i18n: Sync translations with Weblate
(cherry picked from commit d488e962df4675bdb1927e1027d8262c570cc310)
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44 changed files with 60839 additions and 5787 deletions
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@ -32,7 +32,7 @@
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// This typed array can only contain integers.
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// Attempting to add any other type will result in an error.
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Godot.Collections.Array>int< typedArray = [1, 2, 3];
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Godot.Collections.Array<int> typedArray = [1, 2, 3];
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[/csharp]
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[/codeblocks]
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[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].
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@ -15455,9 +15455,6 @@ msgstr "3D-Text"
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msgid "Threshold at which the alpha scissor will discard values."
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msgstr "Schwellwert, ab der die Alpha-Schere Werte verwerfen wird."
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msgid "The light will affect objects in the selected layers."
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msgstr "Das Licht wirkt sich auf Objekte in den ausgewählten Ebenen aus."
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msgid "Using Lightmap global illumination"
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msgstr "Verwenden der globalen Lightmap-Beleuchtung"
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11382
doc/translations/es.po
11382
doc/translations/es.po
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@ -20878,43 +20878,6 @@ msgstr ""
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"[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta "
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"floor_max_angle] chun a chinneadh an bhfuil dromchla \"balla\" nó nach bhfuil."
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msgid ""
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"Moves the body based on [member velocity]. If the body collides with another, "
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"it will slide along the other body (by default only on floor) rather than "
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"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
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"it will also be affected by the motion of the other body. You can use this to "
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"make moving and rotating platforms, or to make nodes push other nodes.\n"
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"Modifies [member velocity] if a slide collision occurred. To get the latest "
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"collision call [method get_last_slide_collision], for detailed information "
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"about collisions that occurred, use [method get_slide_collision].\n"
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"When the body touches a moving platform, the platform's velocity is "
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"automatically added to the body motion. If a collision occurs due to the "
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"platform's motion, it will always be first in the slide collisions.\n"
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"The general behavior and available properties change according to the [member "
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"motion_mode].\n"
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"Returns [code]true[/code] if the body collided, otherwise, returns "
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"[code]false[/code]."
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msgstr ""
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"Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht "
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"le ceann eile, sleamhnóidh sé ar feadh an chomhlachta eile (de réir "
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"réamhshocraithe ach amháin ar an urlár) seachas stop a chur láithreach. Más "
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"[CharacterBody2D] nó [RigidBody2D] an corp eile, beidh tionchar aige freisin "
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"ar ghluaisne an choirp eile. Is féidir leat é seo a úsáid chun ardáin "
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"ghluaiste agus rothlacha a dhéanamh, nó chun nóid a dhéanamh chun nóid eile a "
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"bhrú.\n"
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"Athraíonn [treoluas na mball] má tharla imbhualadh sleamhnáin. Chun an glao "
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"imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis "
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"mhionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method "
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"get_slide_collision].\n"
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"Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear "
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"treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn "
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"imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna "
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"himbhuailtí sleamhnáin.\n"
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"Athraíonn an iompar ginearálta agus na hairíonna atá ar fáil de réir an "
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"[member motion_mode].\n"
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"Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé "
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"[code]bréagach[/code]."
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msgid ""
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"If [code]true[/code], the body will be able to move on the floor only. This "
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"option avoids to be able to walk on walls, it will however allow to slide "
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@ -21048,13 +21011,6 @@ msgstr ""
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"bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a úsáid mar [member "
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"motion_mode]."
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msgid ""
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"Current velocity vector in pixels per second, used and modified during calls "
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"to [method move_and_slide]."
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msgstr ""
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"Veicteoir treoluas reatha i bpicteilíní in aghaidh an tsoicind, arna úsáid "
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"agus arna mhodhnú le linn glaonna chuig [method move_and_slide]."
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msgid ""
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"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
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"body motion will react to slopes (acceleration/slowdown). This mode is "
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@ -21178,39 +21134,6 @@ msgstr ""
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"[method move_and_slide], ní mór duit innéacs an imbhuailte a shonrú sa raon 0 "
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"go ([method get_slide_collision_count] - 1)."
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msgid ""
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"Moves the body based on [member velocity]. If the body collides with another, "
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"it will slide along the other body rather than stop immediately. If the other "
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"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
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"motion of the other body. You can use this to make moving and rotating "
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"platforms, or to make nodes push other nodes.\n"
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"Modifies [member velocity] if a slide collision occurred. To get the latest "
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"collision call [method get_last_slide_collision], for more detailed "
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"information about collisions that occurred, use [method "
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"get_slide_collision].\n"
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"When the body touches a moving platform, the platform's velocity is "
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"automatically added to the body motion. If a collision occurs due to the "
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"platform's motion, it will always be first in the slide collisions.\n"
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"Returns [code]true[/code] if the body collided, otherwise, returns "
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"[code]false[/code]."
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msgstr ""
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"Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht "
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"le duine eile, sleamhnóidh sé ar feadh an chomhlachta eile seachas stop a "
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"chur láithreach. Más [CharacterBody3D] nó [RigidBody3D] an corp eile, beidh "
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"tionchar aige freisin ar ghluaisne an choirp eile. Is féidir leat é seo a "
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"úsáid chun ardáin ghluaiste agus rothlacha a dhéanamh, nó chun nóid a "
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"dhéanamh chun nóid eile a bhrú.\n"
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"Athraítear [treoluas ball] má tharla imbhualadh sleamhnáin. Chun an glao "
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"imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis "
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"níos mionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method "
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"get_slide_collision].\n"
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"Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear "
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"treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn "
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"imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna "
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"himbhuailtí sleamhnáin.\n"
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"Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé "
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"[code]bréagach[/code]."
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msgid ""
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"Collision layers that will be included for detecting floor bodies that will "
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"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
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@ -21245,13 +21168,6 @@ msgstr ""
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"thuairisciú mar bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a "
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"úsáid mar [member motion_mode]."
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msgid ""
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"Current velocity vector (typically meters per second), used and modified "
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"during calls to [method move_and_slide]."
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msgstr ""
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"Veicteoir treoluas reatha (méadar in aghaidh an tsoicind go hiondúil), a "
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"úsáidtear agus a athraíodh le linn glaonna chuig [method move_and_slide]."
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msgid ""
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"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
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"body motion will react to slopes (acceleration/slowdown). This mode is "
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@ -63713,9 +63629,6 @@ msgstr ""
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"[b]Nóta:[/b] Ní thacaítear le PCSS le haghaidh soilse treorach ach amháin sa "
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"mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht."
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msgid "The light will affect objects in the selected layers."
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msgstr "Cuirfidh an solas isteach ar rudaí sna sraitheanna roghnaithe."
