Fix classref hyperlinks in Weblate translations after godotengine/godot#24640

This commit is contained in:
Rémi Verschelde
2019-01-20 11:43:56 +01:00
parent f05f4044b0
commit e64eef8ad1
11 changed files with 527 additions and 498 deletions

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@@ -2997,8 +2997,8 @@ msgid ""
msgstr ""
"Um dies zu erreichen werden wir eine Funktion benutzen, welche "
"wahrscheinlich eine der meist genutzten Funktionen bei Godot Programmierern "
"ist: :ref:`Node.get_node() <class_Node_get_node>`. Diese Funktion benutzt "
"Pfade um Nodes überall in der Szene, relative zu dem Node mit dem "
"ist: :ref:`Node.get_node() <class_Node_method_get_node>`. Diese Funktion "
"benutzt Pfade um Nodes überall in der Szene, relative zu dem Node mit dem "
"aufrufendem Skript zu finden."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
@@ -3032,7 +3032,8 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Abschließend verbinde das \"pressed\"-Signal in der ``_ready()``-Funktion "
"mit dem Funktionsaufruf :ref:`Object.connect() <class_Object_connect>`."
"mit dem Funktionsaufruf :ref:`Object.connect() "
"<class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3125,8 +3126,9 @@ msgid ""
"function."
msgstr ""
"Inaktive Verarbeitung wird aktiviert, wenn die Methode :ref:'Node._process() "
"<class_Node__process>' in einen Skript gefunden wird. Sie kann mit :ref:"
"`Node.set_process() <class_Node_set_process>` an- und ausgeschaltet werden."
"<class_Node_method__process>' in einen Skript gefunden wird. Sie kann mit :"
"ref:`Node.set_process() <class_Node_method_set_process>` an- und "
"ausgeschaltet werden."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3233,7 +3235,7 @@ msgid ""
msgstr ""
"Wird der Spieler dabei entdeckt, sich in eine Geheimbasis zu schleichen, "
"können alle Gegner über den Alarmton informiert werden indem :ref:`SceneTree."
"call_group() <class_SceneTree_call_group>` benutzt wird:"
"call_group() <class_SceneTree_method_call_group>` benutzt wird:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3252,7 +3254,7 @@ msgid ""
msgstr ""
"Es ist möglich die Liste aller Gegnerknoten aus ``enemies`` zu bekommen, "
"indem man :ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_get_nodes_in_group>` aufruft:"
"<class_SceneTree_method_get_nodes_in_group>` aufruft:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3288,7 +3290,7 @@ msgstr ""
"meisten Benachrichtigungen virtuelle Funktionen angeboten werden. Trotzdem "
"ist es gut, zu wissen, dass dieses Benachrichtigungssystem existiert. Zum "
"Beispiel ist es möglich, eine :ref:`Object._notification() "
"<class_Object__notification>` Funktion im Skript einzufügen:"
"<class_Object_method__notification>` Funktion im Skript einzufügen:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3370,8 +3372,8 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"Der sicherste Weg einen Node zu löschen ist die Verwendung von :ref:`Node."
"queue_free() <class_Node_queue_free>`. Dies Löscht das Node sicher, während "
"er in einem untätigen Zustand ist."
"queue_free() <class_Node_method_queue_free>`. Dies Löscht das Node sicher, "
"während er in einem untätigen Zustand ist."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -3405,8 +3407,9 @@ msgstr ""
"Jedoch ist ``scene`` noch kein Knoten. Sie ist in einer speziellen "
"Ressource :ref:`PackedScene <class_PackedScene>` gepackt. Um den "
"tatsächlichen Knoten zu erstellen, muss die Funktion :ref:`PackedScene."
"instance() <class_PackedScene_instance>` aufgerufen werden. Diese wird den "
"Baum der Knoten zurückgeben, der zur aktiven Szene hinzugefügt werden kann:"
"instance() <class_PackedScene_method_instance>` aufgerufen werden. Diese "
"wird den Baum der Knoten zurückgeben, der zur aktiven Szene hinzugefügt "
"werden kann:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""

View File

@@ -27123,8 +27123,8 @@ msgid ""
"same node and a new ``_draw()`` call will happen."
msgstr ""
"Si es necesario volver a dibujar porque algo ha cambiado, simplemente "
"llama :ref:`CanvasItem.update() <class_CanvasItem_update>` en el nodo y se "
"ejecutará una nueva llamada a _draw()."
"llama :ref:`CanvasItem.update() <class_CanvasItem_method_update>` en el "
"nodo y se ejecutará una nueva llamada a _draw()."
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70
#, fuzzy
@@ -27606,9 +27606,10 @@ msgid ""
msgstr ""
"Es posible crear geometría personalizada usando el recurso :ref:`Mesh "
"<class_Mesh>` directamente. Simplemente crea tus arrays y usa la función :"
"ref:`Mesh.add_surface() <class_Mesh_add_surface>`. También está disponible "
"una clase helper, :ref:`SurfaceTool <class_SurfaceTool>`, que proporciona "
"una API más sencilla y ayuda para indexar, generar normales, tangentes, etc."
"ref:`Mesh.add_surface() <class_Mesh_method_add_surface>`. También está "
"disponible una clase helper, :ref:`SurfaceTool <class_SurfaceTool>`, que "
"proporciona una API más sencilla y ayuda para indexar, generar normales, "
"tangentes, etc."
#: ../../docs/tutorials/3d/introduction_to_3d.rst:72
msgid ""
@@ -41157,9 +41158,9 @@ msgid ""
msgstr ""
"Para evitar esta inexactitud, cualquier código que necesite acceder a las "
"propiedades de un cuerpo debe ejecutarse en la función :ref:`Nodo."
"physics_process() <class_Node__physics_process>`, la cual es invocada por el "
"motor de cada paso de la física a una velocidad de cuadro constante (60 "
"veces por segundo por defecto)."
"physics_process() <class_Node_method__physics_process>`, la cual es invocada "
"por el motor de cada paso de la física a una velocidad de cuadro constante "
"(60 veces por segundo por defecto)."
#: ../../docs/tutorials/physics/physics_introduction.rst:90
#, fuzzy
@@ -41475,7 +41476,7 @@ msgstr ""
"cuerpo rígido puede resultar en un comportamiento inesperado. Si necesitas "
"alterar cualquier propiedad relacionada a la física, deberás usar la función "
"interna o callback :ref:`_integrate_forces() "
"<class_RigidBody2D__integrate_forces>` callback instead of "
"<class_RigidBody2D_method__integrate_forces>` callback instead of "
"``_physics_process()``. En este callback, tienes acceso al :ref:"
"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>` (representación "
"del estado físico) del cuerpo, lo que permite cambiar propiedades de manera "
@@ -41508,9 +41509,9 @@ msgstr ""
"Cuando un cuerpo rígido se duerme, la función ``_integrate_forces`` no es "
"llamada. Para evitar este comportamiento debemos mantener el cuerpo "
"despierto creando una colisión, aplicando una fuerza sobre él, o "
"desactivando la propiedad :ref:`can_sleep <class_RigidBody2D_can_sleep>` "
"(puede dormirse). Ten en cuenta que esto puede impactar negativamente en el "
"desempeño."
"desactivando la propiedad :ref:`can_sleep "
"<class_RigidBody2D_property_can_sleep>` (puede dormirse). Ten en cuenta que "
"esto puede impactar negativamente en el desempeño."
#: ../../docs/tutorials/physics/physics_introduction.rst:272
msgid "Contact reporting"
@@ -41531,10 +41532,12 @@ msgstr ""
"Por defecto, los cuerpos rígidos no mantienen registro de los contactos "
"porque esto requiere gran cantidad de memoria si hay muchos en la escena. "
"Para habilitar el reporte de contactos, asigna un valor mayor a cero a la "
"propiedad :ref:`contacts_reported <class_RigidBody2D_contacts_reported>`. "
"Los contactos se pueden obtener mediante la función :ref:"
"`Physics2DDirectBodyState.get_contact_count() "
"<class_Physics2DDirectBodyState_get_contact_count>` y otras relacionadas."
"propiedad :ref:`contacts_reported "
"<class_RigidBody2D_property_contacts_reported>`. Los contactos se pueden "
"obtener mediante la función :ref:`Physics2DDirectBodyState."
"get_contact_count() "
"<class_Physics2DDirectBodyState_method_get_contact_count>` y otras "
"relacionadas."
#: ../../docs/tutorials/physics/physics_introduction.rst:281
#, fuzzy
@@ -41544,9 +41547,9 @@ msgid ""
"`RigidBody2D <class_RigidBody2D>` for the list of available signals."
msgstr ""
"El monitoreo de contactos mediante señales se puede activar mediante la "
"propiedad :ref:`contact_monitor <class_RigidBody2D_contact_monitor>`. Ver :"
"ref:`RigidBody2D <class_RigidBody2D>` para conocer la lista de señales "
"disponibles."
"propiedad :ref:`contact_monitor "
"<class_RigidBody2D_property_contact_monitor>`. Ver :ref:`RigidBody2D "
"<class_RigidBody2D>` para conocer la lista de señales disponibles."
#: ../../docs/tutorials/physics/physics_introduction.rst:286
msgid "KinematicBody2D"
@@ -41598,7 +41601,8 @@ msgstr ""
#: ../../docs/tutorials/physics/physics_introduction.rst:307
#, fuzzy
msgid ":ref:`move_and_collide <class_KinematicBody2D_method_move_and_collide>`"
msgstr ":ref:`move_and_collide <class_KinematicBody2D_move_and_collide>`"
msgstr ""
":ref:`move_and_collide <class_KinematicBody2D_method_move_and_collide>`"
#: ../../docs/tutorials/physics/physics_introduction.rst:309
msgid ""
@@ -41628,7 +41632,7 @@ msgstr "O para rebotar del objeto colisionado:"
#: ../../docs/tutorials/physics/physics_introduction.rst:374
#, fuzzy
msgid ":ref:`move_and_slide <class_KinematicBody2D_method_move_and_slide>`"
msgstr ":ref:`move_and_slide <class_KinematicBody2D_move_and_slide>`"
msgstr ":ref:`move_and_slide <class_KinematicBody2D_method_move_and_slide>`"
#: ../../docs/tutorials/physics/physics_introduction.rst:376
msgid ""
@@ -42383,8 +42387,8 @@ msgstr ""
"En el mundo de las físicas, Godot almacena toda la información de bajo nivel "
"sobre colisiones y física en un *espacio*. El espacio 2d actual (para Física "
"2D) se puede obtener accediendo a :ref:`CanvasItem.get_world_2d().space "
"<class_CanvasItem_get_world_2d>`. Para 3D, accediendo a :ref:`Spatial."
"get_world().space <class_Spatial_get_world>`."
"<class_CanvasItem_method_get_world_2d>`. Para 3D, accediendo a :ref:`Spatial."
"get_world().space <class_Spatial_method_get_world>`."
#: ../../docs/tutorials/physics/ray-casting.rst:33
msgid ""
@@ -42415,8 +42419,8 @@ msgstr ""
"separado y así funcione de manera más eficiente. Debido a esto, el único "
"momento en que acceder al espacio es seguro es durante la devolución de "
"llamada (callback) de :ref:`Node._physics_process() "
"<class_Node__physics_process>`. Acceder desde fuera de esta función puede "
"provocar un error debido a que el espacio está *bloqueado*."
"<class_Node_method__physics_process>`. Acceder desde fuera de esta función "
"puede provocar un error debido a que el espacio está *bloqueado*."
#: ../../docs/tutorials/physics/ray-casting.rst:47
msgid ""
@@ -42454,7 +42458,7 @@ msgid ""
msgstr ""
"Para realizar una consulta de raycast 2D se puede utilizar el método :ref:"
"`Physics2DDirectSpaceState.intersect_ray() "
"<class_Physics2DDirectSpaceState_intersect_ray>`. Por ejemplo:"
"<class_Physics2DDirectSpaceState_method_intersect_ray>`. Por ejemplo:"
#: ../../docs/tutorials/physics/ray-casting.rst:123
#, fuzzy
@@ -42927,7 +42931,7 @@ msgstr ""
"Vuelve a la escena del personaje y abre el script ¡la magia comienza ahora! "
"El cuerpo cinemático no hará nada por defecto, pero tiene una función muy "
"útil llamada :ref:`KinematicBody2D.move_and_collide() "
"<class_KinematicBody2D_move_and_collide>`. Esta función toma un :ref:"
"<class_KinematicBody2D_method_move_and_collide>`. Esta función toma un :ref:"
"`Vector2 <class_Vector2>` como argumento, e intenta aplicar ese movimiento "
"al cuerpo cinemático. Si se produce una colisión, se detiene justo en el "
"momento de la colisión."
@@ -44392,7 +44396,7 @@ msgid ""
msgstr ""
"En cambio, si se desea realizar el traslado en coordenadas *locales* de la "
"matriz (hacia donde se orienta la *base*), está el método :ref:`Transform2D."
"translated() <class_Transform2D_translated>`:"
"translated() <class_Transform2D_method_translated>`:"
#: ../../docs/tutorials/math/matrices_and_transforms.rst:287
msgid ""
@@ -44429,9 +44433,9 @@ msgid ""
"to_global() <class_Spatial_method_to_global>` for 3D."
msgstr ""
"Hay :ref:`Node2D.to_local() <class_Node2D_to_local>` y :ref:`Node2D."
"to_global() <class_Node2D_to_global>` tanto para 2D como para :ref:`Spatial."
"to_local() <class_Spatial_to_local>` y :ref:`Spatial.to_global() "
"<class_Spatial_to_global>`para 3D."
"to_global() <class_Node2D_method_to_global>` tanto para 2D como para :ref:"
"`Spatial.to_local() <class_Spatial_to_local>` y :ref:`Spatial.to_global() "
"<class_Spatial_method_to_global>`para 3D."
#: ../../docs/tutorials/math/matrices_and_transforms.rst:311
msgid ""
@@ -47044,16 +47048,17 @@ msgid ""
"<class_Node_method__unhandled_input>` is generally a better fit, because it "
"allows the GUI to intercept the events."
msgstr ""
"Primero, la función estándar :ref:`Node._input() <class_Node__input>`) será "
"llamada en cualquier nodo que la haya sobreescrito (y que no tenga "
"deshabilitado el procesamiento de entradas con :ref:`Node."
"set_process_input() <class_Node_set_process_input>`). Si cualquier función "
"consume el evento, podrá llamar a :ref:`SceneTree.set_input_as_handled() "
"<class_SceneTree_set_input_as_handled>` y el evento no se propagará más. "
"Esto asegura que se puedan filtrar eventos de interes, incluso antes de que "
"lleguen a la GUI. Para entradas de gameplay, generalmente es mejor utilizar :"
"ref:`Node._unhandled_input() <class_Node__unhandled_input>`) porque permite "
"que la GUI intercepte los eventos previamente."
"Primero, la función estándar :ref:`Node._input() "
"<class_Node_method__input>`) será llamada en cualquier nodo que la haya "
"sobreescrito (y que no tenga deshabilitado el procesamiento de entradas con :"
"ref:`Node.set_process_input() <class_Node_method_set_process_input>`). Si "
"cualquier función consume el evento, podrá llamar a :ref:`SceneTree."
"set_input_as_handled() <class_SceneTree_method_set_input_as_handled>` y el "
"evento no se propagará más. Esto asegura que se puedan filtrar eventos de "
"interes, incluso antes de que lleguen a la GUI. Para entradas de gameplay, "
"generalmente es mejor utilizar :ref:`Node._unhandled_input() "
"<class_Node_method__unhandled_input>`) porque permite que la GUI intercepte "
"los eventos previamente."
#: ../../docs/tutorials/inputs/inputevent.rst:82
#, fuzzy
@@ -47074,16 +47079,16 @@ msgstr ""
"Seguido, intentará transmitir el evento a la GUI y ver si algún Control la "
"puede recibir. De ser así, el :ref:`Control <class_Control>` será llamado "
"mediante la función virtual :ref:`Control._gui_input() "
"<class_Control__gui_input>` y la señal \"input_event\" será emitida (esta "
"función se puede re-implementar por script en caso utilizar herencia). Si el "
"Control quiere \"consumir\" el evento, llamará a :ref:`Control."
"accept_event() <class_Control_accept_event>` y el evento no se propagará "
"más. Los eventos que no son consumidos, se propagarán **hacia arriba** hasta "
"sus ancestros. Utiliza la propiedad :ref:`Control.mouse_filter "
"<class_Control_mouse_filter>` para controlar si un :ref:`Control "
"<class_Control>` es notificado de eventos de ratón mediante :ref:`Control."
"_gui_input() <class_Control__gui_input>` y si esos eventos deberán "
"propagarse más."
"<class_Control_method__gui_input>` y la señal \"input_event\" será emitida "
"(esta función se puede re-implementar por script en caso utilizar herencia). "
"Si el Control quiere \"consumir\" el evento, llamará a :ref:`Control."
"accept_event() <class_Control_method_accept_event>` y el evento no se "
"propagará más. Los eventos que no son consumidos, se propagarán **hacia "
"arriba** hasta sus ancestros. Utiliza la propiedad :ref:`Control."
"mouse_filter <class_Control_property_mouse_filter>` para controlar si un :"
"ref:`Control <class_Control>` es notificado de eventos de ratón mediante :"
"ref:`Control._gui_input() <class_Control_method__gui_input>` y si esos "
"eventos deberán propagarse más."
#: ../../docs/tutorials/inputs/inputevent.rst:92
#, fuzzy
@@ -47100,11 +47105,11 @@ msgstr ""
"Si hasta el momento ningún evento fue consumido, se utilizará la llamada a "
"`_unhandled_input` si fue redefinida en el script (y no desactivada con :ref:"
"`Node.set_process_unhandled_input() "
"<class_Node_set_process_unhandled_input>`). Si alguna función consume el "
"evento, esta podrá llamar a :ref:`SceneTree.set_input_as_handled() "
"<class_SceneTree_set_input_as_handled>`, y el evento no se propagará más. La "
"llamada a _unhandled_input es ideal para eventos de gameplay de pantalla "
"completa que deben ser ignorados si hay elementos de GUI activos."
"<class_Node_method_set_process_unhandled_input>`). Si alguna función consume "
"el evento, esta podrá llamar a :ref:`SceneTree.set_input_as_handled() "
"<class_SceneTree_method_set_input_as_handled>`, y el evento no se propagará "
"más. La llamada a _unhandled_input es ideal para eventos de gameplay de "
"pantalla completa que deben ser ignorados si hay elementos de GUI activos."
#: ../../docs/tutorials/inputs/inputevent.rst:97
#, fuzzy
@@ -47121,10 +47126,10 @@ msgstr ""
"<class_Camera>` es asignada al Viewport, se emitirá un rayo al mundo de la "
"física (en la dirección correspondiente al rayo del clic). Si este rayo "
"golpea un objeto, llamará a la función :ref:`CollisionObject._input_event() "
"<class_CollisionObject__input_event>` en el objeto físico correspondiente "
"(los cuerpos reciben esta llamada de retorno por defecto, pero las áreas no "
"lo hacen. Esto puede configurarse a través de las propiedades de :ref:`Area "
"<class_Area>`)."
"<class_CollisionObject_method__input_event>` en el objeto físico "
"correspondiente (los cuerpos reciben esta llamada de retorno por defecto, "
"pero las áreas no lo hacen. Esto puede configurarse a través de las "
"propiedades de :ref:`Area <class_Area>`)."
#: ../../docs/tutorials/inputs/inputevent.rst:103
msgid ""
@@ -47350,7 +47355,7 @@ msgid ""
"<class_InputEvent>`."
msgstr ""
"Todos los eventos tienen los métodos :ref:`InputEvent.is_action() "
"<class_InputEvent_is_action>`, :ref:`InputEvent.is_pressed() "
"<class_InputEvent_method_is_action>`, :ref:`InputEvent.is_pressed() "
"<class_InputEvent_is_pressed>` y :ref:`InputEvent <class_InputEvent>`."
#: ../../docs/tutorials/inputs/inputevent.rst:178
@@ -47364,7 +47369,7 @@ msgstr ""
"Como alternativa, es posible que quieras enviar una acción al juego desde el "
"código (un ejemplo de esto es la detección de gestos). El singleton Input "
"tiene un método para esto: :ref:`Input.parse_input_event() "
"<class_input_parse_input_event>`. Se usa normalmente así:"
"<class_input_method_parse_input_event>`. Se usa normalmente así:"
#: ../../docs/tutorials/inputs/inputevent.rst:202
msgid "InputMap"
@@ -47505,7 +47510,7 @@ msgid ""
"<class_Input_method_set_custom_mouse_cursor>`."
msgstr ""
"Revisa :ref:`Input.set_custom_mouse_cursor() "
"<class_Input_set_custom_mouse_cursor>`."
"<class_Input_method_set_custom_mouse_cursor>`."
#: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:68
msgid "Demo project"
@@ -47890,7 +47895,7 @@ msgstr ""
"de leer y almacenar en el disco. En este caso, estamos asumiendo que cada "
"miembro del grupo Persist es un nodo instanciado y por lo tanto tiene una "
"ruta. GDScript tiene funciones helper para esto, como :ref:`to_json() "
"<class_@GDScript_to_json>` y :ref:`parse_json() "
"<class_@GDScript_method_to_json>` y :ref:`parse_json() "
"<class_@GDScript_parse_json>`, así que usaremos un diccionario. Nuestro nodo "
"necesita contener una función de guardar que devuelva estos datos. La "
"función de guardar tendrá el siguiente aspecto:"
@@ -48147,8 +48152,8 @@ msgid ""
"found:"
msgstr ""
"Para código, se puede utilizar la función :ref:`Object.tr() "
"<class_Object_tr>`. Esto simplemente buscará el texto en las traducciones y "
"lo convertirá si lo encuentra:"
"<class_Object_method_tr>`. Esto simplemente buscará el texto en las "
"traducciones y lo convertirá si lo encuentra:"
#: ../../docs/tutorials/i18n/internationalizing_games.rst:69
msgid "Making controls resizable"
@@ -51463,9 +51468,9 @@ msgid ""
"<class_Control_method__gui_input>`. Simply override it in your control. No "
"processing needs to be set."
msgstr ""
"Esta función es is :ref:`Control._gui_input() <class_Control__gui_input>`. "
"Simplemente sobrescríbelo en tu control. No es necesario establecer ningún "
"procesamiento."
"Esta función es is :ref:`Control._gui_input() "
"<class_Control_method__gui_input>`. Simplemente sobrescríbelo en tu control. "
"No es necesario establecer ningún procesamiento."
#: ../../docs/tutorials/gui/custom_gui_controls.rst:167
msgid ""
@@ -58327,10 +58332,10 @@ msgstr ""
"red peer 1 es siempre el servidor. Cualquier cosa por debajo de 1 debe "
"manejarse como inválida. Puedes recuperar la ID para el sistema local a "
"través de :ref:`SceneTree.get_network_unique_id() "
"<class_SceneTree_get_network_unique_id>`. Estas IDs serán útiles sobre todo "
"para la gestión del lobby y, en general, se deben almacenar ya que "
"identifican a los peers conectados y, por tanto, a los jugadores. También "
"puedes usar las IDs para enviar mensajes solo a ciertos peers."
"<class_SceneTree_method_get_network_unique_id>`. Estas IDs serán útiles "
"sobre todo para la gestión del lobby y, en general, se deben almacenar ya "
"que identifican a los peers conectados y, por tanto, a los jugadores. "
"También puedes usar las IDs para enviar mensajes solo a ciertos peers."
#: ../../docs/tutorials/networking/high_level_multiplayer.rst:135
msgid "Clients:"
@@ -58715,7 +58720,7 @@ msgid ""
"set on all child nodes of the node as well)."
msgstr ""
"La red maestra se puede configurar con la función :ref:`Node."
"set_network_master(id, recursive) <class_Node_set_network_master>` "
"set_network_master(id, recursive) <class_Node_method_set_network_master>` "
"(recursive es verdadero de manera predeterminada y significa que la red "
"maestra también se establece recursivamente en todos los nodos hijos del "
"nodo también)."
@@ -58730,9 +58735,9 @@ msgid ""
msgstr ""
"Comprobar que una instancia de nodo específica en un peer es la red maestra "
"para este nodo, para todos los peers conectados se hace llamando a :ref:"
"`Node.is_network_master() <class_Node_is_network_master>`. Este retornara "
"verdadero cuando se ejecute en el servidor y falso en todos los peers "
"clientes."
"`Node.is_network_master() <class_Node_method_is_network_master>`. Este "
"retornara verdadero cuando se ejecute en el servidor y falso en todos los "
"peers clientes."
#: ../../docs/tutorials/networking/high_level_multiplayer.rst:354
msgid ""
@@ -62157,8 +62162,8 @@ msgid ""
msgstr ""
"Ahora necesitas seleccionar la escena que creaste y añadirla como un panel "
"en el editor. Para ello puedes confiar en la función :ref:"
"`add_control_to_dock() <class_EditorPlugin_add_control_to_dock>` de la clase "
"`EditorPlugin <class_EditorPlugin>`."
"`add_control_to_dock() <class_EditorPlugin_method_add_control_to_dock>` de "
"la clase `EditorPlugin <class_EditorPlugin>`."
#: ../../docs/tutorials/plugins/editor/making_plugins.rst:194
#, fuzzy
@@ -62316,15 +62321,15 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:109
#, fuzzy
msgid ""
"The :ref:"
"`get_visible_name()<class_EditorImportPlugin_method_get_visible_name>` "
"method is responsible to inform the name of the type it imports and will be "
"shown to the user in the Import dock."
msgstr ""
"El método :ref:`get_visible_name<class_EditorImportPlugin_get_visible_name>` "
"es responsable de informar el nombre del tipo que importa y se mostrará al "
"El método :ref:"
"`get_visible_name()<class_EditorImportPlugin_method_get_visible_name>` es "
"responsable de informar el nombre del tipo que importa y se mostrará al "
"usuario en el panel de Importación."
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:113
@@ -62416,7 +62421,6 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:195
#, fuzzy
msgid ""
"The :ref:`get_preset_count() "
"<class_EditorImportPlugin_method_get_preset_count>` method returns the "
@@ -62424,22 +62428,19 @@ msgid ""
"but we can make this method future-proof by returning the size of our "
"``Presets`` enumeration."
msgstr ""
"El método :ref:`get_preset_count<class_EditorImportPlugin_get_preset_count>` "
"devuelve la cantidad de presets que definen estos plugins. Sólo tenemos un "
"preset ahora, pero podemos hacer que este método esté preparado para el "
"futuro devolviendo el tamaño de nuestra enumeración ``Presets``."
"El método :ref:`get_preset_count() "
"<class_EditorImportPlugin_method_get_preset_count>` devuelve la cantidad de "
"presets que definen estos plugins. Sólo tenemos un preset ahora, pero "
"podemos hacer que este método esté preparado para el futuro devolviendo el "
"tamaño de nuestra enumeración ``Presets``."
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:210
#, fuzzy
msgid ""
"Here we have the :ref:`get_preset_name() "
"<class_EditorImportPlugin_method_get_preset_name>` method, which gives names "
"to the presets as they will be presented to the user, so be sure to use "
"short and clear names."
msgstr ""
"El método :ref:`get_visible_name<class_EditorImportPlugin_get_visible_name>` "
"es responsable de informar el nombre del tipo que importa y se mostrará al "
"usuario en el panel de Importación."
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:215
msgid ""
@@ -62631,14 +62632,13 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:347
#, fuzzy
msgid ""
"We also return the result from the :ref:`ResourceSaver.save() "
"<class_ResourceSaver_method_save>` method, so if there's an error in this "
"step, the editor will know about it."
msgstr ""
"También devolvemos el resultado del método :ref:`ResourceSaver."
"save<class_ResourceSaver_save>`, así que si hay un error en este paso, el "
"También devolvemos el resultado del método :ref:`ResourceSaver.save() "
"<class_ResourceSaver_method_save>`, así que si hay un error en este paso, el "
"editor lo sabrá."
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:352
@@ -74428,7 +74428,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
#, fuzzy
msgid "See :ref:`hide <class_spatial_method_hide>`."
msgstr "See :ref:`hide <class_spatial_hide>`."
msgstr "See :ref:`hide <class_spatial_method_hide>`."
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "[method Class.methodname]"
@@ -74458,7 +74458,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
#, fuzzy
msgid "Get :ref:`scale <class_node2d_property_scale>`."
msgstr "Get :ref:`scale <class_node2d_scale>`."
msgstr "Get :ref:`scale <class_node2d_property_scale>`."
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "[member Class.membername]"
@@ -74488,7 +74488,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
#, fuzzy
msgid "Emit :ref:`renamed <class_node_signal_renamed>`."
msgstr "Get :ref:`scale <class_node2d_scale>`."
msgstr "Get :ref:`scale <class_node2d_property_scale>`."
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "[signal Class.signalname]"

