code].ogv[/" +"code],[VideoStreamTheora])以及任何通过 GDExtension 插件公开的格式。\n" +"[b]警告:[/b]在 Web 上,视频播放[i]会[/i]由于缺少特定于体系结构的汇编优化而表" +"现不佳。" + +msgid "" "The length of the current stream, in seconds.\n" "[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported " "by Godot), this value will always be zero, as getting the stream length is " @@ -142843,6 +143114,52 @@ msgid "" msgstr "使用由该着色器所附加到的节点决定的过滤器对纹理进行采样。" 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].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"FILTER_NEAREST_MIPMAP] is usually more appropriate in this case." +msgstr "" +"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间" +"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/" +"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" +"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位" +"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member " +"ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。\n" +"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant FILTER_NEAREST_MIPMAP] " +"在这种情况下通常更合适。" + +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].\n" +"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " +"FILTER_LINEAR_MIPMAP] is usually more appropriate in this case." +msgstr "" +"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多" +"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/" +"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的" +"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提" +"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通" +"过调整 [member ProjectSettings.rendering/textures/default_filters/" +"anisotropic_filtering_level] 来改变。\n" +"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant FILTER_LINEAR_MIPMAP] " +"在这种情况下通常更合适。" + +msgid "" "Sample the texture using the repeat mode determined by the node this shader " "is attached to." msgstr "使用由该着色器所附加到的节点决定的重复模式对该纹理进行采样。" |