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msgid ""
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"The light's strength multiplier (this is not a physical unit). For "
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"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
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23392
doc/translations/it.po
23392
doc/translations/it.po
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@ -47,7 +47,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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"PO-Revision-Date: 2025-09-13 12:37+0000\n"
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"PO-Revision-Date: 2025-09-19 22:59+0000\n"
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"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
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"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot-"
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"class-reference/ko/>\n"
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@ -134,7 +134,7 @@ msgid "Inherited By:"
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msgstr "파생:"
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msgid "(overrides %s)"
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msgstr "(%s를 덮어씀)"
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msgstr "(%s을(를) 덮어씀)"
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msgid "Default"
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msgstr "디폴트"
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@ -813,7 +813,7 @@ msgstr ""
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"[code]-0.0[/code]으로 나누면 분자가 양수일 경우 음의 무한대가 되므로, "
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"[code]0.0[/code]으로 나누는 것과 [code]-0.0[/code]으로 나누는 것은 동일하지 않"
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"습니다 (비록 [code]0.0 == -0.0[/code]이 [code]true[/code]를 반환하더라도).\n"
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"[b]참고:[/b] 수치적 무한대는 부동소수점 수에서만 존재하는 개념이며, 정수에는 "
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"[b]경고:[/b] 수치적 무한대는 부동소수점 수에서만 존재하는 개념이며, 정수에는 "
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"해당하는 값이 없습니다. 정수로 [code]0[/code]으로 나누면 [constant INF]가 반환"
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"되지 않고 대신 런타임 오류가 발생합니다."
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@ -840,7 +840,7 @@ msgstr ""
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"은 [code]false[/code]를 반환하고, [code]NAN != NAN[/code]은 [code]true[/code]"
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"를 반환합니다). 이는 부동소수점 [code]0.0[/code]을 [code]0.0[/code]으로 나누"
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"는 등의 잘못된 연산에서 반환됩니다.\n"
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"[b]참고:[/b] \"숫자가 아님\"은 부동소수점 수에서만 존재하는 개념이며, 정수에"
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"[b]경고:[/b] \"숫자가 아님\"은 부동소수점 수에서만 존재하는 개념이며, 정수에"
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"는 해당하는 값이 없습니다. 정수로 [code]0[/code]을 [code]0[/code]으로 나누면 "
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"[constant NAN]이 반환되지 않고 대신 런타임 오류가 발생합니다."
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@ -1421,8 +1421,8 @@ msgstr ""
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"스펙터 독에서의 속성의 이름에서도 제거됩니다.\n"
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"만약 [param prefix]가 주어지지 않은 경우, 모든 뒤따르는 속성이 그룹에 추가됩니"
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"다. 그룹은 다음 그룹이나 카테고리가 정의된 경우 끝납니다. 또한 이 어노테이션"
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"에 매개변수로 빈 문자열을 줌으로써 그룹화를 강제로 풀 수 있습니다. "
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"([code]@export_group(\"\", \"\")[/code]와 같이)\n"
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"에 매개변수로 [code]@export_group(\"\", \"\")[/code]와 같이 빈 문자열을 줌으로"
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"써 그룹화를 강제로 풀 수 있습니다.\n"
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"그룹은 중첩될 수 없으므로, [annotation @export_subgroup]을 사용하여 그룹 안에 "
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"하위 그룹을 추가하세요.\n"
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"[constant PROPERTY_USAGE_GROUP]도 참조하세요.\n"
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@ -2283,9 +2283,9 @@ msgstr ""
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"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], 또"
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"는 [method Color.clamp] (이 메서드에서는 현재 지원하지 않습니다)를 사용하세"
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"요.\n"
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"[b]참고:[/b] 이것을 벡터에 사용했을 때 구성요소(x, y) 별로 고정을 지원하지 [i]"
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"[b]참고:[/b] 이것을 벡터에 사용했을 때 컴포넌트(x, y) 별로 고정을 지원하지 [i]"
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"않으며,[/i] [code]value < min[/code] 인 경우 [param min] 을, [code]value > "
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"max[/code] 인 경우 [param max] 를 선택합니다. 구성요소 별 고정을 구현하고 싶다"
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"max[/code] 인 경우 [param max] 를 선택합니다. 컴포넌트 별 고정을 구현하고 싶다"
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"면 위에 나열된 메서드들을 사용하세요."
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msgid ""
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@ -2683,13 +2683,13 @@ msgid ""
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"See also [method lerp], which performs the reverse of this operation, and "
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"[method remap] to map a continuous series of values to another."
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msgstr ""
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"[param from] 과 [param to] 에 명시된 범위와, [param weight] 에 명시된 보간된 "
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"값을 고려하여 보간법을 반환합니다. 반환된 값은 [param weight] 가 [param from] "
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"부터 [param to] 까지의 값을 가진다면 [code]0.0[/code] 부터 [code]1.0[/code] 까"
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"지의 값을 가집니다. 만약 [param weight] 가 이 범위 밖에 위치한다면, 보외법(외"
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"분) 요소가 반환됩니다. ([code]0.0[/code] 미만 또는 [code]1.0[/code] 초과의 값"
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"을 반환합니다). 이를 원하지 않는다면 [method clamp] 를 [method inverse_lerp] "
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"의 결과값에 사용하세요.\n"
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"[param from]과 [param to]에 명시된 범위와, [param weight]에 명시된 보간된 값"
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"을 고려하여 보간법을 반환합니다. 반환된 값은 [param weight]가 [param from]부"
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"터 [param to]까지의 값을 가진다면 [code]0.0[/code]부터 [code]1.0[/code]까지의 "
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"값을 가집니다. 만약 [param weight]가 이 범위 밖에 위치한다면, 보외법(외분) 요"
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"소가 반환됩니다 ([code]0.0[/code] 미만 또는 [code]1.0[/code] 초과의 값을 반환"
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"합니다). 이를 원하지 않는다면 [method clamp]를 [method inverse_lerp]의 결과값"
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"에 사용하세요.\n"
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"[codeblock]\n"
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"# 아래의 'lerp()' 호출의 보간 비율은 0.75입니다.\n"
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"var middle = lerp(20, 30, 0.75)\n"
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@ -2699,7 +2699,7 @@ msgstr ""
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"var ratio = inverse_lerp(20, 30, 27.5)\n"
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"# ratio는 이제 0.75입니다.\n"
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"[/codeblock]\n"
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"이 연산의 역을 수행하는 [method lerp] 도 참조하세요."
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"이 연산의 역을 수행하는 [method lerp]도 참조하세요."
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msgid ""
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"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
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@ -2988,8 +2988,8 @@ msgstr ""
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"[codeblock]\n"
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"max(1, 7, 3, -6, 5) # 7을 반환합니다\n"
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"[/codeblock]\n"
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"[b]참고:[/b] 이것을 벡터에 사용할 경우 구성요소(x, y) 별로 작동하지 [i]않으며,"
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"[/i] [code]x < y[/code] 를 사용했을 때의 최댓값을 고릅니다. 구성요소 별 최댓값"
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"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며,"
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"[/i] [code]x < y[/code] 를 사용했을 때의 최댓값을 고릅니다. 컴포넌트 별 최댓값"
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"을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method "
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"Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method "
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"Vector4i.max] 를 사용하세요."