View File

@@ -2981,8 +2981,8 @@ msgid ""
msgstr ""
"Para lograr esto, presentaremos una función que probablemente sea la más "
"utilizada por los programadores Godot: :ref:`Node.get_node() "
"<class_Node_get_node>`. Esta función utiliza rutas para buscar nodos en "
"cualquier lugar de la escena, en relación con el nodo que posee el script."
"<class_Node_method_get_node>`. Esta función utiliza rutas para buscar nodos "
"en cualquier lugar de la escena, en relación con el nodo que posee el script."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -3015,7 +3015,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Finalmente, conecte la señal \"presionada\" del botón a ``_ready()`` "
"usando: :ref:`Object.connect() <class_Object_connect>`."
"usando: :ref:`Object.connect() <class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3102,8 +3102,9 @@ msgid ""
"function."
msgstr ""
"El procesamiento inactivo se activa cuando el método :ref:`Node._process() "
"<class_Node__process>` se encuentra en un script. Puede ser desactivado y "
"activado con la funcion :ref:`Node.set_process() <class_Node_set_process>`."
"<class_Node_method__process>` se encuentra en un script. Puede ser "
"desactivado y activado con la funcion :ref:`Node.set_process() "
"<class_Node_method_set_process>`."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3213,7 +3214,7 @@ msgstr ""
"De esta manera, si el jugador es descubierto infiltrándose en una base "
"secreta, se puede notificar a todos los enemigos con su sonido de alarma "
"mediante el uso de :ref:`SceneTree.call_group() "
"<class_SceneTree_call_group>`:"
"<class_SceneTree_method_call_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3232,7 +3233,7 @@ msgid ""
msgstr ""
"También es posible obtener la lista completa de los nodos `` enemigos`` "
"llamando al: :ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_get_nodes_in_group>`:"
"<class_SceneTree_method_get_nodes_in_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3266,7 +3267,7 @@ msgstr ""
"para la creación de scripts, ya que son de muy bajo nivel y se proporcionan "
"funciones virtuales para la mayoría de ellos. Es bueno saber que existen. "
"Por ejemplo, puede agregar una función: :ref:`Object._notification() "
"<class_Object__notification>` en su script:"
"<class_Object_method__notification>` en su script:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3347,8 +3348,8 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"La forma más segura de eliminar un nodo es usando: :ref:`Node.queue_free() "
"<class_Node_queue_free>`. Esto borra el nodo de forma segura durante la "
"inactividad."
"<class_Node_method_queue_free>`. Esto borra el nodo de forma segura durante "
"la inactividad."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -3381,9 +3382,9 @@ msgid ""
msgstr ""
"Pero ``scene`` aún no es un nodo. Está empaquetado en un recurso especial "
"llamado :ref:`PackedScene <class_PackedScene>`. Para crear el nodo actual, "
"la función :ref:`PackedScene.instance() <class_PackedScene_instance>`debe "
"ser llamada. Esto devolverá el árbol de nodos que se puede agregar a la "
"escena activa:"
"la función :ref:`PackedScene.instance() "
"<class_PackedScene_method_instance>`debe ser llamada. Esto devolverá el "
"árbol de nodos que se puede agregar a la escena activa:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""

View File

@@ -2910,8 +2910,8 @@ msgid ""
msgstr ""
"Päämäärän saavuttamiseksi esittelemme funktion, joka on todennäköisesti "
"Godot-ohjelmoijien eniten käyttämä funktio: :ref:`Node.get_node() "
"<class_Node_get_node>`. Tämä funktio käyttää polkuja nouttaakseen solmuja "
"mistä tahansa skenestä, suhteessa solmuun, joka omistaa skriptin."
"<class_Node_method_get_node>`. Tämä funktio käyttää polkuja nouttaakseen "
"solmuja mistä tahansa skenestä, suhteessa solmuun, joka omistaa skriptin."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -2943,7 +2943,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Lopuksi, yhdistä painikkeen \"pressed\" signaali ``_ready()`` funktioon "
"käyttämällä :ref:`Object.connect() <class_Object_connect>` funktiota."
"käyttämällä :ref:`Object.connect() <class_Object_method_connect>` funktiota."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3030,8 +3030,8 @@ msgid ""
"function."
msgstr ""
"Joutoprosessointi aktivoituu, kun skriptistä löytyy :ref:`Node._process() "
"<class_Node__process>` metodi. Se voidaan kytkeä päälle ja pois :ref:`Node."
"set_process() <class_Node_set_process>` funktiolla."
"<class_Node_method__process>` metodi. Se voidaan kytkeä päälle ja pois :ref:"
"`Node.set_process() <class_Node_method_set_process>` funktiolla."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3138,7 +3138,7 @@ msgid ""
msgstr ""
"Tällä tapaa, jos pelaaja jää kiinni hiipiessään salaiseen tukikohtaan, "
"kaikille vihollisille voidaan antaa tieto hälytyksen soimisesta käyttämällä :"
"ref:`SceneTree.call_group() <class_SceneTree_call_group>` funktiota:"
"ref:`SceneTree.call_group() <class_SceneTree_method_call_group>` funktiota:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3156,8 +3156,8 @@ msgid ""
"<class_SceneTree_method_get_nodes_in_group>`:"
msgstr ""
"On myös mahdollista saada kokonainen lista ``enemies`` solmuista kutsumalla :"
"ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>` "
"funktiota:"
"ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_method_get_nodes_in_group>` funktiota:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3191,7 +3191,7 @@ msgstr ""
"tarvita skriptauksessa, koska ne ovat liian alhaisen tason koodia ja "
"useimmille on tarjolla vastaava virtuaalifunktio. On silti hyvä olla "
"tietoinen niiden olemassaolosta. Voit esimerkiksi lisätä :ref:`Object."
"_notification() <class_Object__notification>` funktion skriptiisi:"
"_notification() <class_Object_method__notification>` funktion skriptiisi:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3269,7 +3269,7 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"Turvallisin tapa solmun tuhoamiseksi on käyttää :ref:`Node.queue_free() "
"<class_Node_queue_free>` metodia. Tämä poistaa solmun turvallisesti "
"<class_Node_method_queue_free>` metodia. Tämä poistaa solmun turvallisesti "
"toimettomalla hetkellä."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
@@ -3304,8 +3304,8 @@ msgstr ""
"Mutta ``scene`` ei ole vielä solmu. Se on pakattu erityiseen :ref:"
"`PackedScene <class_PackedScene>` nimiseen resurssiin. Varsinaisen solmun "
"luomiseksi täytyy kutsua :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` funktiota. Tämä palauttaa solmupuun, joka "
"voidaan lisätä aktiiviseen skeneen:"
"<class_PackedScene_method_instance>` funktiota. Tämä palauttaa solmupuun, "
"joka voidaan lisätä aktiiviseen skeneen:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""
@@ -20267,10 +20267,10 @@ msgid ""
"that transform."
msgstr ""
"Viewport-solmulla on ominaisuus :ref:`Viewport.canvas_transform "
"<class_Viewport_canvas_transform>`, joka mahdollistaa koko CanvasItem-"
"hierarkian muuntamisen mukautetulla :ref:`Transform2D <class_Transform2D>` "
"muunnoksella. Sellaiset solmut kuten :ref:`Camera2D <class_Camera2D>` "
"toimivat muuttamalla tuota muunnosta."
"<class_Viewport_property_canvas_transform>`, joka mahdollistaa koko "
"CanvasItem-hierarkian muuntamisen mukautetulla :ref:`Transform2D "
"<class_Transform2D>` muunnoksella. Sellaiset solmut kuten :ref:`Camera2D "
"<class_Camera2D>` toimivat muuttamalla tuota muunnosta."
#: ../../docs/tutorials/2d/canvas_layers.rst:25
msgid ""

View File

@@ -3026,9 +3026,9 @@ msgid ""
msgstr ""
"Pour accomplir cela, nous allons introduire une fonction qui est "
"probablement la plus utilisée par les programmeurs Godot : :ref:`Node."
"get_node() <class_Node_get_node>`. Cette fonction utilise des chemins pour "
"récupérer des nœuds n'importe où dans la scène, de manière relative au nœud "
"qui possède le script."
"get_node() <class_Node_method_get_node>`. Cette fonction utilise des chemins "
"pour récupérer des nœuds n'importe où dans la scène, de manière relative au "
"nœud qui possède le script."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -3059,7 +3059,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Pour terminer, connectez le signal \"pressed\" du bouton à ``_ready()`` en "
"utilisant :ref:`Object.connect() <class_Object_connect>`."
"utilisant :ref:`Object.connect() <class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3148,9 +3148,9 @@ msgid ""
"function."
msgstr ""
"Le traitement passif est activé lorsque la méthode :ref:`Node._process() "
"<class_Node__process>` se trouve dans un script. Il peut être activé ou "
"désactivé avec la fonction :ref:`Node.set_process() "
"<class_Node_set_process>`."
"<class_Node_method__process>` se trouve dans un script. Il peut être activé "
"ou désactivé avec la fonction :ref:`Node.set_process() "
"<class_Node_method_set_process>`."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3275,7 +3275,7 @@ msgid ""
msgstr ""
"Il est également possible d'obtenir la liste complète des nœuds ``ennemies`` "
"en appelant :ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_get_nodes_in_group_in_group>` :"
"<class_SceneTree_method_get_nodes_in_group_in_group>` :"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3309,7 +3309,7 @@ msgstr ""
"fonctions virtuelles sont fournies pour la plupart d'entre elles. C'est "
"cependant bien de savoir qu'elles existent. Par exemple, vous pouvez ajouter "
"une fonction :ref:`Object.Notification() "
"<class_Object__notification__notification>` dans votre script :"
"<class_Object_method__notification__notification>` dans votre script :"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3423,8 +3423,8 @@ msgstr ""
"Mais ``scene`` n'est pas encore un nœud. Elle est emballée dans une "
"ressource spéciale appelée :ref:`PackedScene <class_PackedScene>`. Pour "
"créer le nœud, la fonction :ref:`PackedScene.instance() "
"<class_PackedScene_instance_PackedScene_instance>` doit être appelée. Cela "
"retournera l'arborescence des nœuds qui peuvent être ajoutés à la scène "
"<class_PackedScene_method_instance_PackedScene_instance>` doit être appelée. "
"Cela retournera l'arborescence des nœuds qui peuvent être ajoutés à la scène "
"active :"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
@@ -10469,7 +10469,7 @@ msgid ""
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"Pour obtenir une instance de la scène, la méthode :ref:`PackedScene."
"instance() <class_PackedScene_instance>` doit être utilisée."
"instance() <class_PackedScene_method_instance>` doit être utilisée."
#: ../../docs/getting_started/step_by_step/resources.rst:133
msgid ""
@@ -10490,10 +10490,10 @@ msgid ""
"shared between the scene instances."
msgstr ""
"Cette approche présente plusieurs avantages. Comme la fonction :ref:"
"`PackedScene.instance() <class_PackedScene_instance>` est assez rapide, vous "
"pouvez créez de nouveaux ennemis, balles, effets, etc... sans avoir à les "
"recharger à chaque fois à partir du disque dur. Il est important de se "
"rappeler que, comme toujours, les images, les maillages, etc sont tous "
"`PackedScene.instance() <class_PackedScene_method_instance>` est assez "
"rapide, vous pouvez créez de nouveaux ennemis, balles, effets, etc... sans "
"avoir à les recharger à chaque fois à partir du disque dur. Il est important "
"de se rappeler que, comme toujours, les images, les maillages, etc sont tous "
"partagés entre les instances de la scène."
#: ../../docs/getting_started/step_by_step/resources.rst:144
@@ -11334,7 +11334,6 @@ msgid "Changing current scene"
msgstr "Changement de la scène courante"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:143
#, fuzzy
msgid ""
"After a scene is loaded, it is often desired to change this scene for "
"another one. The simple way to do this is to use the :ref:`SceneTree."
@@ -11342,10 +11341,10 @@ msgid ""
msgstr ""
"Après qu'une scène soit chargée, il est souvent souhaitable de la remplacer "
"par une autre. La façon la plus simple de le faire est d'utiliser la "
"fonction :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` :"
"fonction :ref:`SceneTree.change_scene() "
"<class_SceneTree_method_change_scene>` :"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
#, fuzzy
msgid ""
"Rather than using file paths, one can also use ready-made :ref:`PackedScene "
"<class_PackedScene>` resources using the equivalent function :ref:`SceneTree."
@@ -11354,10 +11353,9 @@ msgstr ""
"Au lieu d'utiliser des chemins de fichiers, vous pouvez aussi utiliser la "
"ressource déjà prête :ref:`PackedScene <class_PackedScene>` en utilisant la "
"fonction équivalente :ref:`SceneTree.change_scene_to(PackedScene scene) "
"<class_SceneTree_change_scene_to>` :"
"<class_SceneTree_method_change_scene_to>` :"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:182
#, fuzzy
msgid ""
"These are quick and useful ways to switch scenes but have the drawback that "
"the game will stall until the new scene is loaded and running. At some point "
@@ -11368,11 +11366,11 @@ msgid ""
msgstr ""
"c'est un moyen rapide de passer d'une scène à une autre mais qui a "
"l'inconvénient suivant : le jeu va devoir attendre jusqu'à ce que la "
"nouvelle scène soit chargée et fonctionne. A un moment donné, dans votre "
"nouvelle scène soit chargée et fonctionne. À un moment donné, dans votre "
"jeu, vous souhaiterez peut-être créer des écrans de chargement avec des "
"barres de progression ou d'autres façons d'indiquer des chargements en tâche "
"de fond. Cela doit être fait manuellement en utilisant des \"autoloads"
"\" (voir le chapitre suivant !) et :ref:`doc_background_loading` ."
"\" (voir le chapitre suivant !) et :ref:`doc_background_loading`."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:4
msgid "Singletons (AutoLoad)"
@@ -11540,7 +11538,6 @@ msgid "Custom scene switcher"
msgstr "Sélecteur de scène personnalisé"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95
#, fuzzy
msgid ""
"This tutorial will demonstrate building a scene switcher using autoload. For "
"basic scene switching, you can use the :ref:`SceneTree.change_scene() "
@@ -11550,8 +11547,8 @@ msgid ""
msgstr ""
"Ce court tutoriel vous expliquera comment faire un sélecteur de scènes avec "
"l'auto-chargement. Pour une sélection simple de scène, la méthode :ref:"
"`SceneTree.change_scene() class_SceneTree_change_scene>` suffit (décrite "
"dans:ref:`doc_scene_tree`), donc cette méthode convient pour des "
"`SceneTree.change_scene() class_SceneTree_method_change_scene>` suffit "
"(décrite dans:ref:`doc_scene_tree`), donc cette méthode convient pour des "
"comportements plus complexes lorsqu'il s'agit de jongler entre les scènes."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101
@@ -11640,9 +11637,9 @@ msgstr ""
"Comme précisé dans le commentaire ci-dessus, nous devons éviter de supprimer "
"la scène en cours d'utilisation (ex: son code est toujours en cours "
"d'exécution), ainsi utiliser :ref:`Object.call_deferred() "
"<class_Object_call_deferred>` est nécessaire à ce niveau. Le résultat est "
"que la deuxième fonction sera exécutée ultérieurement lorsque le code de la "
"scène en cours sera terminé."
"<class_Object_method_call_deferred>` est nécessaire à ce niveau. Le résultat "
"est que la deuxième fonction sera exécutée ultérieurement lorsque le code de "
"la scène en cours sera terminé."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:233
msgid ""
@@ -25480,10 +25477,10 @@ msgid ""
"that transform."
msgstr ""
"La fenêtre d'affichage a la propriété :ref:`Viewport.canvas_transform "
"<class_Viewport_canvas_transform>`, qui permet de transformer toute la "
"hiérarchie CanvasItem par une transformation personnalisée :ref:`Transform2D "
"<class_Transform2D>`. Des nœuds tels que :ref:`Camera2D <class_Camera2D>`, "
"fonctionnent en modifiant cette transformation."
"<class_Viewport_property_canvas_transform>`, qui permet de transformer toute "
"la hiérarchie CanvasItem par une transformation personnalisée :ref:"
"`Transform2D <class_Transform2D>`. Des nœuds tels que :ref:`Camera2D "
"<class_Camera2D>`, fonctionnent en modifiant cette transformation."
#: ../../docs/tutorials/2d/canvas_layers.rst:25
msgid ""
@@ -25604,7 +25601,7 @@ msgstr ""
"d'affichage des nœuds. Le moyen le plus optimal sera toujours de les "
"organiser selon l'ordre de l'arborescence. Les nœuds 2D ont également une "
"propriété pour contrôler l'ordre de leur réalisation (voir :ref:`Node2D."
"z_index<class_Node2D_z_index>`)."
"z_index<class_Node2D_property_z_index>`)."
#: ../../docs/tutorials/2d/2d_transforms.rst:4
msgid "Viewport and canvas transforms"
@@ -25698,11 +25695,12 @@ msgid ""
"convenience."
msgstr ""
"Les événements d'entrées reçus dans le rappel :ref:`MainLoop._input_event() "
"<class_MainLoop__input_event>` sont multipliés par cette transformation, "
"mais ils sont absents de ceux mentionnés plus haut. Pour convertir les "
"coordonnées InputEvent en coordonnées locales CanvasItem, la fonction :ref:"
"`CanvasItem.make_input_local() <class_CanvasItem_make_input_local>` a été "
"ajoutée pour plus de commodité."
"<class_MainLoop_method__input_event>` sont multipliés par cette "
"transformation, mais ils sont absents de ceux mentionnés plus haut. Pour "
"convertir les coordonnées InputEvent en coordonnées locales CanvasItem, la "
"fonction :ref:`CanvasItem.make_input_local() "
"<class_CanvasItem_method_make_input_local>` a été ajoutée pour plus de "
"commodité."
#: ../../docs/tutorials/2d/2d_transforms.rst:50
msgid "Transform order"
@@ -27673,8 +27671,9 @@ msgid ""
"same node and a new ``_draw()`` call will happen."
msgstr ""
"Si vous devez redessiner parce qu'un état ou quelque chose d'autre a changé, "
"appelez simplement :ref:`CanvasItem.update() <class_CanvasItem_update>` dans "
"ce même nœud et un nouvel appel _draw() aura lieu."
"appelez simplement :ref:`CanvasItem.update() "
"<class_CanvasItem_method_update>` dans ce même nœud et un nouvel appel "
"_draw() aura lieu."
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70
msgid ""

View File

@@ -2781,9 +2781,9 @@ msgid ""
"anywhere in the scene, relative to the node that owns the script."
msgstr ""
"이것을 달성하기 위해서, 우리는 Godot 프로그래머들이 가장 잘 사용하는 함수를 "
"소개하겠습니다: :ref:`Node.get_node() <class_Node_get_node>`\\ 입니다. 이 함"
"수는 스크립트를 소유한 노드라면 씬 내 어느 위치라도 경로를 사용해서 노드를 가"
"져옵니다."
"소개하겠습니다: :ref:`Node.get_node() <class_Node_method_get_node>`\\ 입니"
"다. 이 함수는 스크립트를 소유한 노드라면 씬 내 어느 위치라도 경로를 사용해서 "
"노드를 가져옵니다."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -36785,8 +36785,8 @@ msgid ""
msgstr ""
"이러한 부정확성을 피하기 위해, body의 속성에 접근해야 하는 모든 코드는 각 물"
"리 단계 전에 일정한 프레임률(초당 60회 가 디폴트)로 호출되는 :ref:`Node."
"_physics_process() <class_Node__physics_process>` 콜백 함수로 실행되어야 합니"
"다."
"_physics_process() <class_Node_method__physics_process>` 콜백 함수로 실행되어"
"야 합니다."
#: ../../docs/tutorials/physics/physics_introduction.rst:90
#, fuzzy
@@ -37086,8 +37086,8 @@ msgstr ""
"다 - ``위치``, ``선형_속도`` 또는 rigid body의 다른 물리적 특성들을 바꾸면 예"
"상치 못한 행동을 초래할 수 있습니다. 물리학 관련 속성을 변경해야 하는 경우 "
"``_physics_process()``대신 :ref:`_integrate_forces() "
"<class_RigidBody2D__integrate_forces>` 콜백을 사용해야 합니다. 이 콜백에서는 "
"안전하게 속성을 변경하고 물리 엔진과 동기화할 수 있는 :ref:"
"<class_RigidBody2D_method__integrate_forces>` 콜백을 사용해야 합니다. 이 콜백"
"에서는 안전하게 속성을 변경하고 물리 엔진과 동기화할 수 있는 :ref:"
"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>`에 접근 할 수 있습"
"니다."
@@ -37116,8 +37116,9 @@ msgid ""
msgstr ""
"rigid body가 잠에 들 때 ``_integrate_forces()`` 함수는 호출되지 않을 것입니"
"다. 이 동작을 오버라이드하려면 충돌을 만들거나, 충돌을 적용하거나, 힘을 가하"
"거나, :ref:`can_sleep <class_RigidBody2D_can_sleep>` 속성을 비활성화하여 body"
"를 깨어 있게 해야 합니다. 이 경우 성능에 부정적인 영향을 미칠 수 있습니다."
"거나, :ref:`can_sleep <class_RigidBody2D_property_can_sleep>` 속성을 비활성화"
"하여 body를 깨어 있게 해야 합니다. 이 경우 성능에 부정적인 영향을 미칠 수 있"
"습니다."
#: ../../docs/tutorials/physics/physics_introduction.rst:272
msgid "Contact reporting"
@@ -37137,10 +37138,11 @@ msgid ""
msgstr ""
"기본적으로 rigid body는 접촉면을 추적하지 않는데, 많은 body가 장면에 있을 경"
"우 엄청난 양의 메모리가 필요할 수 있기 때문입니다. 접촉 알림를 사용하려면 :"
"ref:`contacts_reported <class_RigidBody2D_contacts_reported>` 속성을 0이 아"
"닌 값으로 설정하십시오. 그런 다음 접촉은 :ref:`Physics2DDirectBodyState."
"get_contact_count() <class_Physics2DDirectBodyState_get_contact_count>` 및 관"
"련 기능을 통해 얻을 수 있습니다."
"ref:`contacts_reported <class_RigidBody2D_property_contacts_reported>` 속성"
"을 0이 아닌 값으로 설정하십시오. 그런 다음 접촉은 :ref:"
"`Physics2DDirectBodyState.get_contact_count() "
"<class_Physics2DDirectBodyState_method_get_contact_count>` 및 관련 기능을 통"
"해 얻을 수 있습니다."
#: ../../docs/tutorials/physics/physics_introduction.rst:281
#, fuzzy
@@ -37150,8 +37152,9 @@ msgid ""
"`RigidBody2D <class_RigidBody2D>` for the list of available signals."
msgstr ""
"신호를 통한 접점 모니터링은 :ref:`contact_monitor "
"<class_RigidBody2D_contact_monitor>` 속성을 통해 활성화할 수 있습니다. 사용 "
"가능한 신호 목록은 :ref:`RigidBody2D <class_RigidBody2D>`를 참조하십시오."
"<class_RigidBody2D_property_contact_monitor>` 속성을 통해 활성화할 수 있습니"
"다. 사용 가능한 신호 목록은 :ref:`RigidBody2D <class_RigidBody2D>`를 참조하십"
"시오."
#: ../../docs/tutorials/physics/physics_introduction.rst:286
msgid "KinematicBody2D"
@@ -37940,8 +37943,8 @@ msgid ""
msgstr ""
"물리 세계에서, Godot는 모든 낮은 수준의 충돌과 물리학 정보를 한 *공간*에 저장"
"합니다. 현재 2D 공간(2D 물리용)은 :ref:`CanvasItem.get_world_2d().space "
"<class_CanvasItem_get_world_2d>`에 액세스하여 얻을 수 있습니다. 3D의 경우 :"
"ref:`Spatial.get_world().space <class_Spatial_get_world>`입니다."
"<class_CanvasItem_method_get_world_2d>`에 액세스하여 얻을 수 있습니다. 3D의 "
"경우 :ref:`Spatial.get_world().space <class_Spatial_method_get_world>`입니다."
#: ../../docs/tutorials/physics/ray-casting.rst:33
msgid ""
@@ -37970,8 +37973,8 @@ msgstr ""
"Godot은 기본적으로 게임 로직과 동일한 스레드에서 실행되지만, 보다 효율적으로 "
"작동하기 위해 별도의 스레드에서 실행되도록 설정할 수 있습니다. 이러한 이유"
"로, 공간에 액세스하는 시간은 :ref:`Node._physics_process() "
"<class_Node__physics_process>` 콜백 함수 동안은 안전합니다. 이 함수 외부에서 "
"액세스할 경우 공간이 *잠겨* 있기 때문에 오류가 발생할 수 있습니다."
"<class_Node_method__physics_process>` 콜백 함수 동안은 안전합니다. 이 함수 외"
"부에서 액세스할 경우 공간이 *잠겨* 있기 때문에 오류가 발생할 수 있습니다."
#: ../../docs/tutorials/physics/ray-casting.rst:47
msgid ""
@@ -38008,8 +38011,8 @@ msgid ""
"example:"
msgstr ""
"2D 광선 투사 쿼리를 수행하려면 :ref:`Physics2DDirectSpaceState."
"intersect_ray() <class_Physics2DDirectSpaceState_intersect_ray>` 방법을 사용"
"할 수 있습니다. 예를 들면 다음과 같습니다:"
"intersect_ray() <class_Physics2DDirectSpaceState_method_intersect_ray>` 방법"
"을 사용할 수 있습니다. 예를 들면 다음과 같습니다:"
#: ../../docs/tutorials/physics/ray-casting.rst:123
#, fuzzy
@@ -39782,7 +39785,7 @@ msgid ""
"translated() <class_Transform2D_method_translated>` method:"
msgstr ""
"대신 행렬의 *로컬* 좌표에 변환을 원하는 경우(*기저가 있는 위치), :ref:"
"\"Transform2D.translated() <class_Transform2D_translated>`방법이 있다:"
"\"Transform2D.translated() <class_Transform2D_method_translated>`방법이 있다:"
#: ../../docs/tutorials/math/matrices_and_transforms.rst:287
msgid ""
@@ -39815,9 +39818,9 @@ msgid ""
"to_global() <class_Spatial_method_to_global>` for 3D."
msgstr ""
"2D를 위한 것에는 :ref:`Node2D.to_local() <class_Node2D_to_local>` and :ref:"
"`Node2D.to_global() <class_Node2D_to_global>` , 뿐만아니라 3D를 위한 :ref:"
"`Spatial.to_local() <class_Spatial_to_local>` and :ref:`Spatial.to_global() "
"<class_Spatial_to_global>` 방법들이 있다."
"`Node2D.to_global() <class_Node2D_method_to_global>` , 뿐만아니라 3D를 위한 :"
"ref:`Spatial.to_local() <class_Spatial_to_local>` and :ref:`Spatial."
"to_global() <class_Spatial_method_to_global>` 방법들이 있다."
#: ../../docs/tutorials/math/matrices_and_transforms.rst:311
msgid ""