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@ -3037,8 +3037,8 @@ msgstr ""
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"[codeblock]\n"
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"max(1, 7, 3, -6, 5) # -6을 반환합니다\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]참고:[/b] 이것을 벡터에 사용할 경우 구성요소(x, y) 별로 작동하지 [i]않으며,"
|
||||
"[/i] [code]x < y[/code] 를 사용했을 때의 최솟값을 고릅니다. 구성요소 별 최솟값"
|
||||
"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며,"
|
||||
"[/i] [code]x < y[/code] 를 사용했을 때의 최솟값을 고릅니다. 컴포넌트 별 최솟값"
|
||||
"을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method "
|
||||
"Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method "
|
||||
"Vector4i.max] 를 사용하세요."
|
||||
|
|
@ -3305,19 +3305,19 @@ msgid ""
|
|||
"[/codeblocks]"
|
||||
msgstr ""
|
||||
"하나 이상의 인수를 가능한 최선의 방법으로 문자열로 변환하여 OS 터미널에 출력합"
|
||||
"니다. [method print]와 달리, 끝에 새 줄이 자동으로 추가되지 않습니다.\n"
|
||||
"니다. [method print]와 달리, 끝에 새로운 줄이 자동으로 추가되지 않습니다.\n"
|
||||
"[b]참고:[/b] OS 터미널은 편집기의 출력 독과 [i]같지 않습니다[/i]. OS 터미널로 "
|
||||
"전송된 출력은 터미널에서 Godot를 실행할 때 볼 수 있습니다. Windows에서는 "
|
||||
"[code]console.exe[/code] 실행 파일을 사용해야 합니다.\n"
|
||||
"[codeblocks]\n"
|
||||
"[gdscript]\n"
|
||||
"# Prints \"ABC\" to terminal.\n"
|
||||
"# \"ABC\"를 터미널에 출력합니다.\n"
|
||||
"printraw(\"A\")\n"
|
||||
"printraw(\"B\")\n"
|
||||
"printraw(\"C\")\n"
|
||||
"[/gdscript]\n"
|
||||
"[csharp]\n"
|
||||
"// Prints \"ABC\" to terminal.\n"
|
||||
"// \"ABC\"를 터미널에 출력합니다.\n"
|
||||
"GD.PrintRaw(\"A\");\n"
|
||||
"GD.PrintRaw(\"B\");\n"
|
||||
"GD.PrintRaw(\"C\");\n"
|
||||
|
|
@ -8021,9 +8021,9 @@ msgid ""
|
|||
"the animation to take new frames into account. The maximum number of frames "
|
||||
"is [constant MAX_FRAMES]."
|
||||
msgstr ""
|
||||
"애니메이션에 사용할 프레임의 수입니다. [method set_frame_texture] 를 통해 독립"
|
||||
"적으로 새로운 프레임을 만들 수 있지만, 이 값을 설정해서 새 프레임을 애니메이션"
|
||||
"에 포함시켜야 합니다. 프레임의 최대 수는 [constant MAX_FRAMES] 입니다."
|
||||
"애니메이션에 사용할 프레임 수입니다. [method set_frame_texture]로 프레임을 독"
|
||||
"립적으로 만들 수 있지만, 애니메이션에 새로운 프레임을 적용하려면 이 값을 설정"
|
||||
"해야 합니다. 최대 프레임의 수는 [constant MAX_FRAMES]입니다."
|
||||
|
||||
msgid ""
|
||||
"If [code]true[/code], the animation will only play once and will not loop "
|
||||
|
|
@ -8031,7 +8031,7 @@ msgid ""
|
|||
"will not set [member pause] to [code]true[/code]."
|
||||
msgstr ""
|
||||
"[code]true[/code]인 경우, 애니메이션은 한 번만 실행되며 끝에 도달한 이후 첫번"
|
||||
"째 프레임으로 회귀하지 않을 것입니다. 끝에 도달하는 것이 [member pause] 를 "
|
||||
"째 프레임으로 회귀하지 않을 것입니다. 끝에 도달하는 것이 [member pause]를 "
|
||||
"[code]true[/code]로 설정하지 않는다는 것을 참고하세요."
|
||||
|
||||
msgid ""
|
||||
|
|
@ -8054,9 +8054,8 @@ msgid ""
|
|||
"The maximum number of frames supported by [AnimatedTexture]. If you need more "
|
||||
"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]."
|
||||
msgstr ""
|
||||
"[AnimatedTexture] 에서 지원되는 최대 프레임 수입니다. 만약 애니메이션에 더 많"
|
||||
"은 프레임이 필요하다면, [AnimationPlayer] 또는 [AnimatedSprite2D] 를 사용하세"
|
||||
"요."
|
||||
"[AnimatedTexture]에서 지원되는 최대 프레임 수입니다. 애니메이션에 더 많은 프레"
|
||||
"임이 필요하다면, [AnimationPlayer] 또는 [AnimatedSprite2D]를 사용하세요."
|
||||
|
||||
msgid "Holds data that can be used to animate anything in the engine."
|
||||
msgstr ""
|
||||
|
|
@ -10095,7 +10094,7 @@ msgid ""
|
|||
"This area adds its gravity/damping values to whatever has been calculated so "
|
||||
"far (in [member priority] order)."
|
||||
msgstr ""
|
||||
"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다.([member priority]순"
|
||||
"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다 ([member priority]순"
|
||||
"서에 따라서)."
|
||||
|
||||
msgid ""
|
||||
|
|
@ -10301,7 +10300,7 @@ msgid ""
|
|||
"Returns the format mask of the requested surface (see [method "
|
||||
"add_surface_from_arrays])."
|
||||
msgstr ""
|
||||
"요청된 표면의 형식 마스크를 반환합니다.([method add_surface_from_arrays]를 참"
|
||||
"요청된 표면의 형식 마스크를 반환합니다 ([method add_surface_from_arrays]를 참"
|
||||
"조하세요)."
|
||||
|
||||
msgid "Gets the name assigned to this surface."
|
||||
|
|
@ -12109,6 +12108,17 @@ msgstr "선택 항목이 변경될 때 방출됩니다."
|
|||
msgid "Maximum number of matches to show in dialog."
|
||||
msgstr "대화 상자에 보여줄 최대 일치 수."
|
||||
|
||||
msgid ""
|
||||
"The language to use for the editor interface.\n"
|
||||
"Translations are provided by the community. If you spot a mistake, "
|
||||
"[url=https://contributing.godotengine.org/en/latest/documentation/translation/"
|
||||
"index.html]contribute to editor translations on Weblate![/url]"
|
||||
msgstr ""
|
||||
"편집기 인터페이스에 사용할 언어.\n"
|
||||
"번역은 커뮤니티에 의해 제공됩니다. 실수를 찾았다면 [url=https://"
|
||||
"contributing.godotengine.org/en/latest/documentation/translation/"
|
||||
"index.html]Weblate에서 편집기 번역에 기여하세요![/url]"
|
||||
|
||||
msgid ""
|
||||
"If [code]true[/code], editor UI uses OS native file/directory selection "
|
||||
"dialogs."