View File

@@ -2897,8 +2897,8 @@ msgid ""
msgstr ""
"Aby to osiągnąć, wprowadzimy funkcję, która jest prawdopodobnie najczęściej "
"używana przez programistów Godota: :ref:`Node.get_node() "
"<class_Node_get_node>`. Ta funkcja używa ścieżek do pobierania węzłów w "
"dowolnym miejscu sceny, względem węzła, który jest właścicielem skryptu."
"<class_Node_method_get_node>`. Ta funkcja używa ścieżek do pobierania węzłów "
"w dowolnym miejscu sceny, względem węzła, który jest właścicielem skryptu."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -2928,7 +2928,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Na koniec należy podłączyć przycisk do sygnału \"pressed\" do ``_ready()`` "
"używając :ref:`Object.connect() <class_Object_connect>`."
"używając :ref:`Object.connect() <class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3103,7 +3103,7 @@ msgid ""
msgstr ""
"W ten sposób, jeśli gracz zostanie wykryty podczas skradania się do tajnej "
"bazy, wszyscy wrogowie zostaną powiadomieni za pomocą :ref:`SceneTree."
"call_group() <class_SceneTree_call_group>`:"
"call_group() <class_SceneTree_method_call_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3122,7 +3122,7 @@ msgid ""
msgstr ""
"Możliwe jest również uzyskanie pełnej listy węzłów ``wrogów`` przez "
"wywołanie :ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_get_nodes_in_group>`:"
"<class_SceneTree_method_get_nodes_in_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3235,8 +3235,8 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"Najbezpieczniejszym sposobem usunięcia węzła jest użycie :ref:`Node."
"queue_free() <class_Node_queue_free>`. Węzeł zostanie bezpiecznie usunięty, "
"podczas gdy będzie bezczynny."
"queue_free() <class_Node_method_queue_free>`. Węzeł zostanie bezpiecznie "
"usunięty, podczas gdy będzie bezczynny."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -3267,8 +3267,9 @@ msgid ""
msgstr ""
"Ale ``scene`` nie jest jeszcze węzłem. Jest zapakowany w specjalny zasób o "
"nazwie :ref:`PackedScene <class_PackedScene>`. Aby utworzyć węzeł należy "
"wywołać funkcję :ref:`PackedScene.instance() <class_PackedScene_instance>`. "
"Spowoduje to zwrócenie drzewa węzłów, które można dodać do aktywnej sceny:"
"wywołać funkcję :ref:`PackedScene.instance() "
"<class_PackedScene_method_instance>`. Spowoduje to zwrócenie drzewa węzłów, "
"które można dodać do aktywnej sceny:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""
@@ -9091,7 +9092,7 @@ msgid ""
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"Aby uzyskać przykład sceny, należy użyć metody :ref:`PackedScene.instance() "
"<class_PackedScene_instance>`."
"<class_PackedScene_method_instance>`."
#: ../../docs/getting_started/step_by_step/resources.rst:133
#, fuzzy
@@ -9114,7 +9115,7 @@ msgid ""
"shared between the scene instances."
msgstr ""
"Podejście to ma kilka zalet. Ponieważ funkcja :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` jest dość szybka, dodawanie dodatkowej "
"<class_PackedScene_method_instance>` jest dość szybka, dodawanie dodatkowej "
"zawartości do sceny może być wykonane wydajnie. Nowi wrogowie, kule, efekty, "
"itp. mogą być szybko dodawane lub usuwane, bez konieczności ponownego "
"ładowania ich za każdym razem z dysku. Należy pamiętać, że jak zawsze "
@@ -10020,9 +10021,10 @@ msgid ""
msgstr ""
"Jak wspomniano w komentarzach powyżej, chcemy uniknąć sytuacji, w których w "
"trakcie użytkowania jest usuwana obecna scena, więc w tym momencie pożądane "
"jest użycie :ref:`Object.call_deferred() <class_Object_call_deferred>`. W "
"rezultacie wykonanie komend w drugiej funkcji nastąpi później, gdy nie "
"będzie uruchomiony żaden kod z bieżącej sceny."
"jest użycie :ref:`Object.call_deferred() "
"<class_Object_method_call_deferred>`. W rezultacie wykonanie komend w "
"drugiej funkcji nastąpi później, gdy nie będzie uruchomiony żaden kod z "
"bieżącej sceny."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:233
#, fuzzy
@@ -23835,7 +23837,7 @@ msgid ""
msgstr ""
"Jeśli wymagane jest ponowne narysowanie, ponieważ stan lub innego się "
"zmieniło, po prostu wywołaj :ref:`CanvasItem.update() "
"<class_CanvasItem_update>` w tym samym węźle a nastąpi nowe wywołanie "
"<class_CanvasItem_method_update>` w tym samym węźle a nastąpi nowe wywołanie "
"_draw()."
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70
@@ -42448,7 +42450,7 @@ msgid ""
"<class_Input_method_set_custom_mouse_cursor>`."
msgstr ""
"Sprawdź :ref:`Input.set_custom_mouse_cursor() "
"<class_Input_set_custom_mouse_cursor>`."
"<class_Input_method_set_custom_mouse_cursor>`."
#: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:68
msgid "Demo project"
@@ -68927,7 +68929,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
#, fuzzy
msgid "See :ref:`hide <class_spatial_method_hide>`."
msgstr "Zobacz :ref:`hide <class_spatial_hide>`."
msgstr "Zobacz :ref:`hide <class_spatial_method_hide>`."
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "[method Class.methodname]"

View File

@@ -2982,8 +2982,8 @@ msgid ""
msgstr ""
"Para conseguir isso, nós lhe apresentaremos uma função que é provavelmente a "
"mais usada por programadores Godot: :ref:`Node.get_node() "
"<class_Node_get_node>`. Essa função usa caminhos para obter nós em qualquer "
"lugar na cena, relativos ao nó que possui o roteiro."
"<class_Node_method_get_node>`. Essa função usa caminhos para obter nós em "
"qualquer lugar na cena, relativos ao nó que possui o roteiro."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -3016,7 +3016,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Finalmente, conecte o sinal \"pressed\" (pressionado) do botão à função "
"``_ready()`` usando :ref:`Object.connect() <class_Object_connect>`."
"``_ready()`` usando :ref:`Object.connect() <class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3104,8 +3104,9 @@ msgid ""
"function."
msgstr ""
"Processamento ocioso é ativado quando o método :ref:`Node._process() "
"<class_Node__process>` é encontrado em um roteiro. Ele pode ser desativado e "
"reativado com a função :ref:`Node.set_process() <class_Node_set_process>`."
"<class_Node_method__process>` é encontrado em um roteiro. Ele pode ser "
"desativado e reativado com a função :ref:`Node.set_process() "
"<class_Node_method_set_process>`."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3212,7 +3213,7 @@ msgid ""
msgstr ""
"Desta maneira, se o jogador é descoberto se esgueirando pela base secreta, "
"todos os inimigos podem ser notificados por alarme sonoro usando: :ref:"
"`SceneTree.call_group() <class_SceneTree_call_group>`:"
"`SceneTree.call_group() <class_SceneTree_method_call_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3231,7 +3232,8 @@ msgid ""
"<class_SceneTree_method_get_nodes_in_group>`:"
msgstr ""
"É também possível conseguir a lista completa de nós ``inimigos`` chamando :"
"ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:"
"ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_method_get_nodes_in_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3265,7 +3267,7 @@ msgstr ""
"para roteirizar, já que são programação de baixo nível e se provê funções "
"virtuais para a maioria delas. Mas é bom saber que elas existem. Por "
"exemplo, você pode adicionar uma função :ref:`Object._notification() "
"<class_Object__notification>` ao seu roteiro:"
"<class_Object_method__notification>` ao seu roteiro:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3345,8 +3347,8 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"A forma mais segura de excluir um nó é usando :ref:`Node.queue_free() "
"<class_Node_queue_free>`. Isso apaga o nó com segurança durante o tempo "
"ocioso."
"<class_Node_method_queue_free>`. Isso apaga o nó com segurança durante o "
"tempo ocioso."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -3380,8 +3382,8 @@ msgstr ""
"Mas ``scene`` ainda não é um nó. Ela está empacotada em um recurso especial "
"chamado :ref:`PackedScene <class_PackedScene>`. Para criar um nó de fato, é "
"preciso chamar a função :ref:`PackedScene.instance() "
"<class_PackedScene_instance>`. Ela vai retornar a árvore de nós que pode ser "
"adicionada à cena ativa:"
"<class_PackedScene_method_instance>`. Ela vai retornar a árvore de nós que "
"pode ser adicionada à cena ativa:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""
@@ -10299,7 +10301,7 @@ msgid ""
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"Para obter uma instância da cena, o método :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` deve ser usado."
"<class_PackedScene_method_instance>` deve ser usado."
#: ../../docs/getting_started/step_by_step/resources.rst:133
#, fuzzy
@@ -10322,7 +10324,7 @@ msgid ""
"shared between the scene instances."
msgstr ""
"Essa abordagem tem várias vantagens. Como a função :ref:`PackedScene."
"instance() <class_PackedScene_instance>` é bastante rápida, adicionar "
"instance() <class_PackedScene_method_instance>` é bastante rápida, adicionar "
"conteúdo extra à cena pode ser feito de forma eficiente. Novos inimigos, "
"tiros, efeitos, etc podem ser adicionados ou removidos rapidamente, sem ter "
"que carregá-los novamente a partir do disco toda vez. É importante lembrar "
@@ -11026,7 +11028,7 @@ msgid ""
msgstr ""
"Quando um nó é parte da Scene Tree, o singleton: ref: `SceneTree "
"<class_SceneTree> pode ser obtido simplesmente chamando: ref:` Node.get_tree "
"() <class_Node_get_tree> `."
"() <class_Node_method_get_tree> `."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
msgid "Root viewport"
@@ -11160,7 +11162,6 @@ msgid "Changing current scene"
msgstr "Alterando a cena atual"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:143
#, fuzzy
msgid ""
"After a scene is loaded, it is often desired to change this scene for "
"another one. The simple way to do this is to use the :ref:`SceneTree."
@@ -11168,7 +11169,7 @@ msgid ""
msgstr ""
"Depois que uma cena é carregada, muitas vezes é desejado mudar essa cena "
"para outra. A maneira simples de fazer isso é usar a função: ref: `SceneTree."
"change_scene () <class_SceneTree_change_scene>`:"
"change_scene() <class_SceneTree_method_change_scene>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
msgid ""
@@ -11178,7 +11179,7 @@ msgid ""
msgstr ""
"Em vez de usar caminhos de arquivo, também é possível usar recursos prontos: "
"ref: `PackedScene <class_PackedScene>` usando a função equivalente: ref: "
"`SceneTree.change_scene_to (cena PackedScene) "
"`SceneTree.change_scene_to(PackedScene cena) "
"<class_SceneTree_method_change_scene_to>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:182
@@ -11361,10 +11362,10 @@ msgid ""
"this method provides more functionality."
msgstr ""
"Este breve tutorial explicará como fazer um switcher de cena usando o "
"autoload. Para troca de cena simples, o método: ref: `SceneTree.change_scene "
"() <class_SceneTree_change_scene>` é suficiente (descrito em: ref: "
"`doc_scene_tree`), então este método é para um comportamento mais complexo "
"ao alternar entre cenas."
"autoload. Para troca de cena simples, o método: ref: `SceneTree."
"change_scene() <class_SceneTree_method_change_scene>` é suficiente (descrito "
"em: ref: `doc_scene_tree`), então este método é para um comportamento mais "
"complexo ao alternar entre cenas."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101
#, fuzzy
@@ -11455,8 +11456,8 @@ msgid ""
msgstr ""
"Como mencionado anteriormente, queremos evitar a situação em que a cena "
"atual é deletada enquanto em uso (código de suas funções sendo executado), "
"então usar :ref:`Object.call_deferred() <class_Object_call_deferred>` é "
"desejado neste ponto. O resultado é que a execução dos comandos na segunda "
"então usar :ref:`Object.call_deferred() <class_Object_method_call_deferred>` "
"é desejado neste ponto. O resultado é que a execução dos comandos na segunda "
"função acontecerá num momento posterior em que nenhum código da cena atual "
"esteja rodando."
@@ -38888,9 +38889,9 @@ msgid ""
msgstr ""
"Para evitar essa imprecisão, qualquer código que necessite acessar as "
"propriedades de um corpo deveria ser executado na chamada de retorno :ref:"
"`Node._physics_process() <class_Node__physics_process>`, que é chamada antes "
"de cada passo da física a uma taxa constante (60 vezes por segundo, por "
"padrão)."
"`Node._physics_process() <class_Node_method__physics_process>`, que é "
"chamada antes de cada passo da física a uma taxa constante (60 vezes por "
"segundo, por padrão)."
#: ../../docs/tutorials/physics/physics_introduction.rst:90
#, fuzzy
@@ -39208,10 +39209,11 @@ msgstr ""
"propriedades físicas de um corpo rígido podem resultar em um comportamento "
"inesperado. Se precisar alterar quaisquer propriedades relacionadas à "
"física, você deveria usar a chamada de retorno :ref:`_integrate_forces() "
"<class_RigidBody2D__integrate_forces>` em vez de ``_physics_process()``. "
"Nesta função, você tem acesso ao :ref:`Physics2DDirectBodyState "
"<class_Physics2DDirectBodyState>` do corpo, que permite alterar com "
"segurança as propriedade e sincronizá-las com o motor da física."
"<class_RigidBody2D_method__integrate_forces>` em vez de "
"``_physics_process()``. Nesta função, você tem acesso ao :ref:"
"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>` do corpo, que "
"permite alterar com segurança as propriedade e sincronizá-las com o motor da "
"física."
#: ../../docs/tutorials/physics/physics_introduction.rst:216
msgid "For example, here is the code for an \"Asteroids\" style spaceship:"
@@ -39241,8 +39243,8 @@ msgstr ""
"Quando um corpo rígido adormece, a função ``_integrate_forces()`` não será "
"chamada. Para sobrepor este comportamento, você precisará manter o corpo "
"acordado, criando uma colisão, aplicando forças a ele ou desabilitando a "
"propriedade :ref:`can_sleep <class_RigidBody2D_can_sleep>`. Fique ciente que "
"isso pode ter um efeito negativo no desempenho."
"propriedade :ref:`can_sleep <class_RigidBody2D_property_can_sleep>`. Fique "
"ciente que isso pode ter um efeito negativo no desempenho."
#: ../../docs/tutorials/physics/physics_introduction.rst:272
msgid "Contact reporting"
@@ -39263,10 +39265,11 @@ msgstr ""
"Por padrão, corpos rígidos não mantém um monitoramento dos contatos, porque "
"isso pode exigir uma enorme quantidade de memória se muitos corpos estiverem "
"na cena. Para ativar o relato de contato, defina a propriedade :ref:"
"`contacts_reported <class_RigidBody2D_contacts_reported>` (contatos "
"`contacts_reported <class_RigidBody2D_property_contacts_reported>` (contatos "
"relatados) para um valor diferente de zero. Os contatos podem ser obtidos "
"via :ref:`Physics2DDirectBodyState.get_contact_count() "
"<class_Physics2DDirectBodyState_get_contact_count>` e funções relacionadas."
"<class_Physics2DDirectBodyState_method_get_contact_count>` e funções "
"relacionadas."
#: ../../docs/tutorials/physics/physics_introduction.rst:281
#, fuzzy
@@ -39276,9 +39279,9 @@ msgid ""
"`RigidBody2D <class_RigidBody2D>` for the list of available signals."
msgstr ""
"Monitoramento de contato via sinais pode ser habilitado através da "
"propriedade :ref:`contact_monitor <class_RigidBody2D_contact_monitor>`. "
"Veja :ref:`RigidBody2D <class_RigidBody2D>` para a lista de sinais "
"disponíveis."
"propriedade :ref:`contact_monitor "
"<class_RigidBody2D_property_contact_monitor>`. Veja :ref:`RigidBody2D "
"<class_RigidBody2D>` para a lista de sinais disponíveis."
#: ../../docs/tutorials/physics/physics_introduction.rst:286
#, fuzzy
@@ -43868,9 +43871,9 @@ msgstr ""
"fosse atribuída ao Viewport, um raio para o mundo da física (na direção do "
"raio do clique) seria convertido. Se este raio atingir um objeto, ele "
"chamará a função: ref: `CollisionObject._input_event () "
"<class_CollisionObject__input_event>` no objeto físico relevante (os corpos "
"recebem esse retorno de chamada por padrão, mas as áreas não. Isso pode ser "
"configurado por: ref : `Área <class_Area>` propriedades)."
"<class_CollisionObject_method__input_event>` no objeto físico relevante (os "
"corpos recebem esse retorno de chamada por padrão, mas as áreas não. Isso "
"pode ser configurado por: ref : `Área <class_Area>` propriedades)."
#: ../../docs/tutorials/inputs/inputevent.rst:103
msgid ""

View File

@@ -2935,8 +2935,8 @@ msgid ""
msgstr ""
"Para conseguir isso, nós lhe apresentaremos uma função que é provavelmente a "
"mais usada por programadores Godot: :ref:`Node.get_node() "
"<class_Node_get_node>`. Essa função usa caminhos para obter nós em qualquer "
"lugar na cena, relativos ao nó que possui o roteiro."
"<class_Node_method_get_node>`. Essa função usa caminhos para obter nós em "
"qualquer lugar na cena, relativos ao nó que possui o roteiro."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -2969,7 +2969,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Finalmente, conecte o sinal \"pressed\" (pressionado) do botão à função "
"``_ready()`` usando :ref:`Object.connect() <class_Object_connect>`."
"``_ready()`` usando :ref:`Object.connect() <class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3057,8 +3057,9 @@ msgid ""
"function."
msgstr ""
"Processamento ocioso é ativado quando o método :ref:`Node._process() "
"<class_Node__process>` é encontrado em um roteiro. Ele pode ser desativado e "
"reativado com a função :ref:`Node.set_process() <class_Node_set_process>`."
"<class_Node_method__process>` é encontrado em um roteiro. Ele pode ser "
"desativado e reativado com a função :ref:`Node.set_process() "
"<class_Node_method_set_process>`."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3165,7 +3166,7 @@ msgid ""
msgstr ""
"Desta maneira, se o jogador é descoberto se esgueirando pela base secreta, "
"todos os inimigos podem ser notificados por alarme sonoro usando: :ref:"
"`SceneTree.call_group() <class_SceneTree_call_group>`:"
"`SceneTree.call_group() <class_SceneTree_method_call_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3184,7 +3185,8 @@ msgid ""
"<class_SceneTree_method_get_nodes_in_group>`:"
msgstr ""
"É também possível conseguir a lista completa de nós ``inimigos`` chamando :"
"ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:"
"ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_method_get_nodes_in_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3218,7 +3220,7 @@ msgstr ""
"para roteirizar, já que são programação de baixo nível e se provê funções "
"virtuais para a maioria delas. Mas é bom saber que elas existem. Por "
"exemplo, você pode adicionar uma função :ref:`Object._notification() "
"<class_Object__notification>` ao seu roteiro:"
"<class_Object_method__notification>` ao seu roteiro:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3298,8 +3300,8 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"A forma mais segura de excluir um nó é usando :ref:`Node.queue_free() "
"<class_Node_queue_free>`. Isso apaga o nó com segurança durante o tempo "
"ocioso."
"<class_Node_method_queue_free>`. Isso apaga o nó com segurança durante o "
"tempo ocioso."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -3333,8 +3335,8 @@ msgstr ""
"Mas ``scene`` ainda não é um nó. Ela está empacotada em um recurso especial "
"chamado :ref:`PackedScene <class_PackedScene>`. Para criar um nó de fato, é "
"preciso chamar a função :ref:`PackedScene.instance() "
"<class_PackedScene_instance>`. Ela vai retornar a árvore de nós que pode ser "
"adicionada à cena ativa:"
"<class_PackedScene_method_instance>`. Ela vai retornar a árvore de nós que "
"pode ser adicionada à cena ativa:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""
@@ -10245,7 +10247,7 @@ msgid ""
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"Para obter uma instância da cena, o método :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` deve ser usado."
"<class_PackedScene_method_instance>` deve ser usado."
#: ../../docs/getting_started/step_by_step/resources.rst:133
#, fuzzy
@@ -10268,7 +10270,7 @@ msgid ""
"shared between the scene instances."
msgstr ""
"Essa abordagem tem várias vantagens. Como a função :ref:`PackedScene."
"instance() <class_PackedScene_instance>` é bastante rápida, adicionar "
"instance() <class_PackedScene_method_instance>` é bastante rápida, adicionar "
"conteúdo extra à cena pode ser feito de forma eficiente. Novos inimigos, "
"tiros, efeitos, etc podem ser adicionados ou removidos rapidamente, sem ter "
"que carregá-los novamente a partir do disco toda vez. É importante lembrar "
@@ -10902,7 +10904,7 @@ msgid ""
msgstr ""
"Quando um nó é parte da Scene Tree, o singleton: ref: `SceneTree "
"<class_SceneTree> pode ser obtido simplesmente chamando: ref:` Node.get_tree "
"() <class_Node_get_tree> `."
"() <class_Node_method_get_tree> `."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
msgid "Root viewport"
@@ -11036,7 +11038,6 @@ msgid "Changing current scene"
msgstr "Alterando a cena atual"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:143
#, fuzzy
msgid ""
"After a scene is loaded, it is often desired to change this scene for "
"another one. The simple way to do this is to use the :ref:`SceneTree."
@@ -11044,7 +11045,7 @@ msgid ""
msgstr ""
"Depois que uma cena é carregada, muitas vezes é desejado mudar essa cena "
"para outra. A maneira simples de fazer isso é usar a função: ref: `SceneTree."
"change_scene () <class_SceneTree_change_scene>`:"
"change_scene() <class_SceneTree_method_change_scene>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
msgid ""
@@ -11222,7 +11223,6 @@ msgid "Custom scene switcher"
msgstr "Comutador de cena personalizado"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95
#, fuzzy
msgid ""
"This tutorial will demonstrate building a scene switcher using autoload. For "
"basic scene switching, you can use the :ref:`SceneTree.change_scene() "
@@ -11231,10 +11231,10 @@ msgid ""
"this method provides more functionality."
msgstr ""
"Este breve tutorial explicará como fazer um switcher de cena usando o "
"autoload. Para troca de cena simples, o método: ref: `SceneTree.change_scene "
"() <class_SceneTree_change_scene>` é suficiente (descrito em: ref: "
"`doc_scene_tree`), então este método é para um comportamento mais complexo "
"ao alternar entre cenas."
"autoload. Para troca de cena simples, o método: ref: `SceneTree."
"change_scene() <class_SceneTree_method_change_scene>` é suficiente (descrito "
"em: ref: `doc_scene_tree`), então este método é para um comportamento mais "
"complexo ao alternar entre cenas."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101
#, fuzzy
@@ -11324,8 +11324,8 @@ msgid ""
msgstr ""
"Como mencionado anteriormente, queremos evitar a situação em que a cena "
"atual é deletada enquanto em uso (código de suas funções sendo executado), "
"então usar :ref:`Object.call_deferred() <class_Object_call_deferred>` é "
"desejado neste ponto. O resultado é que a execução dos comandos na segunda "
"então usar :ref:`Object.call_deferred() <class_Object_method_call_deferred>` "
"é desejado neste ponto. O resultado é que a execução dos comandos na segunda "
"função acontecerá num momento posterior em que nenhum código da cena atual "
"esteja rodando."
@@ -38561,9 +38561,9 @@ msgid ""
msgstr ""
"Para evitar essa imprecisão, qualquer código que necessite acessar as "
"propriedades de um corpo deveria ser executado na chamada de retorno :ref:"
"`Node._physics_process() <class_Node__physics_process>`, que é chamada antes "
"de cada passo da física a uma taxa constante (60 vezes por segundo, por "
"padrão)."
"`Node._physics_process() <class_Node_method__physics_process>`, que é "
"chamada antes de cada passo da física a uma taxa constante (60 vezes por "
"segundo, por padrão)."
#: ../../docs/tutorials/physics/physics_introduction.rst:90
#, fuzzy
@@ -38881,10 +38881,11 @@ msgstr ""
"propriedades físicas de um corpo rígido podem resultar em um comportamento "
"inesperado. Se precisar alterar quaisquer propriedades relacionadas à "
"física, você deveria usar a chamada de retorno :ref:`_integrate_forces() "
"<class_RigidBody2D__integrate_forces>` em vez de ``_physics_process()``. "
"Nesta função, você tem acesso ao :ref:`Physics2DDirectBodyState "
"<class_Physics2DDirectBodyState>` do corpo, que permite alterar com "
"segurança as propriedade e sincronizá-las com o motor da física."
"<class_RigidBody2D_method__integrate_forces>` em vez de "
"``_physics_process()``. Nesta função, você tem acesso ao :ref:"
"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>` do corpo, que "
"permite alterar com segurança as propriedade e sincronizá-las com o motor da "
"física."
#: ../../docs/tutorials/physics/physics_introduction.rst:216
msgid "For example, here is the code for an \"Asteroids\" style spaceship:"
@@ -38914,8 +38915,8 @@ msgstr ""
"Quando um corpo rígido adormece, a função ``_integrate_forces()`` não será "
"chamada. Para sobrepor este comportamento, você precisará manter o corpo "
"acordado, criando uma colisão, aplicando forças a ele ou desabilitando a "
"propriedade :ref:`can_sleep <class_RigidBody2D_can_sleep>`. Fique ciente que "
"isso pode ter um efeito negativo no desempenho."
"propriedade :ref:`can_sleep <class_RigidBody2D_property_can_sleep>`. Fique "
"ciente que isso pode ter um efeito negativo no desempenho."
#: ../../docs/tutorials/physics/physics_introduction.rst:272
msgid "Contact reporting"
@@ -38936,10 +38937,11 @@ msgstr ""
"Por padrão, corpos rígidos não mantém um monitoramento dos contatos, porque "
"isso pode exigir uma enorme quantidade de memória se muitos corpos estiverem "
"na cena. Para ativar o relato de contato, defina a propriedade :ref:"
"`contacts_reported <class_RigidBody2D_contacts_reported>` (contatos "
"`contacts_reported <class_RigidBody2D_property_contacts_reported>` (contatos "
"relatados) para um valor diferente de zero. Os contatos podem ser obtidos "
"via :ref:`Physics2DDirectBodyState.get_contact_count() "
"<class_Physics2DDirectBodyState_get_contact_count>` e funções relacionadas."
"<class_Physics2DDirectBodyState_method_get_contact_count>` e funções "
"relacionadas."
#: ../../docs/tutorials/physics/physics_introduction.rst:281
#, fuzzy
@@ -38949,9 +38951,9 @@ msgid ""
"`RigidBody2D <class_RigidBody2D>` for the list of available signals."
msgstr ""
"Monitoramento de contato via sinais pode ser habilitado através da "
"propriedade :ref:`contact_monitor <class_RigidBody2D_contact_monitor>`. "
"Veja :ref:`RigidBody2D <class_RigidBody2D>` para a lista de sinais "
"disponíveis."
"propriedade :ref:`contact_monitor "
"<class_RigidBody2D_property_contact_monitor>`. Veja :ref:`RigidBody2D "
"<class_RigidBody2D>` para a lista de sinais disponíveis."
#: ../../docs/tutorials/physics/physics_introduction.rst:286
#, fuzzy
@@ -43541,9 +43543,9 @@ msgstr ""
"fosse atribuída ao Viewport, um raio para o mundo da física (na direção do "
"raio do clique) seria convertido. Se este raio atingir um objeto, ele "
"chamará a função: ref: `CollisionObject._input_event () "
"<class_CollisionObject__input_event>` no objeto físico relevante (os corpos "
"recebem esse retorno de chamada por padrão, mas as áreas não. Isso pode ser "
"configurado por: ref : `Área <class_Area>` propriedades)."
"<class_CollisionObject_method__input_event>` no objeto físico relevante (os "
"corpos recebem esse retorno de chamada por padrão, mas as áreas não. Isso "
"pode ser configurado por: ref : `Área <class_Area>` propriedades)."
#: ../../docs/tutorials/inputs/inputevent.rst:103
msgid ""

View File

@@ -2980,8 +2980,8 @@ msgid ""
msgstr ""
"Для этого мы познакомимся с функцией, которая, вероятно, наиболее часто "
"используется программистами Godot: :ref:`Node.get_node() "
"<class_Node_get_node>`. Эта функция использует пути для извлечения узлов из "
"любого места сцены, относительно узла, которому принадлежит скрипт."
"<class_Node_method_get_node>`. Эта функция использует пути для извлечения "
"узлов из любого места сцены, относительно узла, которому принадлежит скрипт."
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -3012,7 +3012,7 @@ msgid ""
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"Наконец, подключите сигнал \"pressed\" к функции ``_ready()``, используя :"
"ref:`Object.connect() <class_Object_connect>`."
"ref:`Object.connect() <class_Object_method_connect>`."
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -3098,8 +3098,9 @@ msgid ""
"function."
msgstr ""
"Обработка простоя активируется, когда метод :ref:`Node._process() "
"<class_Node__process>` находится в сценарии. Его можно отключить и включить "
"с помощью функции :ref:`Node.set_process() <class_Node_set_process>`."
"<class_Node_method__process>` находится в сценарии. Его можно отключить и "
"включить с помощью функции :ref:`Node.set_process() "
"<class_Node_method_set_process>`."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -3205,7 +3206,7 @@ msgid ""
msgstr ""
"Таким образом, если игрок обнаружен крадущимся на секретной базе, все враги "
"могут быть уведомлены об этом звуковым сигналом тревоги с помощью функции :"
"ref:`SceneTree.call_group() <class_SceneTree_call_group>`:"
"ref:`SceneTree.call_group() <class_SceneTree_method_call_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -3223,7 +3224,7 @@ msgid ""
"<class_SceneTree_method_get_nodes_in_group>`:"
msgstr ""
"Также можно получить полный список узлов ``enemies``, вызвав функцию :ref:"
"`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:"
"`SceneTree.get_nodes_in_group() <class_SceneTree_method_get_nodes_in_group>`:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -3256,7 +3257,8 @@ msgstr ""
"Godot имеет систему уведомлений. Они, как правило, не нужны для сценариев, "
"так как это слишком низкоуровневые и для большинства из них есть виртуальные "
"функции. Просто приятно знать, что они существуют. Например, можно добавить :"
"ref:`Object._notification() <class_Object__notification>` в вашем сценарии:"
"ref:`Object._notification() <class_Object_method__notification>` в вашем "
"сценарии:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -3336,8 +3338,8 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"Самый безопасный способ удалить узел - использовать функцию :ref:`Node."
"queue_free() <class_Node_queue_free>`. Это безопасно удаляет узел во время "
"его бездействия."
"queue_free() <class_Node_method_queue_free>`. Это безопасно удаляет узел во "
"время его бездействия."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -3371,7 +3373,7 @@ msgstr ""
"Но ``scene`` еще не является узлом. Она упакована в специальный ресурс, "
"называемый :ref:`PackedScene <class_PackedScene>`. Чтобы создать настоящий "
"узел, необходимо вызвать функцию :ref:`PackedScene.instance() "
"<class_PackedScene_instance>`. Это вернет дерево узлов, которое можно "
"<class_PackedScene_method_instance>`. Это вернет дерево узлов, которое можно "
"добавить в активную сцену:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
@@ -10274,7 +10276,7 @@ msgid ""
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"Для получения экземпляра сцены необходимо использовать метод :ref:"
"`PackedScene.instance() <class_PackedScene_instance>`."
"`PackedScene.instance() <class_PackedScene_method_instance>`."
#: ../../docs/getting_started/step_by_step/resources.rst:133
#, fuzzy
@@ -10297,10 +10299,10 @@ msgid ""
"shared between the scene instances."
msgstr ""
"Такой подход имеет ряд преимуществ. Поскольку функция :ref:`PackedScene."
"instance() <class_PackedScene_instance>` работает довольно быстро, вы можете "
"создавать новых врагов, пули, эффекты и т.д. без необходимости каждый раз "
"загружать их с диска. Помните, что, как всегда, все изображения, сетки и т."
"д. делятся между экземплярами сцены."
"instance() <class_PackedScene_method_instance>` работает довольно быстро, вы "
"можете создавать новых врагов, пули, эффекты и т.д. без необходимости каждый "
"раз загружать их с диска. Помните, что, как всегда, все изображения, сетки и "
"т.д. делятся между экземплярами сцены."
#: ../../docs/getting_started/step_by_step/resources.rst:144
msgid "Freeing resources"
@@ -10976,7 +10978,7 @@ msgid ""
msgstr ""
"Когда узел является частью дерева сцен, :ref:`SceneTree <class_SceneTree>` "
"синглтон (В следующем уроке будет рассмотрен подробнее.) можно получить, "
"просто вызвав :ref:`Node.get_tree() <class_Node_get_tree>`."
"просто вызвав :ref:`Node.get_tree() <class_Node_method_get_tree>`."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
msgid "Root viewport"
@@ -11120,7 +11122,7 @@ msgid ""
msgstr ""
"После загрузки сцены часто бывает что нужно сменить её на другую. Самый "
"простой способ заключается в использовании функции :ref:`SceneTree."
"change_scene() <class_SceneTree_change_scene>`:"
"change_scene() <class_SceneTree_method_change_scene>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
#, fuzzy
@@ -11132,7 +11134,7 @@ msgstr ""
"Вместо использования путей к файлам можно использовать готовые ресурсы :ref:"
"`PackedScene <class_PackedScene>`, используя аналогичную функцию :ref:"
"`SceneTree.change_scene_to(PackedScene scene) "
"<class_SceneTree_change_scene_to>`:"
"<class_SceneTree_method_change_scene_to>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:182
msgid ""
@@ -11314,7 +11316,7 @@ msgid ""
msgstr ""
"В данном руководстве будет продемонстрировано создание переключателя сцен с "
"помощью автозагрузки. В основном для переключения сцены можно использовать "
"метод :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` "
"метод :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` "
"(подробнее см. :ref:`doc_scene_tree`). Однако, если вам нужно более сложное "
"поведение при смене сцен, этот метод обеспечивает большую функциональность."
@@ -53072,10 +53074,11 @@ msgstr ""
"всегда у сервера. Все что ниже 1 должно рассматриваться как недействительные "
"id. Идентификатор локальной системы можно получить с помощью :ref:"
"`SceneTree.get_network_unique_id() "
"<class_SceneTree_get_network_unique_id>`. Эти идентификаторы будут полезны "
"в основном для управления лобби и, как правило, должны храниться, поскольку "
"они идентифицируют подключенные узлы и, следовательно, игроков. Можно также "
"использовать идентификаторы для отправки сообщений только определенным узлам."
"<class_SceneTree_method_get_network_unique_id>`. Эти идентификаторы будут "
"полезны в основном для управления лобби и, как правило, должны храниться, "
"поскольку они идентифицируют подключенные узлы и, следовательно, игроков. "
"Можно также использовать идентификаторы для отправки сообщений только "
"определенным узлам."
#: ../../docs/tutorials/networking/high_level_multiplayer.rst:135
msgid "Clients:"