|
||||
|
|
@ -12466,8 +12476,8 @@ msgid ""
|
|||
"[constant FILE_MODE_SAVE_FILE])."
|
||||
msgstr ""
|
||||
"[code]true[/code]인 경우, ([constant FILE_MODE_OPEN_DIR], [constant "
|
||||
"FILE_MODE_OPEN_ANY], or [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새 디렉터"
|
||||
"리를 만들기 위한 버튼을 보여줍니다."
|
||||
"FILE_MODE_OPEN_ANY], or [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새로운 디"
|
||||
"렉터리를 만들기 위한 버튼을 보여줍니다."
|
||||
|
||||
msgid "If [code]true[/code], shows the toggle hidden files button."
|
||||
msgstr "[code]true[/code]인 경우, 숨긴 파일 토글 버튼을 보여줍니다."
|
||||
|
|
@ -12581,8 +12591,8 @@ msgid ""
|
|||
"Equivalent to [member folder_creation_enabled]."
|
||||
msgstr ""
|
||||
"활성화되면 ([constant FILE_MODE_OPEN_DIR], [constant FILE_MODE_OPEN_ANY], 또"
|
||||
"는 [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새 디렉터리를 만들기 위한 버튼"
|
||||
"을 보여줍니다.\n"
|
||||
"는 [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새로운 디렉터리를 만들기 위한 "
|
||||
"버튼을 보여줍니다.\n"
|
||||
"[member folder_creation_enabled]와 동일합니다."
|
||||
|
||||
msgid ""
|
||||
|
|
@ -12751,7 +12761,7 @@ msgid ""
|
|||
"Emitted after the editor has finished loading a new extension.\n"
|
||||
"[b]Note:[/b] This signal is only emitted in editor builds."
|
||||
msgstr ""
|
||||
"편집기가 새 확장 기능을 불러옴을 마친 후 방출됩니다.\n"
|
||||
"편집기가 새로운 확장 기능을 불러옴을 마친 후 방출됩니다.\n"
|
||||
"[b]참고:[/b] 이 시그널은 편집기 빌드에서만 방출됩니다."
|
||||
|
||||
msgid ""
|
||||
|
|
@ -12931,6 +12941,27 @@ msgstr ""
|
|||
msgid "A 3D particle emitter."
|
||||
msgstr "3D 입자 방출기."
|
||||
|
||||
msgid ""
|
||||
"The [AABB] that determines the node's region which needs to be visible on "
|
||||
"screen for the particle system to be active. [member "
|
||||
"GeometryInstance3D.extra_cull_margin] is added on each of the AABB's axes. "
|
||||
"Particle collisions and attraction will only occur within this area.\n"
|
||||
"Grow the box if particles suddenly appear/disappear when the node enters/"
|
||||
"exits the screen. The [AABB] can be grown via code or with the [b]Particles → "
|
||||
"Generate AABB[/b] editor tool.\n"
|
||||
"[b]Note:[/b] [member visibility_aabb] is overridden by [member "
|
||||
"GeometryInstance3D.custom_aabb] if that property is set to a non-default "
|
||||
"value."
|
||||
msgstr ""
|
||||
"[AABB]는 입자 시스템이 활성이 되기 위해 화면에 보여야 하는 노드의 영역을 결정"
|
||||
"합니다. [member GeometryInstance3D.extra_cull_margin]은 각 AABB의 각 축에 추가"
|
||||
"됩니다. 입자 콜리전과 인력은 이 영역 안에서만 발생합니다.\n"
|
||||
"노드가 화면에 들어오거나 나갈 때 입자가 갑자기 나타나거나 사라지면 상자를 자라"
|
||||
"게 합니다. [AABB]는 코드를 통하거나 [b]입자 → AABB 생성[/b] 편집 툴로 자랄 수 "
|
||||
"있습니다.\n"
|
||||
"[b]참고:[/b] [member visibility_aabb]는 해당 속성이 디폴트가 아닌 값으로 설정"
|
||||
"된 경우 [member GeometryInstance3D.custom_aabb]로 재정의됩니다."
|
||||
|
||||
msgid "The attractor box's size in 3D units."
|
||||
msgstr "3D 단위의 어트랙터 상자의 크기입니다."
|
||||
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -12665,82 +12665,6 @@ msgstr ""
|
|||
msgid "A built-in data structure that holds a sequence of elements."
|
||||
msgstr "உறுப்புகளின் வரிசையை வைத்திருக்கும் ஒரு உள்ளமைக்கப்பட்ட தரவு அமைப்பு."
|
||||
|
||||
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 ""
|
||||
"எந்தவொரு [மாறுபாடு] வகையின் உறுப்புகளின் வரிசையைக் கொண்டிருக்கக்கூடிய வரிசை தரவு "
|
||||
"அமைப்பு. [குறியீடு] 0 [/குறியீடு] இல் தொடங்கி ஒரு எண் குறியீட்டால் கூறுகள் "
|
||||
"அணுகப்படுகின்றன. எதிர்மறை குறியீடுகள் பின்புறத்திலிருந்து கணக்கிடப் பயன்படுகின்றன "
|
||||
"([குறியீடு] -1 [/குறியீடு] கடைசி உறுப்பு, [குறியீடு] -2 [/குறியீடு] இரண்டாவது முதல் "
|
||||
"நீடிக்கும், முதலியன). \n"
|
||||
"[கோட் பிளாக்ச்] \n"
|
||||
"[GDSCRIPT] \n"
|
||||
"var வரிசை = [\"முதல்\", 2, 3, \"கடைசி\"] \n"
|
||||
"அச்சு (வரிசை [0]) # அச்சிடுகிறது \"முதல்\" \n"
|
||||
"அச்சு (வரிசை [2]) # அச்சிட்டு 3 \n"
|
||||
"அச்சு (வரிசை [-1]) # அச்சிடுகிறது \"கடைசி\" \n"
|
||||
"\n"
|
||||
"வரிசை [1] = \"இரண்டாவது\" \n"
|
||||
"அச்சு (வரிசை [1]) # அச்சிடுகிறது \"இரண்டாவது\" \n"
|
||||
"அச்சு (வரிசை [-3]) # \"இரண்டாவது\" அச்சிடுகிறது \n"
|
||||
"[/gdscript] \n"
|
||||
"[csharp] \n"
|
||||
"Kodot.collections.array வரிசை = [\"முதல்\", 2, 3, \"கடைசி\"]; \n"
|
||||
"Gd.print (வரிசை [0]); // \"முதலில்\" அச்சிடுகிறது \n"
|
||||
"Gd.print (வரிசை [2]); // அச்சிட்டு 3 \n"
|
||||
"Gd.print (வரிசை [^1]); // அச்சிட்டு \"கடைசி\" \n"
|
||||
"\n"
|
||||
"வரிசை [1] = \"இரண்டாவது\"; \n"
|
||||
"Gd.print (வரிசை [1]); // அச்சிடுகிறது \"இரண்டாவது\" \n"
|
||||
"Gd.print (வரிசை [^3]); // அச்சிடுகிறது \"இரண்டாவது\" \n"
|
||||
"[/csharp] \n"
|
||||
"[/codeBlocks] \n"
|
||||
"[b] குறிப்பு: [/b] வரிசைகள் எப்போதும் [b] குறிப்பு [/b] மூலம் அனுப்பப்படுகின்றன. அசல் "
|
||||
"வரிசையிலிருந்து சுயாதீனமாக மாற்றக்கூடிய ஒரு வரிசையின் நகலைப் பெற, [முறை நகல்] "
|
||||
"பயன்படுத்தவும். \n"
|
||||
". \n"
|
||||
". மேலும், நிரம்பிய வரிசைகள் குறைவான நினைவகத்தை பயன்படுத்துகின்றன. ஒரு எதிர்மறையாக, "
|
||||
"நிரம்பிய வரிசைகள் குறைவான நெகிழ்வானவை, ஏனெனில் அவை [முறை வரிசை.மேப்] போன்ற பல "
|
||||
"வசதியான முறைகளை வழங்காது. தட்டச்சு செய்யப்பட்ட வரிசைகள் விரைவாக மீண்டும் இயக்கவும் "
|
||||
"மாற்றியமைக்கப்படாத வரிசைகளை விடவும் மாற்றப்படுகின்றன."