View File

@@ -2642,8 +2642,8 @@ msgid ""
"anywhere in the scene, relative to the node that owns the script."
msgstr ""
"为了达成目的我们先介绍一个可能是被Godot程序员使用最多的函数: :ref:`Node."
"get_node() <class_Node_get_node>`。该函数使用路径来获取场景中相对于该脚本的节"
"点的任何位置的节点。"
"get_node() <class_Node_method_get_node>`。该函数使用路径来获取场景中相对于该"
"脚本的节点的任何位置的节点。"
#: ../../docs/getting_started/step_by_step/scripting.rst:224
msgid ""
@@ -2672,8 +2672,8 @@ msgid ""
"Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :"
"ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
"最后,在 ``_ready()`` 中通过 :ref:`Object.connect() <class_Object_connect>` "
"来连接到按钮的“pressed”信号。"
"最后,在 ``_ready()`` 中通过 :ref:`Object.connect() "
"<class_Object_method_connect>` 来连接到按钮的“pressed”信号。"
#: ../../docs/getting_started/step_by_step/scripting.rst:275
msgid "The final script should look like this:"
@@ -2752,9 +2752,9 @@ msgid ""
"on with the :ref:`Node.set_process() <class_Node_method_set_process>` "
"function."
msgstr ""
"当 :ref:`Node._process() <class_Node__process>` 方法在函数中被定义时,处理流"
"程就会被激活.。可以通过 :ref:`Node.set_process() <class_Node_set_process>` 函"
"数来进行开关."
"当 :ref:`Node._process() <class_Node_method__process>` 方法在函数中被定义时,"
"处理流程就会被激活.。可以通过 :ref:`Node.set_process() "
"<class_Node_method_set_process>` 函数来进行开关."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
@@ -2843,8 +2843,8 @@ msgid ""
"call_group() <class_SceneTree_method_call_group>`:"
msgstr ""
"这样一来, 如果游戏角色在潜入一个秘密基地时被发现时, 可以通过使用 :ref:"
"`SceneTree.call_group() <class_SceneTree_call_group>` 发出的警报声来通知到所"
"有的敌人:"
"`SceneTree.call_group() <class_SceneTree_method_call_group>` 发出的警报声来通"
"知到所有的敌人:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
@@ -2862,7 +2862,8 @@ msgid ""
"<class_SceneTree_method_get_nodes_in_group>`:"
msgstr ""
"通过调用 :ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_get_nodes_in_group>` 也可以获得 ``enemies`` 节点的完整列表:"
"<class_SceneTree_method_get_nodes_in_group>` 也可以获得 ``enemies`` 节点的完"
"整列表:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -2892,7 +2893,7 @@ msgid ""
msgstr ""
"Godot 有一个通知系统。这个是非常底层的虚函数,通常不需要放入代码里。只需要知"
"道有这个系统的存在。例如,您可以添加 :ref:`Object._notification() "
"<class_Object__notification>` 到您的代码里:"
"<class_Object_method__notification>` 到您的代码里:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
@@ -2964,7 +2965,7 @@ msgid ""
"<class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
"删除一个节点最安全的方法是使用 :ref:`Node.queue_free() "
"<class_Node_queue_free>`。这会在程序空闲时安全地删除该节点。"
"<class_Node_method_queue_free>`。这会在程序空闲时安全地删除该节点。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
@@ -2993,8 +2994,8 @@ msgid ""
msgstr ""
"但是 ``scene`` 还不是一个节点,它被打包在一类称为 :ref:`PackedScene "
"<class_PackedScene>` (封包场景)的资源。要想创建实际的节点,就必须调用函数 :"
"ref:`PackedScene.instance() <class_PackedScene_instance>` 。它会返回能够被添"
"加到该活动场景中的节点树:"
"ref:`PackedScene.instance() <class_PackedScene_method_instance>` 。它会返回能"
"够被添加到该活动场景中的节点树:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381
msgid ""
@@ -9039,7 +9040,7 @@ msgid ""
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"要获取场景的实例,您必须使用 :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` 方法。"
"<class_PackedScene_method_instance>` 方法。"
#: ../../docs/getting_started/step_by_step/resources.rst:133
msgid ""
@@ -9060,9 +9061,9 @@ msgid ""
"shared between the scene instances."
msgstr ""
"这种方法有几个优点。由于 :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` 函数速度相当快, 您可以创建新的敌人、子弹、效果"
"等, 而无需每次都从磁盘再次加载它们。请记住, 像往常一样, 图像、网格等都是在场"
"景实例之间共享的。"
"<class_PackedScene_method_instance>` 函数速度相当快, 您可以创建新的敌人、子"
"弹、效果等, 而无需每次都从磁盘再次加载它们。请记住, 像往常一样, 图像、网格等"
"都是在场景实例之间共享的。"
#: ../../docs/getting_started/step_by_step/resources.rst:144
msgid "Freeing resources"
@@ -9640,7 +9641,7 @@ msgid ""
"get_tree() <class_Node_method_get_tree>`."
msgstr ""
"当节点是场景树的一部分时, 只需调用 :ref:`Node.get_tree() "
"<class_Node_get_tree>` 即可获得 :ref:`场景树 <class_SceneTree>` 单例。"
"<class_Node_method_get_tree>` 即可获得 :ref:`场景树 <class_SceneTree>` 单例。"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
msgid "Root viewport"
@@ -9772,7 +9773,7 @@ msgid ""
"change_scene() <class_SceneTree_method_change_scene>` function:"
msgstr ""
"加载场景后, 通常需要将此场景更改为另一个场景。简单的方法是使用 :ref:"
"`SceneTree.change_scene() <class_SceneTree_change_scene>` 方法:"
"`SceneTree.change_scene() <class_SceneTree_method_change_scene>` 方法:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
#, fuzzy
@@ -9782,8 +9783,8 @@ msgid ""
"change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>`:"
msgstr ""
"除了使用文件路径, 也可以通过使用等效函数 :ref:`SceneTree."
"change_scene_to(PackedScene scene)<class_SceneTree_change_scene_to>` 来利用现"
"成的 :ref:`PackedScene <class_PackedScene>` 资源:"
"change_scene_to(PackedScene scene)<class_SceneTree_method_change_scene_to>` "
"来利用现成的 :ref:`PackedScene <class_PackedScene>` 资源:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:182
msgid ""
@@ -9943,9 +9944,9 @@ msgid ""
"this method provides more functionality."
msgstr ""
"本教程将演示如何使用自动加载构建场景切换器。对于基本场景切换, 您可以使用 :"
"ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` 方法(有关详细信"
"息, 请参阅 :ref:`doc_scene_tree` )。但是, 如果在更改场景时需要更复杂的行为, "
"此方法将提供更多功能。"
"ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` 方法(有"
"关详细信息, 请参阅 :ref:`doc_scene_tree` )。但是, 如果在更改场景时需要更复杂"
"的行为, 此方法将提供更多功能。"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101
msgid ""
@@ -10026,8 +10027,8 @@ msgid ""
msgstr ""
"如上面的注释中所述, 我们需要避免在当前场景仍在使用时将其删除的情况 (即其代码"
"仍在运行), 因此此时需要使用 :ref:`Object.call_deferred() "
"<class_Object_call_deferred>` 。其结果是, 第二个函数将在以后当前场景中的任何"
"代码完成后运行。"
"<class_Object_method_call_deferred>` 。其结果是, 第二个函数将在以后当前场景中"
"的任何代码完成后运行。"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:233
msgid ""
@@ -20162,8 +20163,8 @@ msgstr ""
"开发人员使用Godot构建GUI工具将其确切的API内容添加到项目中。这个Godot工具必"
"须在启用工具的引擎构建上运行,或者可以访问一个(分布在原始游戏的文件旁边或者可"
"能在原始游戏的文件中)。然后该工具可以使用Godot可执行文件从命令行导出PCK文"
"件 :ref:`OS.execute <class_OS_execute>`。虽然(为了安全性)而不使用工具构建,并"
"且使用支持工具的引擎构建的模型工具,最有意义的是游戏。"
"件 :ref:`OS.execute() <class_OS_method_execute>`。虽然(为了安全性)而不使用工"
"具构建,并且使用支持工具的引擎构建的模型工具,最有意义的是游戏。"
#: ../../docs/getting_started/workflow/export/exporting_pcks.rst:90
msgid "Opening PCK files at runtime"
@@ -22180,7 +22181,7 @@ msgid ""
"that transform."
msgstr ""
"视区具有以下属性 :ref:`Viewport.canvas_transform "
"<class_Viewport_canvas_transform>` ,它允许使用一个自定义的 :ref:"
"<class_Viewport_property_canvas_transform>` ,它允许使用一个自定义的 :ref:"
"`Transform2D <class_Transform2D>` 变换来改变画布项的层次结构。 节点如 :ref:"
"`Camera2D <class_Camera2D>`,主要靠改变变换来工作的。"
@@ -22281,7 +22282,7 @@ msgid ""
msgstr ""
"即使不存在任何性能限制,也不建议使用过多的层来排列节点的绘制顺序。 最佳方式始"
"终是按树顺序排列它们。 2d节点还具有控制其绘制顺序的属性(参见 :ref:`Node2D."
"z_index <class_Node2D_z_index>` )。"
"z_index <class_Node2D_property_z_index>` )。"
#: ../../docs/tutorials/2d/2d_transforms.rst:4
msgid "Viewport and canvas transforms"
@@ -22361,10 +22362,10 @@ msgid ""
"<class_CanvasItem_method_make_input_local>` function was added for "
"convenience."
msgstr ""
"在 :ref:`MainLoop._input_event() <class_MainLoop__input_event>` 回调中接收的"
"输入事件乘以此变换,无法实现上述变换。 还需要将InputEvent坐标转换为本地画布项"
"坐标,为方便转换,引擎添加了 :ref:`CanvasItem.make_input_local() "
"<class_CanvasItem_make_input_local>` 函数。"
"在 :ref:`MainLoop._input_event() <class_MainLoop_method__input_event>` 回调中"
"接收的输入事件乘以此变换,无法实现上述变换。 还需要将InputEvent坐标转换为本地"
"画布项坐标,为方便转换,引擎添加了 :ref:`CanvasItem.make_input_local() "
"<class_CanvasItem_method_make_input_local>` 函数。"
#: ../../docs/tutorials/2d/2d_transforms.rst:50
msgid "Transform order"
@@ -22440,7 +22441,7 @@ msgid ""
"<class_CanvasItem_method_get_global_transform>`"
msgstr ""
":ref:`CanvasItem.get_global_transform() "
"<class_CanvasItem_get_global_transform>`"
"<class_CanvasItem_method_get_global_transform>`"
#: ../../docs/tutorials/2d/2d_transforms.rst:67
msgid "CanvasLayer"
@@ -22453,7 +22454,7 @@ msgid ""
"<class_CanvasItem_method_get_canvas_transform>`"
msgstr ""
":ref:`CanvasItem.get_canvas_transform() "
"<class_CanvasItem_get_canvas_transform>`"
"<class_CanvasItem_method_get_canvas_transform>`"
#: ../../docs/tutorials/2d/2d_transforms.rst:69
msgid "CanvasLayer+GlobalCanvas+Stretch"
@@ -22466,7 +22467,7 @@ msgid ""
"<class_CanvasItem_method_get_viewport_transform>`"
msgstr ""
":ref:`CanvasItem.get_viewport_transform() "
"<class_CanvasItem_get_viewport_transform>`"
"<class_CanvasItem_method_get_viewport_transform>`"
#: ../../docs/tutorials/2d/2d_transforms.rst:72
msgid ""
@@ -24168,7 +24169,7 @@ msgid ""
"same node and a new ``_draw()`` call will happen."
msgstr ""
"如果由于状态或其他更改而需要重新绘制,只需在同一节点中调用 :ref:`CanvasItem."
"update()<class_CanvasItem_update>` 并且将发生新的_draw()调用。"
"update()<class_CanvasItem_method_update>` 并且将发生新的_draw()调用。"
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70
msgid ""
@@ -24582,9 +24583,9 @@ msgid ""
"tangents, etc."
msgstr ""
"通过直接使用 :ref:`Mesh <class_Mesh>` 资源可以创建自定义几何,只需创建数组并"
"使用 :ref:`Mesh.add_surface() <class_Mesh_add_surface>` 函数即可。 辅助类也可"
"用 :ref:`SurfaceTool <class_SurfaceTool>` 它提供了一个更直接的API和帮助器,"
"用于索引,生成法线,切线等。"
"使用 :ref:`Mesh.add_surface() <class_Mesh_method_add_surface>` 函数即可。 辅"
"助类也可用 :ref:`SurfaceTool <class_SurfaceTool>` 它提供了一个更直接的API和"
"帮助器,用于索引,生成法线,切线等。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:72
msgid ""
@@ -40041,8 +40042,8 @@ msgid ""
"physics step at a constant frame rate (60 times per second by default)."
msgstr ""
"为了避免这种不准确性,任何需要访问物体属性的代码都应该在 :ref:`Node."
"_physics_process()<class_Node__physics_process>` 回调中运行,该回调在每个物理"
"步骤之前以恒定的帧速率调用(60 默认情况下每秒的时间)。"
"_physics_process()<class_Node_method__physics_process>` 回调中运行,该回调在"
"每个物理步骤之前以恒定的帧速率调用(60 默认情况下每秒的时间)。"
#: ../../docs/tutorials/physics/physics_introduction.rst:90
#, fuzzy
@@ -40322,10 +40323,10 @@ msgstr ""
"但是,如果您希望控制物体,那么您应该注意 - 改变 ``position``, "
"``linear_velocity``, 或刚体的其他物理属性可能会导致意外行为。 如果您需要改变"
"任何与物理相关的属性,您应该使用 :ref:`_integrate_forces() "
"<class_RigidBody2D__integrate_forces>` 回调而不是 ``_physics_process()`` 。 "
"在此回调中,您可以访问物体的 :ref:`Physics2DDirectBodyState "
"<class_Physics2DDirectBodyState>`,它允许安全地更改属性并将它们与物理引擎同"
"步。"
"<class_RigidBody2D_method__integrate_forces>` 回调而不是 "
"``_physics_process()`` 。 在此回调中,您可以访问物体的 :ref:"
"`Physics2DDirectBodyState <class_Physics2DDirectBodyState>`,它允许安全地更改"
"属性并将它们与物理引擎同步。"
#: ../../docs/tutorials/physics/physics_introduction.rst:216
msgid "For example, here is the code for an \"Asteroids\" style spaceship:"
@@ -40351,8 +40352,8 @@ msgid ""
msgstr ""
"当刚体进入睡眠状态时,不会调用 ``_integrate_forces()`` 函数。 要覆盖此行为,"
"您需要通过创建碰撞,对其施加力或禁用 :ref:`can_sleep "
"<class_RigidBody2D_can_sleep>` 属性来使物体保持清醒状态。 请注意,这会对性能"
"产生负面影响。"
"<class_RigidBody2D_property_can_sleep>` 属性来使物体保持清醒状态。 请注意,这"
"会对性能产生负面影响。"
#: ../../docs/tutorials/physics/physics_introduction.rst:272
msgid "Contact reporting"
@@ -40372,9 +40373,9 @@ msgid ""
msgstr ""
"默认情况下,刚体不存储接触报告,因为如果场景中有许多实体,这可能需要大量内"
"存。 要启用接触报告,请将 :ref:`contacts_reported "
"<class_RigidBody2D_contacts_reported>` 属性设置为非零值。 然后可以通过以下方"
"式获得接触: :ref:`Physics2DDirectBodyState.get_contact_count() "
"<class_Physics2DDirectBodyState_get_contact_count>` 及相关函数。"
"<class_RigidBody2D_property_contacts_reported>` 属性设置为非零值。 然后可以通"
"过以下方式获得接触: :ref:`Physics2DDirectBodyState.get_contact_count() "
"<class_Physics2DDirectBodyState_method_get_contact_count>` 及相关函数。"
#: ../../docs/tutorials/physics/physics_introduction.rst:281
#, fuzzy
@@ -40383,9 +40384,9 @@ msgid ""
"<class_RigidBody2D_property_contact_monitor>` property. See :ref:"
"`RigidBody2D <class_RigidBody2D>` for the list of available signals."
msgstr ""
"可以通过 :ref:`contact_monitor <class_RigidBody2D_contact_monitor>` 属性启用"
"采用信号的接触监视。 请参阅 :ref:`RigidBody2D <class_RigidBody2D>` 获取可用的"
"信号列表。"
"可以通过 :ref:`contact_monitor <class_RigidBody2D_property_contact_monitor>` "
"属性启用采用信号的接触监视。 请参阅 :ref:`RigidBody2D <class_RigidBody2D>` 获"
"取可用的信号列表。"
#: ../../docs/tutorials/physics/physics_introduction.rst:286
msgid "KinematicBody2D"
@@ -40432,7 +40433,8 @@ msgstr ""
#: ../../docs/tutorials/physics/physics_introduction.rst:307
#, fuzzy
msgid ":ref:`move_and_collide <class_KinematicBody2D_method_move_and_collide>`"
msgstr ":ref:`move_and_collide <class_KinematicBody2D_move_and_collide>`"
msgstr ""
":ref:`move_and_collide <class_KinematicBody2D_method_move_and_collide>`"
#: ../../docs/tutorials/physics/physics_introduction.rst:309
msgid ""
@@ -40458,7 +40460,7 @@ msgstr "或者从碰撞物体反弹:"
#: ../../docs/tutorials/physics/physics_introduction.rst:374
#, fuzzy
msgid ":ref:`move_and_slide <class_KinematicBody2D_method_move_and_slide>`"
msgstr ":ref:`move_and_slide <class_KinematicBody2D_move_and_slide>`"
msgstr ":ref:`move_and_slide <class_KinematicBody2D_method_move_and_slide>`"
#: ../../docs/tutorials/physics/physics_introduction.rst:376
msgid ""
@@ -41128,8 +41130,8 @@ msgid ""
msgstr ""
"在物理世界中Godot将所有低级碰撞和物理信息存储在 *空间* 中。 当前的2d空间(用"
"于2D物理)可以通过访问 :ref:`CanvasItem.get_world_2d().space "
"<class_CanvasItem_get_world_2d>` 来获得。 对于3D它是 :ref:`Spatial."
"get_world().space <class_Spatial_get_world>`。"
"<class_CanvasItem_method_get_world_2d>` 来获得。 对于3D它是 :ref:`Spatial."
"get_world().space <class_Spatial_method_get_world>`。"
#: ../../docs/tutorials/physics/ray-casting.rst:33
msgid ""
@@ -41157,8 +41159,8 @@ msgid ""
msgstr ""
"Godot物理默认在与游戏逻辑相同的线程中运行但可以设置为在单独的线程上运行以更"
"有效地工作。 因此,访问空间的唯一时间是安全的 :ref:`Node."
"_physics_process()<class_Node__physics_process>` 回调。 从此功能外部访问它可"
"能会因空间被锁定*而导致错误。"
"_physics_process()<class_Node_method__physics_process>` 回调。 从此功能外部访"
"问它可能会因空间被锁定*而导致错误。"
#: ../../docs/tutorials/physics/ray-casting.rst:47
msgid ""
@@ -41195,7 +41197,8 @@ msgid ""
"example:"
msgstr ""
"为了执行2D光线投射查询可以使用以下方法 :ref:`Physics2DDirectSpaceState."
"intersect_ray()<class_Physics2DDirectSpaceState_intersect_ray>` 。 例如:"
"intersect_ray()<class_Physics2DDirectSpaceState_method_intersect_ray>` 。 例"
"如:"
#: ../../docs/tutorials/physics/ray-casting.rst:123
#, fuzzy
@@ -41662,9 +41665,9 @@ msgid ""
msgstr ""
"回到角色场景,打开脚本,魔法就要开始! 默认情况下,运动体不会做任何事情,但它"
"有一个有用的函数叫做 :ref:`KinematicBody2D."
"move_and_collide()<class_KinematicBody2D_move_and_collide>`。 此函数将 :ref:"
"`Vector2 <class_Vector2>` 作为参数,并尝试将该运动应用于运动体。 如果发生碰"
"撞,它会在碰撞时停止。"
"move_and_collide()<class_KinematicBody2D_method_move_and_collide>`。 此函数"
"将 :ref:`Vector2 <class_Vector2>` 作为参数,并尝试将该运动应用于运动体。 如果"
"发生碰撞,它会在碰撞时停止。"
#: ../../docs/tutorials/physics/kinematic_character_2d.rst:121
msgid "So, let's move our sprite downwards until it hits the floor:"
@@ -42972,7 +42975,8 @@ msgid ""
"translated() <class_Transform2D_method_translated>` method:"
msgstr ""
"相反,如果需要在矩阵的 *局部* 坐标系中进行平移(朝向 *基* 的方向),则可以使"
"用 :ref:`Transform2D.translated() <class_Transform2D_translated>` 方法:"
"用 :ref:`Transform2D.translated() <class_Transform2D_method_translated>` 方"
"法:"
#: ../../docs/tutorials/math/matrices_and_transforms.rst:287
msgid ""
@@ -43004,9 +43008,9 @@ msgid ""
"to_global() <class_Spatial_method_to_global>` for 3D."
msgstr ""
"有用于2D的 :ref:`Node2D.to_local() <class_Node2D_to_local>` 和 :ref:`Node2D."
"to_global() <class_Node2D_to_global>` 以及用于3D的 :ref:`Spatial.to_local() "
"<class_Spatial_to_local>` 和 :ref:`Spatial.to_global() "
"<class_Spatial_to_global>` 。"
"to_global() <class_Node2D_method_to_global>` 以及用于3D的 :ref:`Spatial."
"to_local() <class_Spatial_to_local>` 和 :ref:`Spatial.to_global() "
"<class_Spatial_method_to_global>` 。"
#: ../../docs/tutorials/math/matrices_and_transforms.rst:311
msgid ""
@@ -43212,7 +43216,7 @@ msgid ""
"It can be used to represent a 3D rotation and scale. Sub vectors can be "
"accessed as:"
msgstr ""
"Godot有一个特殊类型的3x3矩阵命名为 :ref:`Basis <class_basis>` 。 它可用于表"
"Godot有一个特殊类型的3x3矩阵命名为 :ref:`Basis <class_Basis>` 。 它可用于表"
"示3D旋转和缩放。 子向量可以像这样被访问:"
#: ../../docs/tutorials/math/matrices_and_transforms.rst:635
@@ -45561,13 +45565,14 @@ msgid ""
"<class_Node_method__unhandled_input>` is generally a better fit, because it "
"allows the GUI to intercept the events."
msgstr ""
"首先,标准 :ref:`Node._input() <class_Node__input>` 函数将在任何覆写它的节点"
"中被调用(没有使用 :ref:`Node.set_process_input() "
"<class_Node_set_process_input>` 来禁用输入处理 )。 如果任何函数消耗了该输入事"
"件,它可以调用 :ref:`SceneTree.set_input_as_handled() "
"<class_SceneTree_set_input_as_handled>` ,该事件将不再传播。 这可确保您可以在"
"GUI之前过滤所有感兴趣的事件。 在游戏输入中, :ref:`Node._unhandled_input() "
"<class_Node__unhandled_input>` 通常更合适,因为它允许GUI侦听。"
"首先,标准 :ref:`Node._input() <class_Node_method__input>` 函数将在任何覆写它"
"的节点中被调用(没有使用 :ref:`Node.set_process_input() "
"<class_Node_method_set_process_input>` 来禁用输入处理 )。 如果任何函数消耗了"
"该输入事件,它可以调用 :ref:`SceneTree.set_input_as_handled() "
"<class_SceneTree_method_set_input_as_handled>` ,该事件将不再传播。 这可确保"
"您可以在GUI之前过滤所有感兴趣的事件。 在游戏输入中, :ref:`Node."
"_unhandled_input() <class_Node_method__unhandled_input>` 通常更合适,因为它允"
"许GUI侦听。"
#: ../../docs/tutorials/inputs/inputevent.rst:82
#, fuzzy
@@ -45587,12 +45592,13 @@ msgid ""
msgstr ""
"然后它会尝试将输入提供给GUI并查看是否有任何控件可以接收它。 如果是这"
"样, :ref:`Control <class_Control>` 将通过虚函数 :ref:`Control._gui_input() "
"<class_Control__gui_input>` 被调用并发出信号 “input_event”(此函数可通过以下方"
"式重新实现: 脚本继承自它)。 如果控件想“消耗”该事件,它将调用 :ref:`Control."
"accept_event()<class_Control_accept_event>` 使得该事件不再传播。 使用 :ref:"
"`Control.mouse_filter <class_Control_mouse_filter>` 属性来控制是否 :ref:"
"`Control <class_Control>` 通过以下方式通知鼠标事件 :ref:`Control."
"_gui_input()<class_Control__gui_input>` 回调,以及是否这些事件进一步传播。"
"<class_Control_method__gui_input>` 被调用并发出信号 “input_event”(此函数可通"
"过以下方式重新实现: 脚本继承自它)。 如果控件想“消耗”该事件,它将调用 :ref:"
"`Control.accept_event()<class_Control_method_accept_event>` 使得该事件不再传"
"播。 使用 :ref:`Control.mouse_filter <class_Control_property_mouse_filter>` "
"属性来控制是否 :ref:`Control <class_Control>` 通过以下方式通知鼠标事件 :ref:"
"`Control._gui_input()<class_Control_method__gui_input>` 回调,以及是否这些事"
"件进一步传播。"
#: ../../docs/tutorials/inputs/inputevent.rst:92
#, fuzzy
@@ -45608,11 +45614,11 @@ msgid ""
msgstr ""
"如果到目前为止没有函数消耗该事件,则在被覆盖时将调用未处理的输入回调(并且未使"
"用以下命令禁用 :ref:`Node."
"set_process_unhandled_input()<class_Node_set_process_unhandled_input>`)。 "
"果任何函数使用该事件,它可以调用 :ref:`SceneTree."
"set_input_as_handled()<class_SceneTree_set_input_as_handled>`,该事件将不再传"
"播。 未处理的输入回调是全屏游戏事件的理想选择因此当GUI处于活动状态时不会收"
"到它们。"
"set_process_unhandled_input()<class_Node_method_set_process_unhandled_input>`)。 "
"果任何函数使用该事件,它可以调用 :ref:`SceneTree."
"set_input_as_handled()<class_SceneTree_method_set_input_as_handled>`,该事件"
"将不再传播。 未处理的输入回调是全屏游戏事件的理想选择因此当GUI处于活动状态"
"时不会收到它们。"
#: ../../docs/tutorials/inputs/inputevent.rst:97
#, fuzzy
@@ -45628,8 +45634,8 @@ msgstr ""
"如果到目前为止没有人想要这个事件,并且一个 :ref:`Camera <class_Camera>` 被分"
"配给视区,将投射到物理世界的光线(从点击的光线方向)。 如果此光线击中一个对象,"
"它将调用相关物理对象中的 :ref:`CollisionObject._input_event() "
"<class_CollisionObject__input_event>` 函数(默认情况下,物体接收此回调,区域不"
"会接受。这可以通过以下方式配置 :ref :`Area <class_Area>` 属性)。"
"<class_CollisionObject_method__input_event>` 函数(默认情况下,物体接收此回"
"调,区域不会接受。这可以通过以下方式配置 :ref :`Area <class_Area>` 属性)。"
#: ../../docs/tutorials/inputs/inputevent.rst:103
msgid ""
@@ -45844,7 +45850,7 @@ msgid ""
"<class_InputEvent>`."
msgstr ""
"任何事件都有以下方法 :ref:`InputEvent.is_action() "
"<class_InputEvent_is_action>`, :ref:`InputEvent.is_pressed() "
"<class_InputEvent_method_is_action>`, :ref:`InputEvent.is_pressed() "
"<class_InputEvent_is_pressed>` 和 :ref:`InputEvent <class_InputEvent>`。"
#: ../../docs/tutorials/inputs/inputevent.rst:178
@@ -45856,8 +45862,9 @@ msgid ""
"<class_input_method_parse_input_event>`. You would normally use it like this:"
msgstr ""
"或者,您可能希望向游戏提供来自游戏代码的动作(例如检测手势)。 Input单例有一个"
"方法: :ref:`Input.parse_input_event()<class_input_parse_input_event>` 。 您通"
"常会这样使用它:"
"方法: :ref:`Input."
"parse_input_event()<class_input_method_parse_input_event>` 。 您通常会这样使"
"用它:"
#: ../../docs/tutorials/inputs/inputevent.rst:202
msgid "InputMap"
@@ -45987,7 +45994,7 @@ msgid ""
"<class_Input_method_set_custom_mouse_cursor>`."
msgstr ""
"检查 :ref:`Input.set_custom_mouse_cursor() "
"<class_Input_set_custom_mouse_cursor>`。"
"<class_Input_method_set_custom_mouse_cursor>`。"
#: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:68
msgid "Demo project"
@@ -46448,9 +46455,10 @@ msgid ""
msgstr ""
"下一步是序列化数据。 这使得从硬盘读取数据和存储数据到硬盘变得更加容易。 在这"
"种情况下我们假设Persist组的每个成员都是一个实例节点因此有一个路径。 因为"
"GDScript有相关的辅助函数如 :ref:`to_json() <class_@GDScript_to_json>` 和 :"
"ref:`parse_json() <class_@GDScript_parse_json>`,所以我们使用字典来表示数"
"据。 我们的节点需要包含一个返回此类型数据的保存函数。 保存函数如下所示:"
"GDScript有相关的辅助函数如 :ref:`to_json() "
"<class_@GDScript_method_to_json>` 和 :ref:`parse_json() "
"<class_@GDScript_parse_json>`,所以我们使用字典来表示数据。 我们的节点需要包"
"含一个返回此类型数据的保存函数。 保存函数如下所示:"
#: ../../docs/tutorials/io/saving_games.rst:114
#, fuzzy
@@ -46734,8 +46742,8 @@ msgid ""
"used. This will just look up the text in the translations and convert it if "
"found:"
msgstr ""
"在代码中,可以使用 :ref:`Object.tr() <class_Object_tr>` 函数。 这将只查找翻译"
"中的文本并在找到时进行转换:"
"在代码中,可以使用 :ref:`Object.tr() <class_Object_method_tr>` 函数。 这将只"
"查找翻译中的文本并在找到时进行转换:"
#: ../../docs/tutorials/i18n/internationalizing_games.rst:69
msgid "Making controls resizable"
@@ -49841,7 +49849,8 @@ msgid ""
"add_color_override() <class_Control_method_add_color_override>`:"
msgstr ""
"不通过使用主题而直接针对指定的控件覆写那些选项也是可能的通过这个API来覆写即"
"可 :ref:`Control.add_color_override() <class_Control_add_color_override>`:"
"可 :ref:`Control.add_color_override() "
"<class_Control_method_add_color_override>`:"
#: ../../docs/tutorials/gui/gui_skinning.rst:106
msgid ""
@@ -50013,8 +50022,8 @@ msgid ""
"``_draw()`` is vital to ensure everything is kept in-bounds."
msgstr ""
"与2D节点不同”大小“对控件而言很重要因为它有助于在合适的布局中组织控件。为"
"此,我们提供了 :ref:`Control.rect_size <class_Control_rect_size>` 成员变量。"
"为确保所有内容保持在边界内,在 _draw () 中检查这个变量至关重要。"
"此,我们提供了 :ref:`Control.rect_size <class_Control_property_rect_size>` 成"
"员变量。为确保所有内容保持在边界内,在 _draw () 中检查这个变量至关重要。"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:33
msgid "Checking focus"
@@ -50034,10 +50043,10 @@ msgid ""
msgstr ""
"有些控件 (如按钮或文本编辑器) 可能为键盘或手柄输入提供输入焦点。比如正在输入"
"文本或按下按钮的时候。这由 :ref:`Control.focus_mode "
"<class_Control_focus_mode>` 成员变量控制。当绘制控件时, 如果该控件支持输入焦"
"点, 则它总是需要显示某种指示符 (高亮、方框等), 以指示这是当前焦点所在的控件。"
"要检查此状态, 我们提供了 :ref:`Control.has_focus() "
"<class_Control_has_focus>` 方法。请看示例"
"<class_Control_property_focus_mode>` 成员变量控制。当绘制控件时, 如果该控件支"
"持输入焦点, 则它总是需要显示某种指示符 (高亮、方框等), 以指示这是当前焦点所在"
"的控件。要检查此状态, 我们提供了 :ref:`Control.has_focus() "
"<class_Control_method_has_focus>` 方法。请看示例"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:69
msgid "Sizing"
@@ -50065,7 +50074,7 @@ msgid ""
"<class_Control_method_get_minimum_size>`, for example:"
msgstr ""
"要提供此回调,只需覆写 :ref:`Control.get_minimum_size() "
"<class_Control_get_minimum_size>` 例如:"
"<class_Control_method_get_minimum_size>` 例如:"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:96
msgid "Or alternatively, set it via function:"
@@ -50111,7 +50120,7 @@ msgid ""
"<class_Control_property_focus_mode>`."
msgstr ""
"控件通过以下方式提供键盘/手柄焦点 :ref:`Control.focus_mode "
"<class_Control_focus_mode>`。"
"<class_Control_property_focus_mode>`。"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:130
#, fuzzy
@@ -50120,8 +50129,9 @@ msgid ""
"<class_Control_method__gui_input>`. Simply override it in your control. No "
"processing needs to be set."
msgstr ""
"这个特殊的函数就是 :ref:`Control._gui_input() <class_Control__gui_input>`。只"
"需在您的控件中覆写它。不需要设置任何处理。"
"这个特殊的函数就是 :ref:`Control._gui_input() "
"<class_Control_method__gui_input>`。只需在您的控件中覆写它。不需要设置任何处"