|
||||
|
||||
msgid "Constructs an empty [Array]."
|
||||
msgstr "வெற்று [வரிசை] ஐ உருவாக்குகிறது."
|
||||
|
||||
|
|
@ -21811,25 +21735,6 @@ msgstr ""
|
|||
"3 அச்சு திசையனிலிருந்து ஒரு [அடிப்படை] ஐ உருவாக்கவும். இவை அடிப்படை மேட்ரிக்சின் "
|
||||
"நெடுவரிசைகள்."
|
||||
|
||||
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 ""
|
||||
"இந்த அடிப்படையின் மேட்ரிக்சின் [url = https: //en.wikipedia.org/wiki/determinant] "
|
||||
"தீர்மானிப்பதை [/url] வழங்குகிறது. மேம்பட்ட கணிதத்தைப் பொறுத்தவரை, சில பண்புகளை தீர்மானிக்க "
|
||||
"இந்த எண்ணைப் பயன்படுத்தலாம்: \n"
|
||||
"- தீர்மானிப்பவர் சரியாக [குறியீடு] 0.0 [/குறியீடு] என்றால், அடிப்படை தலைகீழ் அல்ல ([முறை "
|
||||
"தலைகீழ்] ஐப் பார்க்கவும்). \n"
|
||||
"- தீர்மானிப்பவர் எதிர்மறை எண்ணாக இருந்தால், அடிப்படை எதிர்மறை அளவைக் குறிக்கிறது. \n"
|
||||
"."
|
||||
|
||||
msgid ""
|
||||
"Constructs a new [Basis] that only represents rotation from the given "
|
||||
"[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/"
|
||||
|
|
@ -26884,38 +26789,6 @@ msgstr ""
|
|||
"[உறுப்பினர் UP_DIRECTION] மற்றும் [MEMBER STARL_MAX_ANGLE] ஆகியவை மேற்பரப்பு "
|
||||
"\"சுவர்\" என்பதை தீர்மானிக்கப் பயன்படுகின்றன."
|
||||
|
||||
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 ""
|
||||
"[உறுப்பினர் வேகம்] அடிப்படையில் உடலை நகர்த்துகிறது. உடல் இன்னொருவருடன் மோதினால், அது "
|
||||
"உடனடியாக நிறுத்தப்படுவதை விட மற்ற உடலுடன் (இயல்பாகவே தரையில் மட்டுமே) சறுக்குகிறது. "
|
||||
"மற்ற உடல் ஒரு [reartobody2d] அல்லது [rigidbody2d] என்றால், அது மற்ற உடலின் இயக்கத்தால் "
|
||||
"பாதிக்கப்படும். நகரும் மற்றும் சுழலும் தளங்களை உருவாக்க நீங்கள் இதைப் பயன்படுத்தலாம் அல்லது "
|
||||
"முனைகளை மற்ற முனைகளைத் தள்ளச் செய்யலாம்.\n"
|
||||
" ச்லைடு மோதல் ஏற்பட்டால் [உறுப்பினர் வேகத்தை] மாற்றியமைக்கிறது. அண்மைக் கால மோதல் அழைப்பைப் "
|
||||
"பெற [முறை get_last_slide_collision], நிகழ்ந்த மோதல்களைப் பற்றிய விரிவான "
|
||||
"தகவல்களுக்கு, [முறை get_slide_collision] ஐப் பயன்படுத்தவும்.\n"
|
||||
" உடல் நகரும் தளத்தைத் தொடும்போது, தளத்தின் விரைவு தானாகவே உடல் இயக்கத்தில் சேர்க்கப்படும். "
|
||||
"தளத்தின் இயக்கம் காரணமாக மோதல் ஏற்பட்டால், அது எப்போதும் ச்லைடு மோதல்களில் முதலில் "
|
||||
"இருக்கும்.\n"
|
||||
" [உறுப்பினர் மோசன்_மோட்] படி பொதுவான நடத்தை மற்றும் கிடைக்கக்கூடிய பண்புகள் மாறுகின்றன.\n"
|
||||
" உடல் மோதியது [குறியீடு] உண்மை [/குறியீடு], இல்லையெனில், [குறியீடு] தவறான [/குறியீடு] "
|
||||
"ஐ வழங்குகிறது."
|
||||
|
||||
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 "
|
||||
|
|
@ -27061,13 +26934,6 @@ msgstr ""
|
|||
"க்கு சமமாக இருக்க முடியாது, எல்லா மோதல்களையும் சுவர்களாகப் புகாரளிக்க விரும்பினால், "
|
||||
"[நிலையான இயக்கம்_மோட்_ஃப்ளோட்டிங்] [உறுப்பினர் இயக்கம்_மோட்] எனப் பயன்படுத்துங்கள்."
|
||||
|
||||
msgid ""
|
||||
"Current velocity vector in pixels per second, used and modified during calls "
|
||||
"to [method move_and_slide]."
|
||||
msgstr ""
|
||||
"நொடிக்கு பிக்சல்களில் தற்போதைய விரைவு திசையன், [முறை move_and_slide] க்கான "
|
||||
"அழைப்புகளின் போது பயன்படுத்தப்பட்டு மாற்றியமைக்கப்பட்டது."
|
||||
|
||||
msgid ""
|
||||
"Minimum angle (in radians) where the body is allowed to slide when it "
|
||||
"encounters a wall. The default value equals 15 degrees. This property only "
|
||||
|
|
@ -27190,36 +27056,6 @@ msgstr ""
|
|||
"அழைப்பில் உடல் பல முறை மோதக்கூடும் என்பதால், மோதலின் குறியீட்டை 0 முதல் ([முறை "
|
||||
"get_slide_collision_count] - 1) இல் குறிப்பிட வேண்டும்."
|
||||
|
||||
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 ""
|
||||
"[உறுப்பினர் வேகம்] அடிப்படையில் உடலை நகர்த்துகிறது. உடல் இன்னொருவருடன் மோதினால், அது "
|
||||
"உடனடியாக நிறுத்தப்படுவதை விட மற்ற உடலுடன் சறுக்குகிறது. மற்ற உடல் [reartobody3d] "
|
||||
"அல்லது [rigidbody3d] என்றால், அது மற்ற உடலின் இயக்கத்தால் பாதிக்கப்படும். நகரும் மற்றும் "
|
||||
"சுழலும் தளங்களை உருவாக்க நீங்கள் இதைப் பயன்படுத்தலாம் அல்லது முனைகளை மற்ற முனைகளைத் தள்ளச் "
|
||||
"செய்யலாம்.\n"
|
||||
" ச்லைடு மோதல் ஏற்பட்டால் [உறுப்பினர் வேகத்தை] மாற்றியமைக்கிறது. அண்மைக் கால மோதல் அழைப்பைப் "
|
||||
"பெற [முறை get_last_slide_collision], நிகழ்ந்த மோதல்களைப் பற்றிய விரிவான தகவலுக்கு, "
|
||||
"[முறை get_slide_collision] ஐப் பயன்படுத்தவும்.\n"
|
||||
" உடல் நகரும் தளத்தைத் தொடும்போது, தளத்தின் விரைவு தானாகவே உடல் இயக்கத்தில் சேர்க்கப்படும். "
|
||||
"தளத்தின் இயக்கம் காரணமாக மோதல் ஏற்பட்டால், அது எப்போதும் ச்லைடு மோதல்களில் முதலில் "
|
||||
"இருக்கும்.\n"
|
||||
" உடல் மோதியது [குறியீடு] உண்மை [/குறியீடு], இல்லையெனில், [குறியீடு] தவறான [/குறியீடு] "
|
||||
"ஐ வழங்குகிறது."
|
||||
|
||||
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, "
|
||||
|
|
@ -27251,13 +27087,6 @@ msgstr ""
|
|||
"விரும்பினால், [நிலையான இயக்கம்_மோட்_ஃப்ளோட்டிங்] [உறுப்பினர் இயக்கம்_மோட்] எனப் "
|
||||
"பயன்படுத்துங்கள்."
|
||||
|
||||
msgid ""
|
||||
"Current velocity vector (typically meters per second), used and modified "
|
||||
"during calls to [method move_and_slide]."
|
||||
msgstr ""
|
||||
"தற்போதைய விரைவு திசையன் (பொதுவாக நொடிக்கு மீட்டர்), [முறை move_and_slide] க்கான "
|
||||
"அழைப்புகளின் போது பயன்படுத்தப்பட்டு மாற்றியமைக்கப்பட்டது."
|
||||
|
||||
msgid ""
|
||||
"Minimum angle (in radians) where the body is allowed to slide when it "
|
||||
"encounters a wall. The default value equals 15 degrees. When [member "
|
||||
|
|
@ -82574,9 +82403,6 @@ msgstr ""
|
|||
"நேரியல் அல்லாத SRGB வண்ண இடத்தில் ஒளியின் நிறம். ஒளியின் [உறுப்பினர் லைட்_இனெர்சி] "
|
||||
"அதிகரிப்பதற்கு சமமான முடிவை அடைய ஒரு [i] ஓவர் பிரைட் [/i] வண்ணத்தைப் பயன்படுத்தலாம்."
|
||||
|
||||
msgid "The light will affect objects in the selected layers."
|
||||
msgstr "தேர்ந்தெடுக்கப்பட்ட அடுக்குகளில் உள்ள பொருட்களை ஒளி பாதிக்கும்."
|
||||
|
||||
msgid ""
|
||||
"The light's strength multiplier (this is not a physical unit). For "
|
||||
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -907,7 +907,7 @@ msgstr ""
|
|||
"[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 "
|
||||
"[b]注意:[/b]無論 [param usage] 的值如何, [constant "
|
||||
"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。"
|
||||
|
||||
|
|
@ -3089,22 +3089,23 @@ msgstr ""
|
|||
"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"
|
||||
"URL 標籤僅支援形如 [code skip-lint][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"
|
||||
"[gdscript skip-lint]\n"
|
||||
"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 以綠色粗體輸出\n"
|
||||
"[/gdscript]\n"
|
||||
"[csharp]\n"
|
||||
"[csharp skip-lint]\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。"
|
||||
"[b]注意:[/b] 編輯器輸出支援可點擊的 [code skip-lint][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 "
|
||||
|
|
@ -11999,79 +12000,6 @@ msgstr ""
|
|||
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]。"
|
||||
|
||||
|
|
@ -19208,9 +19136,10 @@ msgstr ""
|
|||
"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] 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。\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]。"
|
||||
|
|
@ -20287,23 +20216,6 @@ msgid ""
|
|||
"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[/"
|
||||
|
|
@ -23439,9 +23351,10 @@ msgid ""
|
|||
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]。"
|
||||
"[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 ""
|
||||
"The multiplier for specular reflection colors. The [Light2D]'s color is also "
|
||||
|
|
@ -23677,35 +23590,6 @@ msgstr ""
|
|||
"[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 "
|
||||
|
|
@ -23808,13 +23692,6 @@ 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 "
|
||||
|
|
@ -23905,32 +23782,6 @@ msgstr ""
|
|||
"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, "
|
||||
|
|
@ -23947,13 +23798,6 @@ 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 "
|
||||
|
|
@ -35301,12 +35145,6 @@ 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。"
|
||||
|
|
@ -35438,16 +35276,6 @@ 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 "
|
||||
|
|
@ -43366,7 +43194,7 @@ msgid ""
|
|||
"FontVariation.base_font]'s fallbacks are used instead."
|
||||
msgstr ""
|
||||
"如果在該 [FontVariation] 中找不到字形,則用作替代的退回 [Font] 陣列。如果沒有"
|
||||
"設定,則使用 [member base_font] 的退回字形。"
|
||||
"設定,則使用 [member FontVariation.base_font] 的退回字形。"
|
||||
|
||||
msgid ""
|
||||
"Holds font source data and prerendered glyph cache, imported from a dynamic "
|
||||
|
|
@ -49445,27 +49273,6 @@ msgstr ""
|
|||
"預設情況下,死區根據動作死區的平均值自動計算。然而,你可以把死區覆蓋為任何你想"
|
||||
"要的值(在 0 到 1 的範圍內)。"
|
||||
|
||||
msgid ""
|
||||
"Returns [code]true[/code] if you are pressing the action event.\n"
|
||||
"If [param exact_match] is [code]false[/code], it ignores additional input "
|
||||
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
|
||||
"direction for [InputEventJoypadMotion] events.\n"
|
||||
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
|
||||
"[code]false[/code] even if one of the action's keys is pressed. See "
|
||||
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
|
||||
"examples[/url] in the documentation for more information."