"理。"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:167
msgid ""
@@ -51289,9 +51299,9 @@ msgid ""
"set_screen_stretch()`` function (see :ref:`SceneTree.set_screen_stretch() "
"<class_SceneTree_method_set_screen_stretch>`)."
msgstr ""
"要在运行时从脚本配置拉伸,请使用 ``get_tree()set_screen_stretch()`` 函数(请"
"参阅 :ref:`SceneTree.set_screen_stretch "
"<class_SceneTree_set_screen_stretch>`)。"
"要在运行时从脚本配置拉伸,请使用 ``get_tree().set_screen_stretch()`` 函数(请"
"参阅 :ref:`SceneTree.set_screen_stretch() "
"<class_SceneTree_method_set_screen_stretch>`)。"
#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:4
msgid "Using a Viewport as a texture"
@@ -57626,9 +57636,9 @@ msgstr ""
"当新的节点加入或断开时,上述信号会在每个连接到服务器的节点(包括在服务器上的节"
"点)中被调用。客户端将用一个大于1的唯一ID连接服务器而服务器的网络节点ID始终"
"是1。凡低于1的ID被当作无效处理。可以通过 :ref:`SceneTree."
"get_network_unique_id() <class_SceneTree_get_network_unique_id>` 查看本地系统"
"的ID。这些ID主要用在大厅管理中并且通常被存储, 因为它们可以辨别连接的节点即"
"游戏角色。您还可以使用ID号向特定的节点发送消息。"
"get_network_unique_id() <class_SceneTree_method_get_network_unique_id>` 查看"
"本地系统的ID。这些ID主要用在大厅管理中并且通常被存储, 因为它们可以辨别连接"
"的节点即游戏角色。您还可以使用ID号向特定的节点发送消息。"
#: ../../docs/tutorials/networking/high_level_multiplayer.rst:135
msgid "Clients:"
@@ -57979,8 +57989,8 @@ msgid ""
"set on all child nodes of the node as well)."
msgstr ""
"可以使用函数 :ref:`Node.set_network_master(id, recursive) "
"<class_Node_set_network_master>` 来设置网络主人(默认情况下recursive为true"
"意味着在节点的所有子节点上也递归地设置了网络主人)。"
"<class_Node_method_set_network_master>` 来设置网络主人(默认情况下recursive为"
"true意味着在节点的所有子节点上也递归地设置了网络主人)。"
#: ../../docs/tutorials/networking/high_level_multiplayer.rst:352
#, fuzzy
@@ -57990,9 +58000,10 @@ msgid ""
"is_network_master() <class_Node_method_is_network_master>`. This will return "
"true when executed on the server and false on all client peers."
msgstr ""
"通过调用 :ref:`Node.is_network_master() <class_Node_is_network_master>` 来检"
"查客户端上的特定节点实例是否是该节点用于所有连接的客户端的网络主人。这在服务"
"器上执行时将返回true在所有客户端上将返回false。"
"通过调用 :ref:`Node.is_network_master() "
"<class_Node_method_is_network_master>` 来检查客户端上的特定节点实例是否是该节"
"点用于所有连接的客户端的网络主人。这在服务器上执行时将返回true在所有客户端"
"上将返回false。"
#: ../../docs/tutorials/networking/high_level_multiplayer.rst:354
msgid ""
@@ -61893,9 +61904,9 @@ msgid ""
"following structure:"
msgstr ""
"处理资源的初始化和清理很重要。 一个好的做法是使用虚函数 :ref:"
"`_enter_tree()<class_Node__enter_tree>` 来初始化您的插件,并且 :ref:"
"`_exit_tree()<class_Node__exit_tree>` 来清理它。 您可以从文件中删除默认的"
"GDScript模板并将其替换为以下结构:"
"`_enter_tree()<class_Node_method__enter_tree>` 来初始化您的插件,并且 :ref:"
"`_exit_tree()<class_Node_method__exit_tree>` 来清理它。 您可以从文件中删除默"
"认的GDScript模板并将其替换为以下结构:"
#: ../../docs/tutorials/plugins/editor/making_plugins.rst:85
msgid "This is a good template to use when creating new plugins."
@@ -61929,10 +61940,10 @@ msgid ""
"editor."
msgstr ""
"要创建新的节点类型,可以使用来自 :ref:`class_EditorPlugin` 类的 :ref:"
"`add_custom_type() <class_EditorPlugin_add_custom_type>` 函数。 此函数可以向"
"编辑器(节点或资源)添加新类型。 但是,在创建类型之前,需要一个脚本作为该类型的"
"逻辑。 虽然该脚本不必使用 ``tool`` 关键字,但可以添加它以便脚本在编辑器中运"
"行。"
"`add_custom_type() <class_EditorPlugin_method_add_custom_type>` 函数。 此函数"
"可以向编辑器(节点或资源)添加新类型。 但是,在创建类型之前,需要一个脚本作为该"
"类型的逻辑。 虽然该脚本不必使用 ``tool`` 关键字,但可以添加它以便脚本在编辑器"
"中运行。"
#: ../../docs/tutorials/plugins/editor/making_plugins.rst:103
msgid ""
@@ -62057,7 +62068,7 @@ msgstr ""
"将此场景另存为 ``my_dock.tscn``。 现在,我们需要抓住刚创建的场景,然后将其添"
"加为编辑器中的停靠点。 为此,您可以依赖来自 :ref:`EditorPlugin "
"<class_EditorPlugin>` 类的函数 :ref:`add_control_to_dock() "
"<class_EditorPlugin_add_control_to_dock>` 。"
"<class_EditorPlugin_method_add_control_to_dock>` 。"
#: ../../docs/tutorials/plugins/editor/making_plugins.rst:194
msgid ""
@@ -62198,11 +62209,11 @@ msgid ""
"import plugin isn't available anymore."
msgstr ""
"当这个插件被激活时,它将创建一个导入插件的新实例(我们将很快制作)并使用 :ref:"
"`add_import_plugin <class_EditorPlugin_add_import_plugin>` 方法将其添加到编辑"
"器中。 我们在类成员 ``import_plugin`` 中存储对它的引用,所以我们可以在以后删"
"除它时引用它。 插件停用后,调用 :ref:`remove_import_plugin "
"<class_EditorPlugin_remove_import_plugin>` 方法清理内存,让编辑器知道导入插件"
"不再可用。"
"`add_import_plugin() <class_EditorPlugin_method_add_import_plugin>` 方法将其"
"添加到编辑器中。 我们在类成员 ``import_plugin`` 中存储对它的引用,所以我们可"
"以在以后删除它时引用它。 插件停用后,调用 :ref:`remove_import_plugin() "
"<class_EditorPlugin_method_remove_import_plugin>` 方法清理内存,让编辑器知道"
"导入插件不再可用。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:75
msgid ""
@@ -62241,10 +62252,10 @@ msgid ""
"import was used in a certain file. When the files needs to be reimported, "
"the editor will know which plugin to call."
msgstr ""
"第一种方法是 :ref:`get_importer_name "
"<class_EditorImportPlugin_get_importer_name>`。 这是您的插件的唯一名称Godot"
"使用该名称来了解在某个文件中使用了哪个导入。 当需要重新导入文件时,编辑器将知"
"道要调用哪个插件。"
"第一种方法是 :ref:"
"`get_importer_name()<class_EditorImportPlugin_method_get_importer_name>`。 这"
"是您的插件的唯一名称Godot使用该名称来了解在某个文件中使用了哪个导入。 当需"
"要重新导入文件时,编辑器将知道要调用哪个插件。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:109
#, fuzzy
@@ -62254,8 +62265,8 @@ msgid ""
"method is responsible to inform the name of the type it imports and will be "
"shown to the user in the Import dock."
msgstr ""
":ref:`get_visible_name <class_EditorImportPlugin_get_visible_name>` 方法负责"
"通知它导入的类型的名称并将在Import 面板中显示给用户。"
":ref:`get_visible_name()<class_EditorImportPlugin_method_get_visible_name>` "
"方法负责通知它导入的类型的名称并将在Import 面板中显示给用户。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:113
msgid ""
@@ -62275,10 +62286,10 @@ msgid ""
"plugin can understand. If an extension is recognized by more than one "
"plugin, the user can select which one to use when importing the files."
msgstr ""
"Godot的导入系统通过扩展来检测文件类型。 在 :ref:`get_recognized_extensions "
"<class_EditorImportPlugin_get_recognized_extensions>` 方法中,您返回一个字符"
"串数组来表示此插件可以理解的每个扩展名。 如果扩展程序被多个插件识别,则用户可"
"以选择导入文件时使用的插件。"
"Godot的导入系统通过扩展来检测文件类型。 在 :ref:"
"`get_recognized_extensions()<class_EditorImportPlugin_method_get_recognized_extensions>` "
"方法中,您返回一个字符串数组来表示此插件可以理解的每个扩展名。 如果扩展程序被"
"多个插件识别,则用户可以选择导入文件时使用的插件。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:128
msgid ""
@@ -62376,9 +62387,9 @@ msgid ""
"but we can make this method future-proof by returning the size of our "
"``Presets`` enumeration."
msgstr ""
":ref:`get_preset_count <class_EditorImportPlugin_get_preset_count>` 方法返回"
"此插件定义的预设量。 我们现在只有一个预设,但我们可以通过返回 ``Presets`` 枚"
"举的大小来使这个方法面向未来。"
":ref:`get_preset_count() <class_EditorImportPlugin_method_get_preset_count>` "
"方法返回此插件定义的预设量。 我们现在只有一个预设,但我们可以通过返回 "
"``Presets`` 枚举的大小来使这个方法面向未来。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:210
#, fuzzy
@@ -62388,8 +62399,9 @@ msgid ""
"to the presets as they will be presented to the user, so be sure to use "
"short and clear names."
msgstr ""
"这里我们有 :ref:`get_preset_name <class_EditorImportPlugin_get_preset_name>` "
"方法,它为预设提供名称,因为它们将呈现给用户,因此请务必使用简短明了的名称。"
"这里我们有 :ref:`get_preset_name() "
"<class_EditorImportPlugin_method_get_preset_name>` 方法,它为预设提供名称,因"
"为它们将呈现给用户,因此请务必使用简短明了的名称。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:215
msgid ""
@@ -62419,9 +62431,9 @@ msgid ""
"that are checked to customize the option as its shown to the user. The "
"following table shows the possible keys:"
msgstr ""
"这是定义可用选项的方法。 :ref:`get_import_options "
"<class_EditorImportPlugin_get_import_options>` 返回一个字典数组,每个字典包含"
"一些键,这些键被检查以自定义向用户显示的选项。 下表显示了可能的键:"
"这是定义可用选项的方法。 :ref:`get_import_options() "
"<class_EditorImportPlugin_method_get_import_options>` 返回一个字典数组,每个"
"字典包含一些键,这些键被检查以自定义向用户显示的选项。 下表显示了可能的键:"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:242
msgid "Key"
@@ -62523,9 +62535,9 @@ msgid ""
"return ``true`` because all of our options (i.e. the single one we defined) "
"are visible all the time."
msgstr ""
"对于 :ref:`get_option_visibility "
"<class_EditorImportPlugin_get_option_visibility>` 方法,我们只返回 ``true`` "
"因为我们所有的选项(即我们定义的单个选项)始终可见。"
"对于 :ref:`get_option_visibility() "
"<class_EditorImportPlugin_method_get_option_visibility>` 方法,我们只返回 "
"``true`` 因为我们所有的选项(即我们定义的单个选项)始终可见。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:278
msgid ""
@@ -62547,9 +62559,9 @@ msgid ""
"<class_EditorImportPlugin_method_import>` method. Our sample code is a bit "
"long, so let's split in a few parts:"
msgstr ""
"负责将文件转换为资源的过程的重要部分包括 :ref:`import "
"<class_EditorImportPlugin_import>` 方法。 我们的示例代码有点长,所以让我们分"
"几部分:"
"负责将文件转换为资源的过程的重要部分包括 :ref:`import() "
"<class_EditorImportPlugin_method_import>` 方法。 我们的示例代码有点长,所以让"
"我们分几部分:"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:300
#, fuzzy
@@ -62619,8 +62631,8 @@ msgid ""
"<class_ResourceSaver_method_save>` method, so if there's an error in this "
"step, the editor will know about it."
msgstr ""
"我们还从 :ref:`ResourceSaver.save <class_ResourceSaver_save>` 方法返回结果,"
"因此如果在此步骤中出现错误,编辑器将会知道它。"
"我们还从 :ref:`ResourceSaver.save() <class_ResourceSaver_method_save>` 方法返"
"回结果,因此如果在此步骤中出现错误,编辑器将会知道它。"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:352
msgid "Platform variants and generated files"
@@ -64988,7 +65000,7 @@ msgid ""
"property:"
msgstr ""
"要设置暂停模式,必须设置暂停状态。 这是通过为 :ref:`SceneTree.paused "
"<class_SceneTree_paused>` 成员变量赋予“true”值来完成的:"
"<class_SceneTree_property_paused>` 成员变量赋予“true”值来完成的:"
#: ../../docs/tutorials/misc/pausing_games.rst:34
msgid "Doing so will have the following behavior:"
@@ -66154,9 +66166,9 @@ msgid ""
"free()`` to delete the whole scene."
msgstr ""
"1. **我们可以删除现有场景。** :ref:`SceneTree.change_scene / _to "
"<class_SceneTree_change_scene>` 将立即删除当前场景。开发人员也可以删除主场"
"景。假设根节点的名称是“Main”可以执行 `get_node(\"/root/Main\").free()` 删除"
"整个场景。"
"<class_SceneTree_method_change_scene>` 将立即删除当前场景。开发人员也可以删除"
"主场景。假设根节点的名称是“Main”可以执行 `get_node(\"/root/Main\").free()` "
"删除整个场景。"
#: ../../docs/tutorials/misc/change_scenes_manually.rst:51
msgid "Unloads memory."
@@ -66273,7 +66285,8 @@ msgid ""
"<class_Node_method_remove_child>` to detach the entire scene from the tree."
msgstr ""
"**我们可以从树中删除现有场景。**将变量分配给现有场景的根节点。然后使用 :ref:"
"`Node.remove_child(Node)<class_Node_remove_child>` 从树中分离整个场景。"
"`Node.remove_child(Node)<class_Node_method_remove_child>` 从树中分离整个场"
"景。"
#: ../../docs/tutorials/misc/change_scenes_manually.rst:106
msgid "Memory still exists (similar pros/cons as with hiding it from view)."
@@ -76211,7 +76224,7 @@ msgstr "调用[method hide]。"
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
#, fuzzy
msgid "See :ref:`hide <class_spatial_method_hide>`."
msgstr "请参阅 :ref:`hide <class_spatial_hide>`。"
msgstr "请参阅 :ref:`hide <class_spatial_method_hide>`。"
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "[method Class.methodname]"
@@ -76241,7 +76254,7 @@ msgstr "获取[member scale]。"
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
#, fuzzy
msgid "Get :ref:`scale <class_node2d_property_scale>`."
msgstr "获取 :ref:`scale <class_node2d_scale>`。"
msgstr "获取 :ref:`scale <class_node2d_property_scale>`。"
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "[member Class.membername]"
@@ -76271,7 +76284,7 @@ msgstr "Emit [signal renamed]."
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
#, fuzzy
msgid "Emit :ref:`renamed <class_node_signal_renamed>`."
msgstr "发射 :ref:`renamed <class_node_renamed>`."
msgstr "发射 :ref:`renamed <class_node_signal_renamed>`."
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "[signal Class.signalname]"
@@ -76777,8 +76790,8 @@ msgstr ""
#~ msgstr ""
#~ "当然Skeleton旨在使网格变形并由称为“骨骼”的结构组成。 每个“骨骼”都表示"
#~ "为一个变换,它应用于网格中的一组顶点。 您可以直接控制Godot的一组顶点。 为"
#~ "此请参考 :ref:`class_MeshDataTool` 类及其方法 :ref:`set_vertex_bones "
#~ "<class_MeshDataTool_set_vertex_bones>`。"
#~ "此请参考 :ref:`class_MeshDataTool` 类及其方法 :ref:`set_vertex_bones() "
#~ "<class_MeshDataTool_method_set_vertex_bones>`。"
#, fuzzy
#~ msgid ""