|
||||
msgstr ""
|
||||
"如果給定的動作正被按下,則返回 [code]true[/code](除非 [param allow_echo] 為 "
|
||||
"[code]true[/code],否則不是 [InputEventKey] 事件中的回顯事件)。與 "
|
||||
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 型別的事件無關。\n"
|
||||
"如果 [param exact_match] 為 [code]false[/code],則它會忽略 [InputEventKey] 和 "
|
||||
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
|
||||
"件的方向。\n"
|
||||
"[b]注意:[/b]由於鍵盤重影,[method is_action_pressed] 可能會返回 [code]false[/"
|
||||
"code],即使動作的某個鍵被按下時也是如此。有關詳細資訊,請參閱文檔中的 "
|
||||
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《輸入範"
|
||||
"例》[/url]。"
|
||||
|
||||
msgid ""
|
||||
"Returns [code]true[/code] if any action, key, joypad button, or mouse button "
|
||||
"is being pressed. This will also return [code]true[/code] if any action is "
|
||||
|
|
@ -52187,9 +51994,6 @@ msgstr ""
|
|||
"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 算繪方式,不支援 Mobile 或 "
|
||||
"Compatibility。"
|
||||
|
||||
msgid "The light will affect objects in the selected layers."
|
||||
msgstr "燈光將影響所選圖層中的物件。"
|
||||
|
||||
msgid ""
|
||||
"The light's strength multiplier (this is not a physical unit). For "
|
||||
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
|
||||
|
|
@ -52977,8 +52781,8 @@ msgid ""
|
|||
"Makes the polyline's joints rounded, connecting the sides of the two segments "
|
||||
"with an arc. The detail of this arc depends on [member round_precision]."
|
||||
msgstr ""
|
||||
"使折線的關節變圓,用圓弧連接兩個線段的側面。此圓弧的細部取決於[member round_ "
|
||||
"precision]。"
|
||||
"使折線的關節變圓,用圓弧連接兩個線段的側面。此圓弧的細部取決於[member "
|
||||
"round_precision]。"
|
||||
|
||||
msgid "Draws no line cap."
|
||||
msgstr "不繪製線條的端點。"
|
||||
|
|
@ -57939,7 +57743,7 @@ msgid ""
|
|||
"If [param enabled] is [code]true[/code] the specified [param region] will "
|
||||
"contribute to its current navigation map."
|
||||
msgstr ""
|
||||
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
|
||||
"如果 [param enabled] 為 [code]true[/code],則指定的 [param region] 使用避障。"
|
||||
|
||||
msgid "Sets the [param enter_cost] for this [param region]."
|
||||
msgstr "設定 [param region] 地區的進入消耗 [param enter_cost]。"
|
||||
|
|
@ -62666,12 +62470,6 @@ msgstr ""
|
|||
"回傳給定[url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
|
||||
"XrResult.html]XrResult[/url]."
|
||||
|
||||
msgid ""
|
||||
"Returns the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
|
||||
"XrInstance.html]XrInstance[/url] created during the initialization of the "
|
||||
"OpenXR API."
|
||||
msgstr "傳回OpenXR API 的初始化。"
|
||||
|
||||
msgid ""
|
||||
"Returns the function pointer of the OpenXR function with the specified name, "
|
||||
"cast to an integer. If the function with the given name does not exist, the "
|
||||
|
|
@ -62690,14 +62488,14 @@ msgid ""
|
|||
"specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer."
|
||||
msgstr ""
|
||||
"回傳播放空間,這是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/"
|
||||
"html/XrSpace.html]XrSpace[/ url] 轉換為整數。"
|
||||
"html/XrSpace.html]XrSpace[/url] 轉換為整數。"
|
||||
|
||||
msgid ""
|
||||
"Returns the OpenXR session, which is an [url=https://registry.khronos.org/"
|
||||
"OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url] cast to an integer."
|
||||
msgstr ""
|
||||
"回傳 OpenXR 會話,它是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/"
|
||||
"man/html/XrSession.html]XrSession[/ url] 轉換為整數。"
|
||||
"man/html/XrSession.html]XrSession[/url] 轉換為整數。"
|
||||
|
||||
msgid "Returns the name of the specified swapchain format."
|
||||
msgstr "返回指定參數的值。"
|
||||
|
|
@ -69562,16 +69360,6 @@ msgstr ""
|
|||
msgid "Sets the bounding box for the [SoftBody3D]."
|
||||
msgstr "返回文字邊界框的大小。"
|
||||
|
||||
msgid ""
|
||||
"Sets the normal for the [SoftBody3D] vertex at the index specified by [param "
|
||||
"vertex_id]."
|
||||
msgstr "獲取由 [param idx] 索引指定的屬性的名稱。"
|
||||
|
||||
msgid ""
|
||||
"Sets the position for the [SoftBody3D] vertex at the index specified by "
|
||||
"[param vertex_id]."
|
||||
msgstr "返回名稱為 [param name] 的子動畫節點的位置。"
|
||||
|
||||
msgid "The collision margin for the shape."
|
||||
msgstr "形狀的碰撞邊距。"
|
||||
|
||||
|
|
@ -70559,7 +70347,7 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
"根據 [PopupMenu] 的捷徑和加速器檢查提供的 [param event],並啟動具有配對事件的"
|
||||
"第一個專案。如果 [param for_global_only] 為 [code]true[/ code],只有 "
|
||||
"第一個專案。如果 [param for_global_only] 為 [code]true[/code],只有 "
|
||||
"[code]global[/code] 設定為 [code]true[/code] 的捷徑和加速器才會被呼叫。\n"
|
||||
"如果專案已成功激活,則傳回 [code]true[/code]。\n"
|
||||
"[b]注意:[/b]某些[Control],例如[MenuButton],會自動呼叫此方法。"
|
||||
|
|
@ -76556,9 +76344,6 @@ msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體算繪
|
|||
msgid "If [code]true[/code], Godot will compile shaders required for XR."
|
||||
msgstr "如果為 [code]true[/code],Godot 將編譯 XR 所需的著色器。"
|
||||
|
||||
msgid "Emitted when any setting is changed, up to once per process frame."
|
||||
msgstr "在鍵 [param name] 下新增 [Animation] 時發出。"
|
||||
|
||||
msgid "Interpolates an [Object]'s property over time."
|
||||
msgstr "隨時間對 [Object] 的屬性進行插值。"
|
||||
|
||||
|
|
@ -77890,14 +77675,6 @@ msgstr ""
|
|||
"如果該 [Rect2i] 與 [param b] 重疊(即至少包含一個共同的點),則返回 "
|
||||
"[code]true[/code]。"
|
||||
|
||||
msgid ""
|
||||
"Returns [code]true[/code] if this rectangle and [param rect] are "
|
||||
"approximately equal, by calling [method Vector2.is_equal_approx] on the "
|
||||
"[member position] and the [member size]."
|
||||
msgstr ""
|
||||
"如果該 [Rect2] 和 [param rect] 近似相等,則返回 [code]true[/code],判斷方法是"
|
||||
"通過在每個分量上呼叫 [code]is_equal_approx[/code]。"
|
||||
|
||||
msgid ""
|
||||
"Returns [code]true[/code] if this rectangle's values are finite, by calling "
|
||||
"[method Vector2.is_finite] on the [member position] and the [member size]."
|
||||
|
|
@ -100612,13 +100389,6 @@ msgstr ""
|
|||
"設定圖層的名稱。主要在編輯器中使用。\n"
|
||||
"如果 [param layer] 為負,則逆序存取圖層。"
|
||||
|
||||
msgid ""
|
||||
"Erases the cell on layer [param layer] at coordinates [param coords].\n"
|
||||
"If [param layer] is negative, the layers are accessed from the last one."
|
||||
msgstr ""
|
||||
"設定圖層的名稱。主要在編輯器中使用。\n"
|
||||
"如果 [param layer] 為負,則逆序存取圖層。"
|
||||
|
||||
msgid "Clears cells that do not exist in the tileset."
|
||||
msgstr "清除圖塊集中不存在的儲存格。"
|
||||
|
||||
|
|
@ -100677,49 +100447,10 @@ msgstr ""
|
|||
"返回與位於座標 [param coords] 的儲存格相鄰的儲存格,方向由 [param neighbor] 表"
|
||||
"示。這個方法會考慮 TileMap 的不同佈局。"
|
||||
|
||||
msgid ""
|
||||
"Creates a new [TileMapPattern] from the given layer and set of cells.\n"
|
||||
"If [param layer] is negative, the layers are accessed from the last one."
|
||||
msgstr ""
|
||||
"設定圖層的名稱。主要在編輯器中使用。\n"
|
||||
"如果 [param layer] 為負,則逆序存取圖層。"
|
||||
|
||||
msgid ""
|
||||
"Returns the list of all neighbourings cells to the one at [param coords]."
|
||||
msgstr "返回與 [param coords] 處的儲存格相鄰的所有儲存格的列表。"
|
||||
|
||||
msgid ""
|
||||
"Returns a [Vector2i] array with the positions of all cells containing a tile "
|
||||
"in the given layer. A cell is considered empty if its source identifier "
|
||||
"equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] "
|
||||
"and its alternative identifier is -1.\n"
|
||||
"If [param layer] is negative, the layers are accessed from the last one."
|
||||
msgstr ""
|
||||
"返回 [Vector2i] 陣列,其中存放的是給定圖層中所有包含圖塊的儲存格的位置。空單元"
|
||||
"格的源識別字等於 -1、合集座標識別字為 [code]Vector2(-1, -1)[/code]、備選標識符"
|
||||
"為 -1。"
|
||||
|
||||
msgid ""
|
||||
"Returns a [Vector2i] array with the positions of all cells containing a tile "
|
||||
"in the given layer. Tiles may be filtered according to their source ([param "
|
||||
"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id "
|
||||
"([param alternative_tile]).\n"
|
||||
"If a parameter has its value set to the default one, this parameter is not "
|
||||
"used to filter a cell. Thus, if all parameters have their respective default "
|
||||
"value, this method returns the same result as [method get_used_cells].\n"
|
||||
"A cell is considered empty if its source identifier equals -1, its atlas "
|
||||
"coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative "
|
||||
"identifier is -1.\n"
|
||||
"If [param layer] is negative, the layers are accessed from the last one."
|
||||
msgstr ""
|
||||
"返回 [Vector2i] 陣列,其中存放的是給定圖層中所有包含圖塊的儲存格的位置。可以根"
|
||||
"據源([param source_id])、合集座標([param atlas_coords])、備選 ID([param "
|
||||
"alternative_tile])進行篩選。\n"
|
||||
"如果某個參數為預設值,則該參數不會用於儲存格的篩選。因此,如果所有參數都使用預"
|
||||
"設值,則返回的結果與 [method get_used_cells] 相同。\n"
|
||||
"空儲存格的源識別字等於 -1、合集座標識別字為 [code]Vector2(-1, -1)[/code]、備選"
|
||||
"識別字為 -1。"
|
||||
|
||||
msgid ""
|
||||
"Returns a rectangle enclosing the used (non-empty) tiles of the map, "
|
||||
"including all layers."
|
||||
|
|
@ -100898,23 +100629,6 @@ msgstr ""
|
|||
"layer] 層。\n"
|
||||
"如果 [param layer] 為負,則從最後一層開始存取。"
|
||||
|
||||
msgid ""
|
||||
"Triggers a direct update of the TileMap. Usually, calling this function is "
|
||||
"not needed, as TileMap node updates automatically when one of its properties "
|
||||
"or cells is modified.\n"
|
||||
"However, for performance reasons, those updates are batched and delayed to "
|
||||
"the end of the frame. Calling this function will force the TileMap to update "
|
||||
"right away instead.\n"
|
||||
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
|
||||
"impact performance. Try to limit the number of updates and how many tiles "
|
||||
"they impact."
|
||||
msgstr ""
|
||||
"觸發 TileMap 的更新。如果提供了 [param layer],則只更新給定的層。\n"
|
||||
"[b]注意:[/b]TileMap 節點的屬性被修改時,該節點會自動更新。只有在需要套用運作"
|
||||
"時修改(在 [method _tile_data_runtime_update] 中實作)時才需要手動更新。\n"
|
||||
"[b]警告:[/b]更新 TileMap 的計算量很大,可能會影響性能。請儘量限制更新的次數和"
|
||||
"受影響的圖塊(例如,將經常更新的圖塊放在專門的層中)。"
|
||||
|
||||
msgid ""
|
||||
"If enabled, the TileMap will see its collisions synced to the physics tick "
|
||||
"and change its collision type from static to kinematic. This is required to "
|
||||
|
|
@ -101755,7 +101469,7 @@ msgid "Tile animations start at random times, looking varied."
|
|||
msgstr "平鋪動畫隨機開始,看起來多種多樣。"
|
||||
|
||||
msgid "Represents the size of the [enum TileAnimationMode] enum."
|
||||
msgstr "代表 [enum CollisionMode] 列舉的大小。"
|
||||
msgstr "代表 [enum TileAnimationMode] 列舉的大小。"
|
||||
|
||||
msgid ""
|
||||
"Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for "
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue