# Persian translation of the Godot Engine class reference. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # Tetra Homer , 2020. # Mitsuha Miamizu , 2020. # ali , 2020. # Farshad Faemiyi , 2020. # Pierre Stempin , 2020. # MoriExplain , 2020. # Pikhosh , 2020. # MSKF , 2020. # ItzMiad44909858f5774b6d , 2020. # ahmad maftoon , 2021. # Seyed Fazel Alavi , 2022. # Giga hertz , 2022. # ilia khormali , 2022. # John Smith , 2022, 2023, 2024. # LordProfo (Nima) , 2022. # Ali Jafari , 2022. # mary karaby , 2023. # M , 2023. # "Shahab Baradaran Dilmaghani (bdshahab)" , 2023. # "LordProfo (Nima)" , 2023. # Amirhossein Basirat , 2023. # یونس اسحاقی , 2023. # Amirreza H , 2024. # Hossein Taj Teymori , 2024. # Nader , 2024. # HOSSIEN , 2024. # Atur Aseman , 2024, 2025. # Ilia , 2025. # Mahan Khalili , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2025-07-13 14:02+0000\n" "Last-Translator: Atur \n" "Language-Team: Persian \n" "Language: fa\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.13-dev\n" #: doc/tools/make_rst.py msgid "All classes" msgstr "همهٔ کلاس‌ها" #: doc/tools/make_rst.py msgid "Globals" msgstr "جهانی‌ها" #: doc/tools/make_rst.py msgid "Nodes" msgstr "گره‌ها" #: doc/tools/make_rst.py msgid "Resources" msgstr "بنمایه‌ها" #: doc/tools/make_rst.py msgid "Editor-only" msgstr "تنها برای ویراستار" #: doc/tools/make_rst.py msgid "Other objects" msgstr "دیگر شیء ها" #: doc/tools/make_rst.py msgid "Variant types" msgstr "گونه‌های گوناگون" #: doc/tools/make_rst.py msgid "Description" msgstr "شرح" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "آموزش‌ها" #: doc/tools/make_rst.py msgid "Properties" msgstr "ویژگی‌ها" #: doc/tools/make_rst.py msgid "Constructors" msgstr "سازندگان" #: doc/tools/make_rst.py msgid "Methods" msgstr "روش‌ها" #: doc/tools/make_rst.py msgid "Operators" msgstr "عملگرها" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "ویژگی‌های زمینه" #: doc/tools/make_rst.py msgid "Signals" msgstr "سیگنال‌ها" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "شمارش‌ها" #: doc/tools/make_rst.py msgid "Constants" msgstr "ثابت‌ها" #: doc/tools/make_rst.py msgid "Annotations" msgstr "پانویس‌ها" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "شرح ویژگی‌ها" #: doc/tools/make_rst.py msgid "Constructor Descriptions" msgstr "شرح سازنده‌ها" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "شرح روش‌ها" #: doc/tools/make_rst.py msgid "Operator Descriptions" msgstr "شرح عملگرها" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "شرح ویژگی‌های زمینه" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "ارث‌گرفته از:" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "ارث‌گیران:" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "( %s را لغو می کند)" #: doc/tools/make_rst.py msgid "Default" msgstr "پیش‌فرض" #: doc/tools/make_rst.py msgid "Setter" msgstr "نشاننده" #: doc/tools/make_rst.py msgid "value" msgstr "ارزش" #: doc/tools/make_rst.py msgid "Getter" msgstr "گیرنده" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "این روش معمولا نیازمند است توسط خود فرد نوشته شود تا بتواند تاثییری بگذارد." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "این متد عوارض جانبی ندارد. هیچ یک از متغیرهای عضو نمونه را تغییر نمی دهد." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "این متد هر تعداد آرگومان را پس از آنهایی که اینجا توضیح داده شده اند قبول " "می‌کند." #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "این متد برای ساختن یک تایپ استفاده میشود." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "این متد برای صدا زده شدن نیازی به یک مورد ندارد، پس می‌تواند مستقیماً با " "استفاده از نام کلاس صدا زده شود." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "این متد یک عملگر معتبر برای استفاده با این نوع به عنوان عملوند سمت چپ را " "توصیف می کند." #: doc/tools/make_rst.py msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "این مقدار یک عدد صحیح ساخته شده به‌عنوان یک بت ماسک از پرچم های دنباله است." #: doc/tools/make_rst.py msgid "No return value." msgstr "بدون ارزش بازگشتی." #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us " "by :ref:`contributing one `!" msgstr "" "هم‌اکنون شرحی برای این کلاس نیست. خواهشمندیم با :ref:`افزودن یکی " "` به ما کمک کنید!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this signal. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی درباره این سیگنال وجود ندارد. لطفا به ما کمک کنید تا " "بفهمیم :ref:`contributing one `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this enum. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی درباره این \"enum\"وجود ندارد. لطفا به ما کمک کنید تا " "بفهمیم :ref:`contributing one `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this constant. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی برای کانستنت (constant)وجود ندارد. لطفا با :ref:`به ما " "کمک کنید. `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this annotation. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی برای این حاشیه نویسی وجود ندارد. لطفا با :ref:`به ما " "کمک کنید. `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this property. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی برای این ویژگی وجود ندارد. لطفا با :ref:`به ما کمک " "کنید. `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this constructor. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی برای این کوته نوشت وجود ندارد. لطفا با :ref:`به ما کمک " "کنید. `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this method. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی برای این مِتُد وجود ندارد. لطفا با :ref:`به ما کمک کنید. " "`!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this operator. Please help us " "by :ref:`contributing one `!" msgstr "" "درحال حاضر هیچ توضیحی برای این عملگر وجود ندارد. لطفا با :ref:`به ما کمک " "کنید. `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this theme property. Please help us " "by :ref:`contributing one `!" msgstr "" "هیچ توضیحی درباره ی ویژگی زمینه وجود ندارد. لطفا با :ref:`به ما کمک کنید. " "`!" #: doc/tools/make_rst.py msgid "" "There are notable differences when using this API with C#. " "See :ref:`doc_c_sharp_differences` for more information." msgstr "" "تفاوت های قابل توجهی هنگام استفاده از این API با C# وجود دارد. برای اطلاعات " "بیشتر به :ref:`doc_c_sharp_differences` مراجعه کنید." #: doc/tools/make_rst.py msgid "Deprecated:" msgstr "منسوخ:" #: doc/tools/make_rst.py msgid "Experimental:" msgstr "آزمایشی:" #: doc/tools/make_rst.py msgid "This signal may be changed or removed in future versions." msgstr "این سیگنال شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: doc/tools/make_rst.py msgid "This constant may be changed or removed in future versions." msgstr "این ثابت شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: doc/tools/make_rst.py msgid "This property may be changed or removed in future versions." msgstr "این ویژگی شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: doc/tools/make_rst.py msgid "This constructor may be changed or removed in future versions." msgstr "این سازنده شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: doc/tools/make_rst.py msgid "This method may be changed or removed in future versions." msgstr "این روش شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: doc/tools/make_rst.py msgid "This operator may be changed or removed in future versions." msgstr "این عملگر شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: doc/tools/make_rst.py msgid "This theme property may be changed or removed in future versions." msgstr "این ویژگی زمینه شاید در نسخه‌های آینده برچیده یا دگرگون شود." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript constants, functions, and annotations." msgstr "ثابت ها، توابع و یادداشت های داخلی جی دی اسکریپت (GDScript)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "A list of utility functions and annotations accessible from any script " "written in GDScript.\n" "For the list of global functions and constants that can be accessed in any " "scripting language, see [@GlobalScope]." msgstr "" "لیستی از توابع کاربردی و حاشیه نویسی ها که از هر اسکریپت نوشته شده در " "GDScript قابل دسترسی هستند.\n" "برای لیست توابع و ثابت های جهانی به [@GlobalScope] مراجعه کنید." #: modules/gdscript/doc_classes/@GDScript.xml msgid "GDScript exports" msgstr "خروجی های GDScript" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Use [method Color.from_rgba8] instead." msgstr "به جای آن از [method @GlobalScope.type_convert] استفاده کنید." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), " "blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method Color8] compared to the " "standard [Color] constructor, a color created with [method Color8] will " "generally not be equal to the same color created with the standard [Color] " "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" "یک [Color] ساخته شده از قرمز ([param r8])، سبز ([param g8])، آبی ([param " "b8]) و شفافیت اختیاری ([param a8]) به عنوان عدد صحیحی با حداکثر مقدار " "[code]255.0[/code]. استفاده از [method Color8] به جای سازنده استاندارد " "[Color] زمانی که می خواهید مقادیر رنگ دقیقا با مقادیر داخل یک [Image] یکسان " "باشند کاربردی است.\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # همان Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # همان Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # همان Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]یادداشت:[/b] با توجه به دقت پایین تر [method Color8] در مقایسه با سازنده " "استاندارد [Color] ، رنگ ایجاد شده با [method Color8] به طور کلی برابر با " "همان رنگ ایجاد شده با سازنده استاندارد [Color] نخواهد بود. برای مقایسه از " "[method Color.is_equal_approx] برای جلوگیری از مشکلات مربوط به خطای دقیق " "نقطه شناور استفاده کنید." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. " "This can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue.\n" "assert(speed >= 0) # False, the program will stop.\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check.\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]\n" "[b]Note:[/b] [method assert] is a keyword, not a function. So you cannot " "access it as a [Callable] or use it inside expressions." msgstr "" "ادعا می کند که [param condition] [code]true[/code] است. اگر [param " "condition] [code]false[/code] باشد ، خطایی ایجاد می شود. هنگام اجرا از طریق " "ویرایشگر ، پروژه در حال اجرا نیز متوقف می شود تا زمانی که آن را از سر " "بگیرید. این می تواند به عنوان یک شکل قوی تر از [method " "@GlobalScope.push_error] برای گزارش خطاها به توسعه دهندگان پروژه یا کاربران " "افزونه ها استفاده شود.\n" "علاوه بر پیام عمومی \"ادعای ناموفق\" (Assertion failed) می توان [param " "message] اختیاری نشان داد. شما می توانید از این استفاده کنید تا جزئیات " "بیشتری در مورد عدم موفقیت این ادعا ارائه دهید.\n" "[b]هشدار:[/b] به دلایل مربوط به عملکرد ، کد موجود در [method assert] فقط در " "ساخت اشکال زدایی یا هنگام اجرای پروژه از ویرایشگر اجرا می شود. کدی که " "تاثیرات جانبی دارد را در یک [metthod assert] قرار ندهید. در غیر این صورت ، " "این پروژه هنگام صادر شدن در حالت انتشار عادی، متفاوت رفتار خواهد کرد.\n" "[codeblock]\n" "# تصور کنید که ما همیشه می خواهیم سرعت بین 0 تا 20 باشد.\n" "var speed = -10\n" "assert(speed < 20) # درست است، برنامه ادامه پیدا می کند.\n" "assert(speed >= 0) # غلط، برنامه متوقف می شوند.\n" "assert(speed >= 0 and speed < 20) # شما همچنین می توانید دو یا چند شرط را " "ترکیب کنید.\n" "assert(speed < 20, \"the speed limit is 20\") # نمایش پیام.\n" "[/codeblock]\n" "[b]یادداشت:[/b] [method assert] یک کلیدواژه است، نه یک تابع. بنابراین شما " "نمی توانید به عنوان یک [Callable] به آن دسترسی داشته باشید یا آن را در عبارت " "ها استفاده کنید." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" "[codeblock]\n" "var upper = char(65) # upper is \"A\"\n" "var lower = char(65 + 32) # lower is \"a\"\n" "var euro = char(8364) # euro is \"€\"\n" "[/codeblock]" msgstr "" "یک کاراکتر را به عنوان رشته ای از نقطه کد Unicode داده شده برمی گرداند (که " "با کد ASCII سازگار است).\n" "[codeblock]\n" "a = char (65) # a \"A\" است\n" "a = char (65 + 32) # a \"a\" است\n" "a = char (8364) # a \"€\" است\n" "[/ codeblock]\n" "این معکوس [روش ord] است." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Use [method @GlobalScope.type_convert] instead." msgstr "به جای آن از [method @GlobalScope.type_convert] استفاده کنید." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Converts [param what] to [param type] in the best way possible. The [param " "type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Prints true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Prints [4, 2, 1]\n" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" "به بهترین شکل ممکن از یک نوع به نوع دیگر تبدیل می شود. پارامتر [code] type " "[/ code] از مقادیر [enum Variant.Type] استفاده می کند.\n" "[codeblock]\n" "a = بردار 2 (1 ، 0)\n" "# چاپ 1\n" "چاپ (a.length ())\n" "a = تبدیل (a ، TYPE_STRING)\n" "# چاپ 6 به عنوان \"(1 ، 0)\" 6 کاراکتر است\n" "چاپ (a.length ())\n" "[/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Consider using [method JSON.to_native] or [method Object.get_property_list] " "instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to " "an Object instance. Can be useful for deserializing." msgstr "" "نمونه ای را که قبلاً تبدیل شده است به یک فرهنگ لغت تبدیل می کند و دوباره به " "یک نمونه تبدیل می کند. برای رفع دلهره مفید است." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" "[codeblock]\n" "func _ready():\n" "\tfoo()\n" "\n" "func foo():\n" "\tbar()\n" "\n" "func bar():\n" "\tprint(get_stack())\n" "[/codeblock]\n" "Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" "[codeblock lang=text]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected " "to a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will return an empty array." msgstr "" "آرایه ای از فرهنگ لغت ها را نشان می دهد که پشته تماس فعلی را نشان می دهد.\n" "[codeblock]\n" "func _ready ():\n" "\tfoo ()\n" "\n" "func foo ():\n" "\tبار()\n" "\n" "func bar ():\n" "\tچاپ (get_stack ())\n" "[/ codeblock]\n" "چاپ می کرد\n" "[codeblock]\n" "[{تابع: نوار ، خط: 12 ، منبع: res: //script.gd} ، {تابع: foo ، خط: 9 ، منبع: " "res: //script.gd} ، {تابع: _ از قبل ، خط: 6 ، منبع: res: //script.gd}]\n" "[/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Consider using [method JSON.from_native] or [method " "Object.get_property_list] instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the passed [param instance] converted to a [Dictionary]. Can be " "useful for serializing.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" "\tvar d = inst_to_dict(self)\n" "\tprint(d.keys())\n" "\tprint(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock lang=text]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]\n" "[b]Note:[/b] This function can only be used to serialize objects with an " "attached [GDScript] stored in a separate file. Objects without an attached " "script, with a script written in another language, or with a built-in script " "are not supported.\n" "[b]Note:[/b] This function is not recursive, which means that nested objects " "will not be represented as dictionaries. Also, properties passed by " "reference ([Object], [Dictionary], [Array], and packed arrays) are copied by " "reference, not duplicated." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [param value] is an instance of [param type]. " "The [param type] value must be one of the following:\n" "- A constant from the [enum Variant.Type] enumeration, for example [constant " "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" "Unlike the right operand of the [code]is[/code] operator, [param type] can " "be a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays). Use the operator instead of this method if you do " "not need to check the type dynamically.\n" "[b]Examples:[/b]\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " "[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " "above options, this method will raise a runtime error.\n" "See also [method @GlobalScope.typeof], [method type_exists], [method " "Array.is_same_typed] (and other [Array] methods)." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], the element count of any " "array type, or the size of a [Dictionary]. For every other Variant type, a " "run-time error is generated and execution is stopped.\n" "[codeblock]\n" "var a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "\n" "var b = \"Hello!\"\n" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" "طول Variant [code] var [/ code] را برمی گرداند. طول تعداد کاراکترهای رشته ، " "تعداد عناصر آرایه ، اندازه فرهنگ لغت و غیره است.\n" "[b] توجه: [/ b] اگر Variant نتواند طول را ارائه دهد خطای مهلکی ایجاد می " "کند.\n" "[codeblock]\n" "a = [1 ، 2 ، 3 ، 4]\n" "len (a) # Returns 4\n" "[/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script " "or in the scene), the resource is loaded from disk on function call, which " "might cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload]. This method is equivalent of " "using [method ResourceLoader.load] with [constant " "ResourceLoader.CACHE_MODE_REUSE].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " "from the FileSystem dock into the current script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] Relative paths are [i]not[/i] relative to the script " "calling this method, instead it is prefixed with [code]\"res://\"[/code]. " "Loading from relative paths might not work as expected.\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method " "@GDScript.load] will not be able to read converted files in an exported " "project. If you rely on run-time loading of files present within the PCK, " "set [member ProjectSettings.editor/export/convert_text_resources_to_binary] " "to [code]false[/code]." msgstr "" "منبعی را از سیستم فایل واقع در مسیر [code] [/ code] بارگیری می کند. این منبع " "در تماس متد بارگیری می شود (مگر اینکه از قبل در جای دیگری به عنوان مثال در " "یک اسکریپت دیگر یا در صحنه به آن مراجعه شود) ، که ممکن است باعث تأخیر جزئی " "شود ، به ویژه هنگام بارگیری صحنه ها. برای جلوگیری از تأخیرهای غیر ضروری " "هنگام بارگیری چیزی چند بار ، یا منبع را در یک متغیر ذخیره کنید یا از [روش " "پیش بارگیری] استفاده کنید.\n" "[b] توجه: [/ b] مسیرهای منبع را می توان با کلیک راست روی منبعی در اسکله " "FileSystem و انتخاب \"Copy Path\" یا کشیدن پرونده از اسکله FileSystem به " "داخل اسکریپت ، بدست آورد.\n" "[codeblock]\n" "# صحنه ای به نام main را در ریشه فهرست پروژه بارگیری کرده و آن را در یک " "متغیر ذخیره کنید.\n" "var main = load (\"res: //main.tscn\") # اصلی شامل یک منبع PackedScene خواهد " "بود.\n" "[/ codeblock]\n" "[b] مهم: [/ b] مسیر باید مطلق باشد ، یک مسیر محلی فقط [code] null [/ code] " "را برمی گرداند." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " "the FileSystem dock into the current script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]\n" "[b]Note:[/b] [method preload] is a keyword, not a function. So you cannot " "access it as a [Callable]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" "[codeblock lang=text]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will instead print the thread ID." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Prints a stack trace at the current code location. See also [method " "get_stack].\n" "The output in the console may look like the following:\n" "[codeblock lang=text]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected " "to a debugging server (i.e. an editor instance). [method print_stack] will " "not work in projects exported in release mode, or in projects exported in " "debug mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will instead print the thread ID." msgstr "" "آرایه ای از فرهنگ لغت ها را نشان می دهد که پشته تماس فعلی را نشان می دهد.\n" "[codeblock]\n" "func _ready ():\n" "\tfoo ()\n" "\n" "func foo ():\n" "\tبار()\n" "\n" "func bar ():\n" "\tچاپ (get_stack ())\n" "[/ codeblock]\n" "چاپ می کرد\n" "[codeblock]\n" "[{تابع: نوار ، خط: 12 ، منبع: res: //script.gd} ، {تابع: foo ، خط: 9 ، منبع: " "res: //script.gd} ، {تابع: _ از قبل ، خط: 6 ، منبع: res: //script.gd}]\n" "[/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " "[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "[b]Examples:[/b]\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" "\tprint(array[i])\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "To iterate over [float], convert them in the loop.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" "\tprint(i / 10.0)\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"NonExistentClass\") # Returns false\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " "rotations." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is " "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" "code] returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" "time error instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "\"Not a Number\", an invalid floating-point value. It is returned by some " "invalid operations, such as dividing floating-point [code]0.0[/code] by " "[code]0.0[/code].\n" "[constant NAN] has special properties, including that [code]!=[/code] always " "returns [code]true[/code], while other comparison operators always return " "[code]false[/code]. This is true even when comparing with itself ([code]NAN " "== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " "[code]true[/code]). Due to this, you must use [method @GlobalScope.is_nan] " "to check whether a number is equal to [constant NAN].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " "a run-time error instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " "hint notation.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Note:[/b] Custom resources and nodes should be registered as global " "classes using [code]class_name[/code], since the Inspector currently only " "supports global classes. Otherwise, a less specific type will be exported " "instead.\n" "[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " "a number of other limitations." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the Inspector dock's list usually divide " "properties coming from different classes (Node, Node2D, Sprite, etc.). For " "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [Color], [Array][lb][Color][rb], or [PackedColorArray] property " "without allowing its transparency ([member Color.a]) to be edited.\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "@export_color_no_alpha var dye_colors: Array[Color]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Allows you to set a custom hint, hint string, and usage flags for the " "exported property. Note that there's no validation done in GDScript, it will " "just pass the parameters to the editor.\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n" "[/codeblock]\n" "[b]Note:[/b] Regardless of the [param usage] value, the [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly " "declared script variable." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a directory. The path will be limited to the project folder and " "its subfolders. See [annotation @export_global_dir] to allow picking from " "the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "@export_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an [int], [String], [Array][lb][int][rb], [Array][lb][String][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], or " "[PackedStringArray] property as an enumerated list of options (or an array " "of options). If the property is an [int], then the index of the value is " "stored, in the same order the values are provided. You can add explicit " "values using a colon. If the property is a [String], then the value is " "stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "\n" "@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: " "Array[int]\n" "@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[String]\n" "[/codeblock]\n" "If you want to set an initial value, you must specify it explicitly:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "If you want to use named GDScript enums, then use [annotation @export] " "instead:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "\n" "enum CharacterItem {SWORD, SPEAR, MACE}\n" "@export var character_items: Array[CharacterItem]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. [code]" "\"attenuation\"[/code] flips the curve, which makes it more intuitive for " "editing attenuation properties. [code]\"positive_only\"[/code] limits values " "to only be greater than or equal to zero.\n" "See also [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "@export_exp_easing var speeds: Array[float]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a file. The path will be limited to the project folder and its " "subfolders. See [annotation @export_global_file] to allow picking from the " "entire filesystem.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "@export_file var level_paths: Array[String]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field. This allows to store several " "\"checked\" or [code]true[/code] values with one property, and comfortably " "select them from the Inspector dock.\n" "See also [constant PROPERTY_HINT_FLAGS].\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "You can add explicit values using a colon:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " "\"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " "[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value " "is not taken into account. In the following example, A is 16, B is 2, C is " "4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]\n" "You can also use the annotation on [Array][lb][int][rb], [PackedByteArray], " "[PackedInt32Array], and [PackedInt64Array]\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " "Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "@export_flags_2d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "@export_flags_2d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "@export_flags_2d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "@export_flags_3d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "@export_flags_3d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "@export_flags_3d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for navigation avoidance " "layers. The widget in the Inspector dock will use the layer names defined in " "[member ProjectSettings.layer_names/avoidance/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Array[int]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a directory. The path can be picked from the entire " "filesystem. See [annotation @export_dir] to limit it to the project folder " "and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "@export_global_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a file. The path can be picked from the entire " "filesystem. See [annotation @export_file] to limit it to the project folder " "and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "@export_global_file var multiple_paths: Array[String]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name " "in the Inspector dock.\n" "If no [param prefix] is provided, then every following property will be " "added to the group. The group ends when then next group or category is " "defined. You can also force end a group by using this annotation with empty " "strings for parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], [PackedStringArray], " "[Dictionary] or [Array][lb][Dictionary][rb] property with a large [TextEdit] " "widget instead of a [LineEdit]. This adds support for multiline content and " "makes it easier to edit large amount of text stored in the property.\n" "See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "@export_multiline var npc_dialogs: Array[String]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for " "allowed node types.\n" "See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]Note:[/b] The type must be a native class or a globally registered script " "(using the [code]class_name[/code] keyword) that inherits [Node]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "with a placeholder text displayed in the editor widget when no value is " "present.\n" "See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], or [PackedFloat64Array] property as a range value. The " "range must be defined by [param min] and [param max], as well as an optional " "[param step] and a variety of extra hints. The [param step] defaults to " "[code]1[/code] for integer properties. For floating-point numbers this value " "depends on your [member EditorSettings.interface/inspector/" "default_float_step] setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " "exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " "element of the editor widget.\n" "Hints also allow to indicate the units for the edited value. Using [code]" "\"radians_as_degrees\"[/code] you can specify that the actual value is in " "radians, but should be displayed in degrees in the Inspector dock (the range " "values are also in degrees). [code]\"degrees\"[/code] allows to add a degree " "sign as a unit suffix (the value is unchanged). Finally, a custom suffix can " "be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any " "string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "@export_range(0, 20) var numbers: Array[float]\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " "is not displayed in the editor, but it is serialized and stored in the scene " "or resource file. This can be useful for [annotation @tool] scripts. Also " "the property value is copied when [method Resource.duplicate] or [method " "Node.duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" "var a # Not stored in the file, not displayed in the editor.\n" "@export_storage var b # Stored in the file, not displayed in the editor.\n" "@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, but you can use the slash separator " "([code]/[/code]) to achieve the desired effect:\n" "[codeblock]\n" "@export_group(\"Car Properties\")\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n" "@export var front_wheel_strength = 10\n" "@export var front_wheel_mobility = 5\n" "@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n" "@export var rear_wheel_strength = 8\n" "@export var rear_wheel_mobility = 3\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export var wheel_material: PhysicsMaterial\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [Callable] property as a clickable button with the label [param " "text]. When the button is pressed, the callable is called.\n" "If [param icon] is specified, it is used to fetch an icon for the button via " "[method Control.get_theme_icon], from the [code]\"EditorIcons\"[/code] theme " "type. If [param icon] is omitted, the default [code]\"Callable\"[/code] icon " "is used instead.\n" "Consider using the [EditorUndoRedoManager] to allow the action to be " "reverted safely.\n" "See also [constant PROPERTY_HINT_TOOL_BUTTON].\n" "[codeblock]\n" "@tool\n" "extends Sprite2D\n" "\n" "@export_tool_button(\"Hello\") var hello_action = hello\n" "@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" "var randomize_color_action = randomize_color\n" "\n" "func hello():\n" "\tprint(\"Hello world!\")\n" "\n" "func randomize_color():\n" "\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n" "\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n" "\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), " "randf(), randf()))\n" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" "[b]Note:[/b] The property is exported without the [constant " "PROPERTY_USAGE_STORAGE] flag because a [Callable] cannot be properly " "serialized and stored in a file.\n" "[b]Note:[/b] In an exported project neither [EditorInterface] nor " "[EditorUndoRedoManager] exist, which may cause some scripts to break. To " "prevent this, you can use [method Engine.get_singleton] and omit the static " "type from the variable declaration:\n" "[codeblock]\n" "var undo_redo = " "Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n" "[/codeblock]\n" "[b]Note:[/b] Avoid storing lambda callables in member variables of " "[RefCounted]-based classes (e.g. resources), as this can lead to memory " "leaks. Use only method callables and optionally [method Callable.bind] or " "[method Callable.unbind]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Add a custom icon to the current script. The icon specified at [param " "icon_path] is displayed in the Scene dock for every node of that class, as " "well as in various editor dialogs.\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" "[b]Note:[/b] Unlike most other annotations, the argument of the [annotation " "@icon] annotation must be a string literal (constant expressions are not " "supported)." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " "([method Object._init]), and instead are computed and stored right before " "[method Node._ready].\n" "[codeblock]\n" "@onready var character_name = $Label\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" "url].\n" "If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " "this RPC function. Otherwise, only the authority peer is allowed to call it " "and [param mode] should be kept as [code]\"authority\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], each of these " "modes respectively corresponds to the [constant " "MultiplayerAPI.RPC_MODE_AUTHORITY] and [constant " "MultiplayerAPI.RPC_MODE_ANY_PEER] RPC modes. See [enum " "MultiplayerAPI.RPCMode]. If a peer that is not the authority tries to call a " "function that is only allowed for the authority, the function will not be " "executed. If the error can be detected locally (when the RPC configuration " "is consistent between the local and the remote peer), an error message will " "be displayed on the sender peer. Otherwise, the remote peer will detect the " "error and print an error there.\n" "If [param sync] is set as [code]\"call_remote\"[/code], the function will " "only be executed on the remote peer, but not locally. To run this function " "locally too, set [param sync] to [code]\"call_local\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], this is " "equivalent to setting [code]call_local[/code] to [code]true[/code].\n" "The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " "[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " "the transfer mode of the underlying [MultiplayerPeer]. See [member " "MultiplayerPeer.transfer_mode].\n" "The [param transfer_channel] defines the channel of the underlying " "[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" "The order of [param mode], [param sync] and [param transfer_mode] does not " "matter, but values related to the same argument must not be used more than " "once. [param transfer_channel] always has to be the 4th argument (you must " "specify 3 preceding arguments).\n" "[codeblock]\n" "@rpc\n" "func fn(): pass\n" "\n" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" "@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to " "@rpc\n" "func fn_default(): pass\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to " "their default values.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation " "@static_unload] annotation must be placed before the class definition and " "inheritance.\n" "[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if " "[annotation @static_unload] annotation is used." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Running code in the editor[/url].\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " "annotation must be placed before the class definition and inheritance." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" "[codeblock]\n" "func test():\n" "\tprint(\"hello\")\n" "\treturn\n" "\t@warning_ignore(\"unreachable_code\")\n" "\tprint(\"unreachable\")\n" "[/codeblock]\n" "See also [annotation @warning_ignore_start] and [annotation " "@warning_ignore_restore]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Stops ignoring the listed warning types after [annotation " "@warning_ignore_start]. Ignoring the specified warning types will be reset " "to Project Settings. This annotation can be omitted to ignore the warning " "types until the end of the file.\n" "[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " "@warning_ignore_restore] annotation must be string literals (constant " "expressions are not supported)." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Starts ignoring the listed warning types until the end of the file or the " "[annotation @warning_ignore_restore] annotation with the given warning " "type.\n" "[codeblock]\n" "func test():\n" "\tvar a = 1 # Warning (if enabled in the Project Settings).\n" "\t@warning_ignore_start(\"unused_variable\")\n" "\tvar b = 2 # No warning.\n" "\tvar c = 3 # No warning.\n" "\t@warning_ignore_restore(\"unused_variable\")\n" "\tvar d = 4 # Warning (if enabled in the Project Settings).\n" "[/codeblock]\n" "[b]Note:[/b] To suppress a single warning, use [annotation @warning_ignore] " "instead.\n" "[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " "@warning_ignore_start] annotation must be string literals (constant " "expressions are not supported)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Global scope constants and functions." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "A list of global scope enumerated constants and built-in functions. This is " "all that resides in the globals, constants regarding error codes, keycodes, " "property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere.\n" "For the entries that can only be accessed from scripts written in GDScript, " "see [@GDScript]." msgstr "" #: doc/classes/@GlobalScope.xml doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "Random number generation" msgstr "ساخت عدد تصادفی" #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" "negative value). Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a is 1\n" "\n" "var b = abs(-1.2)\n" "# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the absolute value of float parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgstr "" "مقدار مطلق پارامتر را بر می گرداند [code]س[/code](یعنی ارزش مثبت)\n" "[codeblock]\n" "# a is 1\n" "a = abs(-1)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the absolute value of int parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" msgstr "" "مقدار مطلق پارامتر را بر می گرداند [code]س[/code](یعنی ارزش مثبت)\n" "[codeblock]\n" "# a is 1\n" "a = abs(-1)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the arc cosine of [param x] in radians. Use to get the angle of " "cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method acos] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" "کسینوس قوسی [code]س[/code] را به رادیان بر می گرداند.برای بدست آوردن زاویه " "کسینوس از[code] س [/code] استفاده بکنید.\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the hyperbolic arc (also called inverse) cosine of [param x], " "returning a value in radians. Use it to get the angle from an angle's cosine " "in hyperbolic space if [param x] is larger or equal to 1. For values of " "[param x] lower than 1, it will return 0, in order to prevent [method acosh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Returns 1.31695789692482\n" "cosh(a) # Returns 2\n" "\n" "var b = acosh(-1) # Returns 0\n" "[/codeblock]" msgstr "" "کسینوس قوسی [code]س[/code] را به رادیان بر می گرداند.برای بدست آوردن زاویه " "کسینوس از[code] س [/code] استفاده بکنید.\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the difference between the two angles (in radians), in the range of " "[code][-PI, +PI][/code]. When [param from] and [param to] are opposite, " "returns [code]-PI[/code] if [param from] is smaller than [param to], or " "[code]PI[/code] otherwise." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method asin] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" "کسینوس قوسی[code]س[/code] را به رادیان برمی گرداند . برای بدست آوردن زاویه " "کسینوس از [code] س [/code] استفاده بکنید.\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the hyperbolic arc (also called inverse) sine of [param x], " "returning a value in radians. Use it to get the angle from an angle's sine " "in hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" "[/codeblock]" msgstr "" "کسینوس هذلولی [code] s [/ code] را در رادیان برمی گرداند.\n" "[codeblock]\n" "# چاپ 1.543081\n" "چاپ (cosh (1))\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle " "from an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" "[codeblock]\n" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " "(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." msgstr "" "مماس قوس را برمی گرداند[code][/code]در رادیان. از آن برای گرفتن زاویه از " "مماس زاویه در مثلثات استفاده کنید:[code]\n" "atan (برنزه (زاویه)) == زاویه[/code]\n" "این روش نمی تواند بداند که زاویه در کدام ربع قرار می گیرد. اگر هر دو را " "دارید به [روش atan2] مراجعه کنید[code][/code]و[code]ایکس[/code]\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "مماس قوس [code] y / x [/ code] را بر حسب رادیان برمی گرداند. برای بدست آوردن " "زاویه مماس [کد] y / x [/ کد] استفاده کنید. برای محاسبه مقدار ، روش علامت هر " "دو آرگومان را به منظور تعیین ربع در نظر می گیرد.\n" "نکته مهم: مختصات Y طبق قرارداد اولویت اول را دارد.\n" "[codeblock]\n" "a = atan2 (0 ، -1) # a 3.141593 است\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " "returning a value in radians. Use it to get the angle from an angle's " "tangent in hyperbolic space if [param x] is between -1 and 1 (non-" "inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " "return positive [constant @GDScript.INF] in order to prevent [method atanh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Returns 1.47221948958322\n" "tanh(a) # Returns 0.9\n" "\n" "var b = atanh(-2) # Returns -inf\n" "tanh(b) # Returns -1\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the derivative at the given [param t] on a one-dimensional " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] " "defined by the given [param control_1], [param control_2], and [param end] " "points." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the point at the given [param t] on a one-dimensional [url=https://" "en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the " "given [param control_1], [param control_2], and [param end] points." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Decodes a byte array back to a [Variant] value, without decoding objects.\n" "[b]Note:[/b] If you need object deserialization, see [method " "bytes_to_var_with_objects]." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Decodes a byte array back to a [Variant] value. Decoding objects is " "allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "یک آرایه از نوع بایت را به یک مقدار تبدیل می کند. زمانی که " "[code]allow_objects[/code] برابر [code]true[/code] باشد این تبدیل مجاز " "است. [b]توجه:[/b] این شی تبدیل شده می تواند شامل کدی باشد که قابل اجراست. " "اگر شی مذکور از منبع نامعتبری دریافت شده این گزینه را فعال نکنید تا با " "مشکلات امنیتی مواجه نشوید(خط اجرای کد از راه دور)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i is 2.0\n" "i = ceil(1.001) # i is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." msgstr "" "[کد] s [/ code] را به سمت بالا گرد می کند (به سمت بی نهایت مثبت) ، کوچکترین " "عدد کل را که از [code] s [/ code] کمتر نیست ، برمی گرداند.\n" "[codeblock]\n" "i = سقف (1.45) # i 2 است\n" "i = سقف (1.001) # i برابر 2 است\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning a [float]." msgstr "" "[کد] s [/ code] را به سمت بالا گرد می کند (به سمت بی نهایت مثبت) ، کوچکترین " "عدد کل را که از [code] s [/ code] کمتر نیست ، برمی گرداند.\n" "[codeblock]\n" "i = سقف (1.45) # i 2 است\n" "i = سقف (1.001) # i برابر 2 است\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning an [int]." msgstr "" "[کد] s [/ code] را به سمت بالا گرد می کند (به سمت بی نهایت مثبت) ، کوچکترین " "عدد کل را که از [code] s [/ code] کمتر نیست ، برمی گرداند.\n" "[codeblock]\n" "i = سقف (1.45) # i 2 است\n" "i = سقف (1.001) # i برابر 2 است\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning a [Variant] not less than [param min] " "and not more than [param max]. Any values that can be compared with the less " "than and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b is 5.5\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " "[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " "[method Color.clamp] (not currently supported by this method).\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise clamping, and will pick [param min] if [code]value < min[/code] or " "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a is 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgstr "" "مقدار [کد] [/ code] را جمع می کند و مقداری را کمتر از [کد] دقیقه [/ کد] و " "حداکثر [کد] حداکثر [/ کد] را برمی گرداند.\n" "[codeblock]\n" "سرعت = 1000\n" "# a 20 است\n" "a = گیره (سرعت ، 1 ، 20)\n" "\n" "سرعت = -10\n" "# a 1 است\n" "a = گیره (سرعت ، 1 ، 20)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Clamps the [param value], returning an [int] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a is 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgstr "" "مقدار [کد] [/ code] را جمع می کند و مقداری را کمتر از [کد] دقیقه [/ کد] و " "حداکثر [کد] حداکثر [/ کد] را برمی گرداند.\n" "[codeblock]\n" "سرعت = 1000\n" "# a 20 است\n" "a = گیره (سرعت ، 1 ، 20)\n" "\n" "سرعت = -10\n" "# a 1 است\n" "a = گیره (سرعت ، 1 ، 20)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the cosine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "cos(PI * 2) # Returns 1.0\n" "cos(PI) # Returns -1.0\n" "cos(deg_to_rad(90)) # Returns 0.0\n" "[/codeblock]" msgstr "" "کسینوس زاویه [code] s [/ code] را به رادیان برمی گرداند.\n" "[codeblock]\n" "# چاپ 1 سپس -1\n" "چاپ (cos (PI * 2))\n" "چاپ (cos (PI))\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the hyperbolic cosine of [param x] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "کسینوس هذلولی [code] s [/ code] را در رادیان برمی گرداند.\n" "[codeblock]\n" "# چاپ 1.543081\n" "چاپ (cosh (1))\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two values by the factor defined in [param " "weight] with [param pre] and [param post] values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle].\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two values by the factor defined in [param " "weight] with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Converts from decibels to linear energy (audio)." msgstr "از دسی بل به انرژی خطی (صوتی) تبدیل می شود." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "var r = deg_to_rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "زاویه ای را که به درجه بیان می شود به رادیان تبدیل می کند.\n" "[codeblock]\n" "# r 3.141593 است\n" "r = deg2rad (180)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns an \"eased\" value of [param x] based on an easing function defined " "with [param curve]. This easing function is based on an exponent. The [param " "curve] can be any floating-point number, with specific values leading to the " "following behaviors:\n" "[codeblock lang=text]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- -1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" "print(OK) # Prints 0\n" "print(error_string(OK)) # Prints \"OK\"\n" "print(error_string(ERR_BUSY)) # Prints \"Busy\"\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Prints \"Out of memory\"\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "The natural exponential function. It raises the mathematical constant [i]e[/" "i] to the power of [param x] and returns it.\n" "[i]e[/i] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "var a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "عملکرد نمایی طبیعی. ثابت ریاضی [b] e [/ b] را به توان [code] s [/ code] می " "رساند و برمی گرداند.\n" "[b] e [/ b] مقدار تقریبی 2.71828 دارد و با [code] exp (1) [/ code] قابل " "دستیابی است.\n" "برای نمادها به پایگاه های دیگر از روش [روش Pow] استفاده کنید.\n" "[codeblock]\n" "a = exp (2) # تقریباً 39/7\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method floorf], [method floori], " "[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." msgstr "" "[کد] s [/ code] را به سمت پایین گرد می کند (به سمت بی نهایت منفی) ، بزرگترین " "کل عددی را که بیش از [کد] s [/ کد] نیست ، برمی گرداند.\n" "[codeblock]\n" "# a 2.0 است\n" "a = طبقه (2.99)\n" "# a -3.0 است\n" "a = طبقه (-2.99)\n" "[/ codeblock]\n" "[b] توجه: [/ b] این روش شناور را برمی گرداند. اگر به یک عدد صحیح نیاز " "دارید ، می توانید از [code] int (s) [/ code] به طور مستقیم استفاده کنید." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning an [int].\n" "[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], " "which rounds towards 0." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the floating-point remainder of [param x] divided by [param y], " "keeping the sign of [param x].\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the [code]%[/code] operator." msgstr "" "باقیمانده نقطه شناور [code] a / b [/ code] را برمی گرداند ، و نشانه [code] a " "[/ code] را حفظ می کند.\n" "[codeblock]\n" "# باقیمانده 1.5 است\n" "var باقیمانده = fmod (7 ، 5.5)\n" "[/ codeblock]\n" "برای عمل باقیمانده عدد صحیح ، از عملگر٪ استفاده کنید." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the floating-point modulus of [param x] divided by [param y], " "wrapping equally in positive and negative.\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" "\tvar x = i * 0.5 - 1.5\n" "\tprint(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "Prints:\n" "[codeblock lang=text]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgstr "" "مدول نقطه شناور [code] a / b [/ code] را برمی گرداند که به طور مساوی در مثبت " "و منفی قرار می گیرد.\n" "[codeblock]\n" "var i = -6\n" "در حالی که من <5:\n" "\tچاپ (من ، fposmod (من ، 3))\n" "\tمن + = 1\n" "[/ codeblock]\n" "تولید می کند:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Prints 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Prints 177670\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "هش عدد صحیح متغیر ارسالی را برمی گرداند.\n" "[codeblock]\n" "چاپ (هش (\"a\")) # چاپ 177670\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the [Object] that corresponds to [param instance_id]. All Objects " "have a unique instance ID. See also [method Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var drink = \"water\"\n" "\n" "func _ready():\n" "\tvar id = get_instance_id()\n" "\tvar instance = instance_from_id(id)\n" "\tprint(instance.foo) # Prints \"water\"\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" "\tpublic string Drink { get; set; } = \"water\";\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tulong id = GetInstanceId();\n" "\t\tvar instance = (MyNode)InstanceFromId(Id);\n" "\t\tGD.Print(instance.Drink); // Prints \"water\"\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "شیject مربوط به [code] instance_id [/ code] را برمی گرداند. همه اشیا دارای " "یک شناسه نمونه منحصر به فرد هستند.\n" "[codeblock]\n" "var foo = \"نوار\"\n" "func _ready ():\n" "\tvar id = get_instance_id ()\n" "\tvar inst = instance_from_id (id)\n" "\tprint (inst.foo) # نوار چاپ\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " "[param to] (inclusive). If [param weight] is located outside this range, " "then an extrapolation factor will be returned (return value lower than " "[code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on " "the result of [method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# middle is now 27.5.\n" "\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio is now 0.75.\n" "[/codeblock]\n" "See also [method lerp], which performs the reverse of this operation, and " "[method remap] to map a continuous series of values to another." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" "Here, \"approximately equal\" means that [param a] and [param b] are within " "a small internal epsilon of each other, which scales with the magnitude of " "the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "اگر [code] a [/ code] و [code] b [/ code] تقریباً برابر باشند ، [code] true " "[/ code] را برمی گرداند.\n" "در اینجا ، تقریباً برابر به این معناست که [کد] a [/ کد] و [کد] b [/ کد] در یک " "اپسیلون داخلی کوچک از یکدیگر قرار داشته باشند ، که با اندازه اعداد مقیاس می " "شوند.\n" "مقادیر بی نهایت علامت یکسان در نظر گرفته می شود." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity. See also [method " "is_inf] and [method is_nan]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity. See also [method is_finite] and [method is_nan]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns [code]true[/code] if the Object that corresponds to [param id] is a " "valid object (e.g. has not been deleted from memory). All Objects have a " "unique instance ID." msgstr "" "آیا [کد] نمونه [/ code] یک شی معتبر است (به عنوان مثال از حافظه حذف نشده " "است)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " "not been deleted from memory)." msgstr "" "آیا [کد] نمونه [/ code] یک شی معتبر است (به عنوان مثال از حافظه حذف نشده " "است)." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " "invalid) value. This method is needed as [constant @GDScript.NAN] is not " "equal to itself, which means [code]x == NAN[/code] can't be used to check " "whether a value is a NaN." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code], for value types, if [param a] and [param b] share " "the same value. Returns [code]true[/code], for reference types, if the " "references of [param a] and [param b] are the same.\n" "[codeblock]\n" "# Vector2 is a value type\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array is a reference type\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "These are [Variant] value types: [code]null[/code], [bool], [int], [float], " "[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " "[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " "[RID], [Callable] and [Signal].\n" "These are [Variant] reference types: [Object], [Dictionary], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedVector2Array], [PackedVector3Array], [PackedVector4Array], and " "[PackedColorArray]." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The " "comparison is done using a tolerance calculation with a small internal " "epsilon.\n" "This function is faster than using [method is_equal_approx] with one value " "as zero." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] to limit [param weight].\n" "Both [param from] and [param to] must be the same type. Supported types: " "[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], " "[Basis], [Transform2D], [Transform3D].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]. See also [method remap] to map a continuous " "series of values to another.\n" "[b]Note:[/b] For better type safety, use [method lerpf], [method " "Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method " "Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method " "Transform2D.interpolate_with], or [method Transform3D.interpolate_with]." msgstr "" "با یک مقدار نرمال شده بین دو مقدار درون یابی می کند. این مخالف [روش " "inverse_lerp] است.\n" "اگر آرگومان [code] از [/ code] و [code] به [/ code] از نوع [int] یا [float] " "باشد ، مقدار برگشتی [float] است.\n" "اگر هر دو از یک نوع بردار ([Vector2] ، [Vector3] یا [Color]) باشند ، مقدار " "بازگشتی از همان نوع خواهد بود ([code] lerp [/ code] سپس نوع بردار [code] " "lerp را فراخوانی می کند [ / کد] روش).\n" "[codeblock]\n" "lerp (0 ، 4 ، 0.75) # بازده 3.0\n" "lerp (Vector2 (1، 5)، Vector2 (3، 2)، 0.5) # Vector Returns2 (2، 3.5)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a [param weight] " "value between 0.0 and 1.0.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" "\tvar min_angle = deg_to_rad(0.0)\n" "\tvar max_angle = deg_to_rad(90.0)\n" "\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" "\telapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This function lerps through the shortest path between [param " "from] and [param to]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "با یک مقدار نرمال شده بین دو زاویه (در رادیان) درون یابی می کند.\n" "مشابه [روش lerp] است ، اما وقتی زاویه ها به اطراف [ثابت @ GDScript.TAU] " "بپیچند ، به درستی درون یابی می کنند.\n" "[codeblock]\n" "Sprite را گسترش می دهد\n" "var گذشت = 0.0\n" "func _process (دلتا):\n" "\tvar min_angle = deg2rad (0.0)\n" "\tvar max_angle = deg2rad (90.0)\n" "\tچرخش = lerp_angle (min_angle ، max_angle ، گذشته)\n" "\tگذشت + = دلتا\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] on the result of this function.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" "با یک مقدار نرمال شده بین دو مقدار درون یابی می کند. این مخالف [روش " "inverse_lerp] است.\n" "اگر آرگومان [code] از [/ code] و [code] به [/ code] از نوع [int] یا [float] " "باشد ، مقدار برگشتی [float] است.\n" "اگر هر دو از یک نوع بردار ([Vector2] ، [Vector3] یا [Color]) باشند ، مقدار " "بازگشتی از همان نوع خواهد بود ([code] lerp [/ code] سپس نوع بردار [code] " "lerp را فراخوانی می کند [ / کد] روش).\n" "[codeblock]\n" "lerp (0 ، 4 ، 0.75) # بازده 3.0\n" "lerp (Vector2 (1، 5)، Vector2 (3، 2)، 0.5) # Vector Returns2 (2، 3.5)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Converts from linear energy to decibels (audio). Since volume is not " "normally linear, this can be used to implement volume sliders that behave as " "expected.\n" "[b]Example:[/b] Change the Master bus's volume through a [Slider] node, " "which ranges from [code]0.0[/code] to [code]1.0[/code]:\n" "[codeblock]\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgstr "" "از انرژی خطی به دسی بل تبدیل می شود (صوتی). این را می توان برای پیاده سازی " "لغزنده های حجم که مطابق انتظار رفتار می کنند (از آنجا که میزان صدا خطی نیست) " "استفاده کرد. مثال:\n" "[codeblock]\n" "# \"اسلایدر\" به گره ای اشاره دارد که محدوده ای مانند HSlider یا VSlider را " "به ارث می برد.\n" "# دامنه آن باید پیکربندی شود تا از 0 به 1 برسد.\n" "# اگر می خواهید فقط صدای اتوبوس خاصی را تغییر دهید ، نام اتوبوس را تغییر " "دهید.\n" "AudioServer.set_bus_volume_db (AudioServer.get_bus_index (\"استاد\") ، " "linear2db ($ Slider.value))\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" "E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately " "2.71828). This is the amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm. To use base 10 logarithm, use " "[code]log(x) / log(10)[/code].\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" "لگاریتم طبیعی. مقدار زمان لازم برای رسیدن به سطح مشخصی از رشد مداوم.\n" "[b] توجه: [/ b] این همان عملکرد \"ورود\" در اکثر ماشین حساب ها نیست ، که از " "لگاریتم پایه 10 استفاده می کند.\n" "[codeblock]\n" "log (10) # بازده 2.302585\n" "[/ codeblock]\n" "[b] توجه: [/ b] لگاریتم [code] 0 [/ code] [code] -inf [/ code] را برمی " "گرداند ، در حالی که مقادیر منفی [code] -nan [/ code] را برمی گرداند." #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise maximum, and will pick the largest value when compared using [code]x < " "y[/code]. To perform component-wise maximum, use [method Vector2.max], " "[method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method " "Vector4.max], and [method Vector4i.max]." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" "maxf(3.6, 24) # Returns 24.0\n" "maxf(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "حداکثر دو مقدار را برمی گرداند.\n" "[codeblock]\n" "حداکثر (1 ، 2) # بازده 2\n" "حداکثر (-3.99 ، -4) # بازده -3.99\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the maximum of two [int] values.\n" "[codeblock]\n" "maxi(1, 2) # Returns 2\n" "maxi(-3, -4) # Returns -3\n" "[/codeblock]" msgstr "" "حداکثر دو مقدار را برمی گرداند.\n" "[codeblock]\n" "حداکثر (1 ، 2) # بازده 2\n" "حداکثر (-3.99 ، -4) # بازده -3.99\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Returns -6\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise minimum, and will pick the smallest value when compared using [code]x < " "y[/code]. To perform component-wise minimum, use [method Vector2.min], " "[method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method " "Vector4.min], and [method Vector4i.min]." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" "minf(3.6, 24) # Returns 3.6\n" "minf(-3.99, -4) # Returns -4.0\n" "[/codeblock]" msgstr "" "حداقل دو مقدار را برمی گرداند.\n" "[codeblock]\n" "دقیقه (1 ، 2) # بازده 1\n" "دقیقه (-99/3 ، -4) # بازده -4\n" "[/ codeblock" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the minimum of two [int] values.\n" "[codeblock]\n" "mini(1, 2) # Returns 1\n" "mini(-3, -4) # Returns -4\n" "[/codeblock]" msgstr "" "حداقل دو مقدار را برمی گرداند.\n" "[codeblock]\n" "دقیقه (1 ، 2) # بازده 1\n" "دقیقه (-99/3 ، -4) # بازده -4\n" "[/ codeblock" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Moves [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "[code] را با مقدار [code] delta [/ code] از [/ code] به سمت [code] به [code] " "انتقال می دهد.\n" "برای دور شدن از مقدار دلخواه [کد] دلتا [/ کد] استفاده کنید.\n" "[codeblock]\n" "حرکت به سمت (5 ، 10 ، 4) # بازده 9\n" "حرکت به سمت (10 ، 5 ، 4) # بازده 6\n" "حرکت به سمت (10 ، 5 ، -1.5) # بازده 11.5\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the smallest integer power of 2 that is greater than or equal to " "[param value].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be expected)\n" "nearest_po2(-1) # Returns 0 (this may not be expected)\n" "[/codeblock]\n" "[b]Warning:[/b] Due to its implementation, this method returns [code]0[/" "code] rather than [code]1[/code] for values less than or equal to [code]0[/" "code], with an exception for [param value] being the smallest negative 64-" "bit integer ([code]-9223372036854775808[/code]) in which case the [param " "value] is returned unchanged." msgstr "" "نزدیکترین توان مساوی یا بزرگتر 2 را برای مقدار [code] [/ code] عدد صحیح برمی " "گرداند.\n" "به عبارت دیگر ، کوچکترین مقدار [code] a [/ code] را برمی گرداند که در آن " "[code] a = pow (2، n) [/ code] به گونه ای است که مقدار [code] <= a [/ code] " "برای برخی غیر منفی integer [code] n [/ code].\n" "[codeblock]\n" "نزدیکترین_po2 (3) # بازده 4\n" "نزدیکترین_po2 (4) # بازده 4\n" "نزدیکترین_po2 (5) # بازده 8\n" "\n" "narest_po2 (0) # بازده 0 (این چیزی نیست که شما انتظار دارید)\n" "nests_po2 (-1) # بازده 0 (این ممکن است همان چیزی نباشد که انتظار دارید)\n" "[/ codeblock]\n" "[b] هشدار: [/ b] به دلیل نحوه اجرای آن ، این تابع به جای [کد] 1 [/ کد] [کد] " "0 [/ کد] را برای مقادیر غیر مثبت مقدار [کد] برمی گرداند [/ کد] (در واقع ، 1 " "کوچکترین قدرت صحیح 2 است)." #: doc/classes/@GlobalScope.xml msgid "" "Wraps [param value] between [code]0[/code] and the [param length]. If the " "limit is reached, the next value the function returns is decreased to the " "[code]0[/code] side or increased to the [param length] side (like a triangle " "wave). If [param length] is less than zero, it becomes positive.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Returns 3.0\n" "pingpong(-2.0, 3.0) # Returns 2.0\n" "pingpong(-1.0, 3.0) # Returns 1.0\n" "pingpong(0.0, 3.0) # Returns 0.0\n" "pingpong(1.0, 3.0) # Returns 1.0\n" "pingpong(2.0, 3.0) # Returns 2.0\n" "pingpong(3.0, 3.0) # Returns 3.0\n" "pingpong(4.0, 3.0) # Returns 2.0\n" "pingpong(5.0, 3.0) # Returns 1.0\n" "pingpong(6.0, 3.0) # Returns 0.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the integer modulus of [param x] divided by [param y] that wraps " "equally in positive and negative.\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" "\tprint(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Prints:\n" "[codeblock lang=text]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgstr "" "مدول عدد صحیح [code] a / b [/ code] را برمی گرداند که به طور مساوی در مثبت و " "منفی قرار می گیرد.\n" "[codeblock]\n" "var i = -6\n" "در حالی که من <5:\n" "\tچاپ (من ، posmod (من ، 3))\n" "\tمن + = 1\n" "[/ codeblock]\n" "تولید می کند:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" msgstr "" "نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " "گرداند.\n" "[codeblock]\n" "pow (2 ، 5) # 32 را برمی گرداند\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array a = [1, 2, 3];\n" "GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed. See also [member Engine.print_to_stdout] and [member " "ProjectSettings.application/run/disable_stdout]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" "When printing to standard output, the supported subset of BBCode is " "converted to ANSI escape codes for the terminal emulator to display. Support " "for ANSI escape codes varies across terminal emulators, especially for " "italic and strikethrough. In standard output, [code]code[/code] is " "represented with faint text but without any font change. Unsupported tags " "are left as-is in standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints \"Hello " "world!\", in green with a bold font.\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints " "\"Hello world!\", in green with a bold font.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed.\n" "[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" "lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " "tag's [code]address[/code] value is handled by [method OS.shell_open] when " "clicked." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to strings in the best way possible to the OS " "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " "dock. The output sent to the OS terminal can be seen when running Godot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" "[gdscript]\n" "# Prints \"ABC\" to terminal.\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "[/gdscript]\n" "[csharp]\n" "// Prints \"ABC\" to terminal.\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "هش عدد صحیح متغیر ارسالی را برمی گرداند.\n" "[codeblock]\n" "چاپ (هش (\"a\")) # چاپ 177670\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "هش عدد صحیح متغیر ارسالی را برمی گرداند.\n" "[codeblock]\n" "چاپ (هش (\"a\")) # چاپ 177670\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as an error.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // Prints \"test error\" to debugger and " "terminal as an error.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This function does not pause project execution. To print an " "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as a warning.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and " "terminal as a warning.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Returns 30\n" "rad_to_deg(PI) # Returns 180\n" "rad_to_deg(PI * 2) # Returns 360\n" "[/codeblock]" msgstr "" "زاویه ای را که به درجه بیان می شود به رادیان تبدیل می کند.\n" "[codeblock]\n" "# r 3.141593 است\n" "r = deg2rad (180)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " "where its first element is the randomized [int] value, and the second " "element is the same as [param seed]. Passing the same [param seed] " "consistently returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0]) # Prints 2879024997\n" "print(a[1]) # Prints 4\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Returns e.g. 0.375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // Returns e.g. 0.375671\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " "گرداند.\n" "[codeblock]\n" "pow (2 ، 5) # 32 را برمی گرداند\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # Returns e.g. 7.45315\n" "randf_range(-10, 10) # Returns e.g. -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" "GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " "گرداند.\n" "[codeblock]\n" "pow (2 ، 5) # 32 را برمی گرداند\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url], pseudo-random floating-point value from the specified " "[param mean] and a standard [param deviation]. This is also known as a " "Gaussian distribution.\n" "[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" "Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n" "GD.Randi() % 20; // Returns random integer between 0 and 19\n" "GD.Randi() % 100; // Returns random integer between 0 and 99\n" "GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random signed 32-bit integer between [param from] and [param to] " "(inclusive). If [param to] is lesser than [param from], they are swapped.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Returns either 0 or 1\n" "randi_range(-10, 1000) # Returns random integer between -10 and 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Returns either 0 or 1\n" "GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "The current implementation uses a number based on the device's time.\n" "[b]Note:[/b] This function is called automatically when the project is run. " "If you need to fix the seed to have consistent, reproducible results, use " "[method seed] to initialize the random number generator." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Maps a [param value] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " "[param value] is outside [code][istart, istop][/code], then the resulting " "value will also be outside [code][ostart, ostop][/code]. If this is not " "desired, use [method clamp] on the result of this function.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where multiple ranges are needed, consider using " "[Curve] or [Gradient] instead.\n" "[b]Note:[/b] If [code]istart == istop[/code], the return value is undefined " "(most likely NaN, INF, or -INF)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Allocates a unique ID which can be used by the implementation to construct " "an RID. This is used mainly from native extensions to implement servers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Creates an RID from a [param base]. This is used mainly from native " "extensions to build servers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" "If [param delta] is negative, this function will rotate away from [param " "to], toward the opposite angle, and will not go past the opposite angle." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0. Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" "round(2.6) # Returns 3\n" "[/codeblock]\n" "See also [method floor], [method ceil], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], or [method Vector4.round]." msgstr "" "[کد] s [/ code] را به سمت پایین گرد می کند (به سمت بی نهایت منفی) ، بزرگترین " "کل عددی را که بیش از [کد] s [/ کد] نیست ، برمی گرداند.\n" "[codeblock]\n" "# a 2.0 است\n" "a = طبقه (2.99)\n" "# a -3.0 است\n" "a = طبقه (-2.99)\n" "[/ codeblock]\n" "[b] توجه: [/ b] این روش شناور را برمی گرداند. اگر به یک عدد صحیح نیاز " "دارید ، می توانید از [code] int (s) [/ code] به طور مستقیم استفاده کنید." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Sets the seed for the random number generator to [param base]. Setting the " "seed manually can ensure consistent, repeatable results for most random " "functions.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a and b are now identical\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the same type of [Variant] as [param x], with [code]-1[/code] for " "negative values, [code]1[/code] for positive values, and [code]0[/code] for " "zeros. For [code]nan[/code] values it returns 0.\n" "Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # Returns -1\n" "sign(0.0) # Returns 0\n" "sign(6.0) # Returns 1\n" "sign(NAN) # Returns 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], " "[method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " "[param x] is positive, and [code]0.0[/code] if [param x] is zero. For " "[code]nan[/code] values of [param x] it returns 0.0.\n" "[codeblock]\n" "signf(-6.5) # Returns -1.0\n" "signf(0.0) # Returns 0.0\n" "signf(6.5) # Returns 1.0\n" "signf(NAN) # Returns 0.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param " "x] is positive, and [code]0[/code] if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" "signi(6) # Returns 1\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the sine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "sin(deg_to_rad(90)) # Returns 1.0\n" "[/codeblock]" msgstr "" "حداقل دو مقدار را برمی گرداند.\n" "[codeblock]\n" "دقیقه (1 ، 2) # بازده 1\n" "دقیقه (-99/3 ، -4) # بازده -4\n" "[/ codeblock" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the hyperbolic sine of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "کسینوس هذلولی [code] s [/ code] را در رادیان برمی گرداند.\n" "[codeblock]\n" "# چاپ 1.543081\n" "چاپ (cosh (1))\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a smooth cubic Hermite interpolation between [code]0[/code] and " "[code]1[/code].\n" "For positive ranges (when [code]from <= to[/code]) the return value is " "[code]0[/code] when [code]x <= from[/code], and [code]1[/code] when [code]x " ">= to[/code]. If [param x] lies between [param from] and [param to], the " "return value follows an S-shaped curve that smoothly transitions from " "[code]0[/code] to [code]1[/code].\n" "For negative ranges (when [code]from > to[/code]) the function is mirrored " "and returns [code]1[/code] when [code]x <= to[/code] and [code]0[/code] when " "[code]x >= from[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], " "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_range.webp]Smoothstep() return values with positive, zero, and " "negative ranges[/url]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "snapped(100, 32) # Returns 96\n" "snapped(3.14159, 0.01) # Returns 3.14\n" "\n" "snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" "[/codeblock]\n" "See also [method ceil], [method floor], and [method round].\n" "[b]Note:[/b] For better type safety, use [method snappedf], [method " "snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" "[کد] s [/ code] را به سمت پایین گرد می کند (به سمت بی نهایت منفی) ، بزرگترین " "کل عددی را که بیش از [کد] s [/ کد] نیست ، برمی گرداند.\n" "[codeblock]\n" "# a 2.0 است\n" "a = طبقه (2.99)\n" "# a -3.0 است\n" "a = طبقه (-2.99)\n" "[/ codeblock]\n" "[b] توجه: [/ b] این روش شناور را برمی گرداند. اگر به یک عدد صحیح نیاز " "دارید ، می توانید از [code] int (s) [/ code] به طور مستقیم استفاده کنید." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" "snappedf(32.0, 2.5) # Returns 32.5\n" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" "نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " "گرداند.\n" "[codeblock]\n" "pow (2 ، 5) # 32 را برمی گرداند\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" "[codeblock]\n" "snappedi(53, 16) # Returns 48\n" "snappedi(4096, 100) # Returns 4100\n" "[/codeblock]" msgstr "" "نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " "گرداند.\n" "[codeblock]\n" "pow (2 ، 5) # 32 را برمی گرداند\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the square root of [param x], where [param x] is a non-negative " "number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "sqrt(10.24) # Returns 3.2\n" "sqrt(-1) # Returns NaN\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). In " "C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "var n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any [Variant] type to a [String] in the " "best way possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Prints 3 (the number of elements in the array).\n" "print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts a formatted [param string] that was returned by [method var_to_str] " "to the original [Variant].\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" "var dict = str_to_var(data) # dict is a Dictionary\n" "print(dict[\"a\"]) # Prints 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "زاویه ای را که به درجه بیان می شود به رادیان تبدیل می کند.\n" "[codeblock]\n" "# r 3.141593 است\n" "r = deg2rad (180)\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the hyperbolic tangent of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 0.6\n" "[/codeblock]" msgstr "" "کسینوس هذلولی [code] s [/ code] را در رادیان برمی گرداند.\n" "[codeblock]\n" "# چاپ 1.543081\n" "چاپ (cosh (1))\n" "[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Converts the given [param variant] to the given [param type], using the " "[enum Variant.Type] values. This method is generous with how it handles " "types, it can automatically convert between array types, convert numeric " "[String]s to [int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " "return [constant Vector2.ZERO]. This method will never show error messages " "as long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and its type will be " "the same as the requested type.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" "type_convert(\"123\", TYPE_INT) # Returns 123\n" "type_convert(123.4, TYPE_INT) # Returns 123\n" "type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "print(TYPE_INT) # Prints 2\n" "print(type_string(TYPE_INT)) # Prints \"int\"\n" "print(type_string(TYPE_STRING)) # Prints \"String\"\n" "[/codeblock]\n" "See also [method typeof]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the internal type of the given [param variable], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if result is Array:\n" "\tprint(result[0]) # Prints \"a\"\n" "else:\n" "\tprint(\"Unexpected result!\")\n" "[/codeblock]\n" "See also [method type_string]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" "[b]Note:[/b] If you need object serialization, see [method " "var_to_bytes_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an " "empty value, regardless of the data." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " "can potentially include executable code). Deserialization can be done with " "[method bytes_to_var_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an " "empty value, regardless of the data." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Prints:\n" "[codeblock lang=text]\n" "{\n" "\t\"a\": 1,\n" "\t\"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a [WeakRef] instance holding a weak reference to [param obj]. " "Returns an empty [WeakRef] instance if [param obj] is [code]null[/code]. " "Prints an error and returns [code]null[/code] if [param obj] is neither " "[Object]-derived nor [code]null[/code].\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for " "something else. However, until the object is actually destroyed the weak " "reference may return the object even if there are no strong references to it." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the [Variant] [param value] between [param min] and [param max]. Can " "be used for creating loop-alike behavior or infinite surfaces.\n" "Variant types [int] and [float] are supported. If any of the arguments is " "[float] this function returns a [float], otherwise it returns an [int].\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "# a is 9 (int)\n" "\n" "var a = wrap(7, 5, 10)\n" "# a is 7 (int)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "# a is 5.5 (float)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the float [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method " "fposmod], so prefer using that instead.\n" "[method wrapf] is more flexible than using the [method fposmod] approach by " "giving the user control over the minimum value." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the integer [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [DisplayServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [EditorInterface] singleton.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [EngineDebugger] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [GDExtensionManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Geometry2D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Geometry3D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScriptBridge] singleton.\n" "[b]Note:[/b] Only implemented on the Web platform." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [NativeMenu] singleton.\n" "[b]Note:[/b] Only implemented on macOS." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [NavigationMeshGenerator] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer2D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer3D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer2D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer2DManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer3D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer3DManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [RenderingServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ResourceUID] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [TextServerManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ThemeDB] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Time] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [WorkerThreadPool] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [XRServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Left side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Top side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Right side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "گوشه بالا سمت چپ." #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "گوشه بالا سمت راست." #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "گوشه پایین سمت راست." #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "گوشهٔ چپ پایین." #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Counter-clockwise rotation. Used by some methods (e.g. [method " "Image.rotate_90])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "تراز افقی مرکز، معمولا برای کلاس های مشتق شده از متن." #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "تراز افقی راست، معمولا برای کلاس های مشتق شده از متن." #: doc/classes/@GlobalScope.xml msgid "Expand row to fit width, usually for text-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "تراز عمودی بالا، معمولاً برای کلاس های مشتق شده از متن." #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "تراز عمودی مرکز، معمولاً برای کلاس های مشتق شده از متن." #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "تراز عمودی پایین، معمولاً برای کلاس های مشتق شده از متن." #: doc/classes/@GlobalScope.xml msgid "Expand rows to fit height, usually for text-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the top of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the center of the inline object (e.g. image, table) to the position " "of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the baseline (user defined) of the inline object (e.g. image, table) " "to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] " "constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the bottom of the inline object (e.g. image, table) to the position " "of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns top of the inline object (e.g. image, table) to the top of the text. " "Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns center of the inline object (e.g. image, table) to the center of the " "text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | " "INLINE_ALIGNMENT_TO_CENTER[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns bottom of the inline object (e.g. image, table) to the bottom of the " "text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | " "INLINE_ALIGNMENT_TO_BOTTOM[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in XYZ order. When composing, the " "order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, " "and X last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in XZY order. When composing, the " "order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, " "and X last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in YXZ order. When composing, the " "order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, " "and Y last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in YZX order. When composing, the " "order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, " "and Y last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in ZXY order. When composing, the " "order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, " "and Z last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in ZYX order. When composing, the " "order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, " "and Z last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Enum value which doesn't correspond to any key. This is used to initialize " "[enum Key] properties with a generic state." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Keycodes with this bit applied are non-printable." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "کلید گریز." #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "کلید تب." #: doc/classes/@GlobalScope.xml msgid "Shift + Tab key." msgstr "کلید شیفت + تب." #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "کلید پس‌روب." #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "کلید بازگشت (روی صفحه کلید اصلی)." #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "کلید درج." #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "کلید زدایش." #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "کلید درنگ." #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "کلید چاپ صفحه." #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "کلید درخواست سیستم." #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "کلید پاک کردن." #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "کلید خانه." #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "کلید پایان." #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "کلید فلش چپ." #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "کلید فلش بالا." #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "کلید فلش راست." #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "کلید فلش پایین." #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "کلید شیفت." #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "کلید کنترل." #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "کلید Alt." #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "کلید F1." #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "کلید F2." #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "کلید F3." #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "کلید F4." #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "کلید F5." #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "کلید F6." #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "کلید F7." #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "کلید F8." #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "کلید F9." #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "کلید F10." #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "کلید F11." #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "کلید F12." #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "کلید F13." #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "کلید F14." #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "کلید F15." #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "کلید F16." #: doc/classes/@GlobalScope.xml msgid "F17 key." msgstr "کلید F17." #: doc/classes/@GlobalScope.xml msgid "F18 key." msgstr "کلید F18." #: doc/classes/@GlobalScope.xml msgid "F19 key." msgstr "کلید F19." #: doc/classes/@GlobalScope.xml msgid "F20 key." msgstr "کلید F20." #: doc/classes/@GlobalScope.xml msgid "F21 key." msgstr "کلید F21." #: doc/classes/@GlobalScope.xml msgid "F22 key." msgstr "کلید F22." #: doc/classes/@GlobalScope.xml msgid "F23 key." msgstr "کلید F23." #: doc/classes/@GlobalScope.xml msgid "F24 key." msgstr "کلید F24." #: doc/classes/@GlobalScope.xml msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hyper key. (On Linux/X11 only)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Back key." msgstr "کلید ذ(B)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Forward key." msgstr "کلید فلش پایین." #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Refresh key." msgstr "کلید جستجو." #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "کلید آهنگ پیشین." #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "کلید آهنگ بعدی." #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "کلید دلخواه‌ها." #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "کلید جستجو." #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "\"Globe\" key on Mac / iPad keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "\"On-screen keyboard\" key on iPad keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "英数 key on Mac keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "かな key on Mac keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "کلید ناشناخته." #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "کلید فاصله." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Exclamation mark ([code]![/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Double quotation mark ([code]\"[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Number sign or [i]hash[/i] ([code]#[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Dollar sign ([code]$[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Percent sign ([code]%[/code]) key." msgstr "عملگر بزرگتر از ([code]>[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Ampersand ([code]&[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Apostrophe ([code]'[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Left parenthesis ([code]([/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Right parenthesis ([code])[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Asterisk ([code]*[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Plus ([code]+[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Comma ([code],[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Minus ([code]-[/code]) key." msgstr "گرهٔ درونداد [code]null[/code] است." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Period ([code].[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Slash ([code]/[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Number 0 key." msgstr "کلید شمارهٔ ۰." #: doc/classes/@GlobalScope.xml msgid "Number 1 key." msgstr "کلید شمارهٔ ۱." #: doc/classes/@GlobalScope.xml msgid "Number 2 key." msgstr "کلید شمارهٔ ۲." #: doc/classes/@GlobalScope.xml msgid "Number 3 key." msgstr "کلید شمارهٔ ۳." #: doc/classes/@GlobalScope.xml msgid "Number 4 key." msgstr "کلید شمارهٔ ۴." #: doc/classes/@GlobalScope.xml msgid "Number 5 key." msgstr "کلید شمارهٔ ۵." #: doc/classes/@GlobalScope.xml msgid "Number 6 key." msgstr "کلید شمارهٔ ۶." #: doc/classes/@GlobalScope.xml msgid "Number 7 key." msgstr "کلید شمارهٔ ۷." #: doc/classes/@GlobalScope.xml msgid "Number 8 key." msgstr "کلید شمارهٔ ۸." #: doc/classes/@GlobalScope.xml msgid "Number 9 key." msgstr "کلید شمارهٔ ۹." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Colon ([code]:[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Semicolon ([code];[/code]) key." msgstr "عملگر نابرابری ([code]!=[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Less-than sign ([code]<[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Equal sign ([code]=[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Greater-than sign ([code]>[/code]) key." msgstr "عملگر بزرگتر از ([code]>[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Question mark ([code]?[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "At sign ([code]@[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "کلید ش(A)." #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "کلید ذ(B)." #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "کلید ز(C)." #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "کلید ی(D)." #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "کلید ث(E)." #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "کلید ب(F)." #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "کلید ل(G)." #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "کلید ا(H)." #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "کلید ه(I)." #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "کلید ت(J)." #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "کلید ن(K)." #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "کلید م(L)." #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "کلید پ(M)." #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "کلید د(N)." #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "کلید خ(O)." #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "کلید ح(P)." #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "کلید ض(Q)." #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "کلید ق(R)." #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "کلید س(S)." #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "کلید ف(T)." #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "کلید ع(U)." #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "کلید ر(V)." #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "کلید ص(W)." #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "کلید ط(X)." #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "کلید غ(Y)." #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "کلید ظ(Z)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Left bracket ([code][lb][/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Backslash ([code]\\[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Right bracket ([code][rb][/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Caret ([code]^[/code]) key." msgstr "عملگر بزرگتر از ([code]>[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Underscore ([code]_[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Backtick ([code]`[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Left brace ([code]{[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Vertical bar or [i]pipe[/i] ([code]|[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Right brace ([code]}[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Tilde ([code]~[/code]) key." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Yen symbol ([code]¥[/code]) key." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Section sign ([code]§[/code]) key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Automatically remapped to [constant KEY_META] on macOS and [constant " "KEY_CTRL] on other platforms, this mask is never set in the actual events, " "and should be used for key mapping only." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Alt or Option (on macOS) key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Command (on macOS) or Meta/Windows key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Control key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Keypad key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Used for keys which only appear once, or when a comparison doesn't need to " "differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n" "For example, when using [method InputEvent.is_match], an event which has " "[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " "passed event." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A key which is to the left of its twin." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A key which is to the right of its twin." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Primary mouse button, usually assigned to the left button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Secondary mouse button, usually assigned to the right button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "دکمه میانی موس." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel scrolling up." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel scrolling down." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Extra mouse button 1. This is sometimes present, usually to the sides of the " "mouse." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Extra mouse button 2. This is sometimes present, usually to the sides of the " "mouse." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Primary mouse button mask, usually for the left button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Secondary mouse button mask, usually for the right button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "An invalid game controller button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button A. Corresponds to the bottom action button: Sony " "Cross, Xbox A, Nintendo B." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button B. Corresponds to the right action button: Sony " "Circle, Xbox B, Nintendo A." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button X. Corresponds to the left action button: Sony " "Square, Xbox X, Nintendo Y." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button Y. Corresponds to the top action button: Sony " "Triangle, Xbox Y, Nintendo X." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, " "Nintendo - button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home " "button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL start button. Corresponds to the Sony Options, Xbox " "Menu, Nintendo + button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS " "button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/" "RS button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox " "LB button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox " "RB button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad up button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad down button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad left button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad right button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL miscellaneous button. Corresponds to Xbox share button, " "PS5 microphone button, Nintendo Switch capture button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 1 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 2 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 3 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 4 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL touchpad button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The number of SDL game controller buttons." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- [b]Android:[/b] Up to 36 buttons.\n" "- [b]Linux:[/b] Up to 80 buttons.\n" "- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons." msgstr "" #: doc/classes/@GlobalScope.xml msgid "An invalid game controller axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller left joystick x-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller left joystick y-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller right joystick x-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller right joystick y-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller left trigger axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller right trigger axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The number of SDL game controller axes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller axes: OpenVR supports up to 5 " "Joysticks making a total of 10 axes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Does not correspond to any MIDI message. This is the default value of " "[member InputEventMIDI.message]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when a note is released.\n" "[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI message sent when a note is pressed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " "controller is any input that doesn't play notes. These may include sliders " "for volume, balance, and panning, as well as switches and pedals. See the " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant " "MIDI_MESSAGE_AFTERTOUCH]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the value of the pitch bender changes, usually a " "wheel on the MIDI device." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " "standardized and it's highly dependent on the MIDI device sending it.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent every quarter frame to keep connected MIDI devices " "synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to jump onto a new position in the current sequence or " "song.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to select a sequence or song to play.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to start the current sequence or song from the beginning." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI message sent to pause the current sequence or song." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned " "on." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value [code]0[/code], and all other error constants " "are positive integers, it can also be used in boolean checks.\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" "\tprinterr(\"Failure!\")\n" "\n" "# Or, alternatively:\n" "if error:\n" "\tprinterr(\"Still failing!\")\n" "[/codeblock]\n" "[b]Note:[/b] Many functions do not return an error code, but will print " "error messages to standard output." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "خطای دور از دسترس." #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "خطای پیکربندی نشده." #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Parameter range error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Not found error." msgstr "پرونده: خطا در یافتن." #: doc/classes/@GlobalScope.xml msgid "File: Bad drive error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "پرونده: خطای بدیِ مسیر." #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Can't open error." msgstr "پرونده: خطای ناتوانی در گشودن." #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." msgstr "پرونده: خطای ناتوانی در نوشتن." #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." msgstr "پرونده: خطای ناتوانی در خواندن." #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Corrupt error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "پرونده: خطای پایان پرونده (EOF)." #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "خطای ناتوانی در گشودن." #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "خطای ناتوانی در ساخت." #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Locked error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "خطای ناتوانی در اتصال." #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "خطای اتصال." #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "خطای دادهٔ نامعتبر." #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "پایگاه داده: خطای خواندن." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "پایگاه داده: خطای نوشتن." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Script failed error." msgstr "خطای ناکامی اسکریپت." #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Parse error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Help error. Used internally when passing [code]--version[/code] or [code]--" "help[/code] as executable options." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Bug error, caused by an implementation issue in the method.\n" "[b]Note:[/b] If a built-in method returns this code, please open an issue on " "[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/" "url]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error (This is an easter egg, no built-in methods return " "this error code)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property has no hint for the editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_less\"[/code] to allow manual input going respectively " "above the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " "exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), [code]" "\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] to " "hide the slider." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " "list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]" "\"Hello,Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from " "either end of a name. For integer properties, the first name in the list has " "value 0, the next 1, and so on. Explicit values can also be specified by " "appending [code]:integer[/code] to the name, e.g. [code]" "\"Zero,One,Three:3,Four,Six:6\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still " "accepts arbitrary values and can be empty. The list of values serves to " "suggest possible values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/" "out easing and limit values to be greater than or equal to zero." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a vector property should allow its components to be linked. For " "example, this allows [member Vector2.x] and [member Vector2.y] to be edited " "together." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask with named bit flags.\n" "The hint string is a comma separated list of names such as [code]" "\"Bit0,Bit1,Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from " "either end of a name. The first name in the list has value 1, the next 2, " "then 4, 8, 16 and so on. Explicit values can also be specified by appending " "[code]:integer[/code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You " "can also combine several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " "[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " "value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A " "is 16, B is 2, C is 4." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named " "avoidance layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a directory. Editing it will " "show a file dialog for picking the path." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards, like [code]" "\"*.png,*.jpg\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is an absolute path to a directory outside " "the project folder. Editing it will show a file dialog for picking the path." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture2D\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is text with line breaks. Editing it will " "show a text input field where line breaks can be typed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that a [String] property is an [Expression]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property should show a placeholder text on its input " "field, if empty. The hint string is the placeholder text to use." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [Color] property should be edited without affecting its " "transparency ([member Color.a] is not editable)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that the property's value is an object encoded as object ID, with its " "type specified in the hint string. Used by the debugger." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "If a property is [String], hints that the property represents a particular " "type (class). This allows to select a type from the create dialog. The " "property will store the selected type as a string.\n" "If a property is [Array], hints the editor how to show elements. The " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code].\n" "If a property is [Dictionary], hints the editor how to show elements. The " "[code]hint_string[/code] is the same as [Array], with a [code]\";\"[/code] " "separating the key and value.\n" "[codeblocks]\n" "[gdscript]\n" "# Array of elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Two-dimensional array of elem_type (array of arrays of elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Three-dimensional array of elem_type (array of arrays of arrays of " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array of elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Two-dimensional array of elemType (array of arrays of elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Three-dimensional array of elemType (array of arrays of arrays of " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Examples:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # " "Array of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " "strings (file paths).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " "of floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " "1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Two\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // Array of integers (an " "enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array of strings (file paths).\n" "hintString = $\"{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Array of textures.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" "dimensional array of floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/" "{PropertyHint.MultilineText:D}:\"; // Two-dimensional array of multiline " "strings.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/" "{PropertyHint.Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in " "range from -1 to 1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Two-dimensional array of " "textures.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The trailing colon is required for properly detecting built-in " "types." msgstr "" #: doc/classes/@GlobalScope.xml msgid "This hint is not used by the engine." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that an object is too big to be sent via the debugger." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the project's directory. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " "FileDialog.filters]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the entire filesystem. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " "FileDialog.filters]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string. The hint string contains the type of the array (e.g. [code]" "\"String\"[/code]).\n" "Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for " "more control over the stored type." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is a [Dictionary] with the stored types specified in " "the hint string. The hint string contains the key and value types separated " "by a semicolon (e.g. [code]\"int;String\"[/code]).\n" "Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for " "more control over the stored types." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Node]-derived type, optionally " "specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it " "will show a dialog for picking a node from the scene." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [Callable] property should be displayed as a clickable button. " "When the button is pressed, the callable is called. The hint string " "specifies the button text and optionally an icon from the [code]" "\"EditorIcons\"[/code] theme type.\n" "[codeblock lang=text]\n" "\"Click me!\" - A button with the text \"Click me!\" and the default " "\"Callable\" icon.\n" "\"Click me!,ColorRect\" - A button with the text \"Click me!\" and the " "\"ColorRect\" icon.\n" "[/codeblock]\n" "[b]Note:[/b] A [Callable] cannot be properly serialized and stored in a " "file, so it is recommended to use [constant PROPERTY_USAGE_EDITOR] instead " "of [constant PROPERTY_USAGE_DEFAULT]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property will be changed on its own after setting, such as " "[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a boolean property will enable the feature associated with the " "group that it occurs in. Only works within a group or subgroup. Use the " "optional hint string [code]\"feature\"[/code] when the group only has " "variables that are meaningful when the feature is enabled.\n" "[b]Note:[/b] The [code]\"feature\"[/code] hint string does not modify or " "reset any values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] or [StringName] property is the name of an input " "action. This allows the selection of any action name from the Input Map in " "the Project Settings. The hint string may contain two options separated by " "commas:\n" "- If it contains [code]\"show_builtin\"[/code], built-in input actions are " "included in the selection.\n" "- If it contains [code]\"loose_mode\"[/code], loose mode is enabled. This " "allows inserting any action name even if it's not present in the input map." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum PropertyHint] enum." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is serialized and saved in the scene file (default for exported " "properties)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is shown in the [EditorInspector] (default for exported " "properties)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is excluded from the class reference." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is checked in the [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "برای کنار هم دسته‌بندی کردن ویژگی‌ها درون ویراستار بکار می‌رود." #: doc/classes/@GlobalScope.xml msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is a bitfield, i.e. it contains multiple flags represented as " "bits." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable. [constant PROPERTY_USAGE_SCRIPT_VARIABLE] " "can be used to distinguish between exported script variables from built-in " "variables (which don't have this usage flag). By default, [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] is [b]not[/b] applied to variables that are " "created by overriding [method Object._get_property_list] in a script." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "If this property is modified, all inspector fields will be refreshed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "This flag is not used by the engine." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is a variable of enum type, i.e. it only takes named integer " "constants from its associated enumeration." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "If property has [code]nil[/code] as default value, its type will be " "[Variant]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is an array." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should never be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [NodePath] property will always be relative to the scene's root. Mostly " "useful for local resources." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Use when a resource is created on the fly, i.e. the getter will always " "return a different instance. [ResourceSaver] needs this information to " "properly save such resources." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is considered a basic setting and will appear even when " "advanced mode is disabled. Used for project settings." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is read-only in the [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "An export preset property with this flag contains confidential information " "and is stored separately from the rest of the export preset configuration." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default usage (storage and editor)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default usage but without showing the property in the editor (storage)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "پرچم برای یک روش بهنجار." #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "پرچم برای یک روش ویراستار." #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "پرچم برای یک روش ثابت." #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a method with a variable number of arguments." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a static method." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Used internally. Allows to not dump core virtual methods (such as [method " "Object._notification]) to the JSON API." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Flag for a virtual method that is required." msgstr "پرچم برای یک روش بهنجار." #: doc/classes/@GlobalScope.xml msgid "Default method flags (normal)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2i]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2i]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3i]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector4]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector4i]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quaternion]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform3D]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Projection]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [StringName]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Callable]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Signal]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedByteArray]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedInt32Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedInt64Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedFloat32Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedFloat64Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedStringArray]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector2Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector3Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedColorArray]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector4Array]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "عملگر برابری ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "عملگر نابرابری ([code]!=[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "عملگر کوچکتر از ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "عملگر کوچکتر یا برابر ([code]<=[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "عملگر بزرگتر از ([code]>[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "عملگر بزرگتر یا برابر ([code]>=[/code])." #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Power operator ([code]**[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "" #: doc/classes/AABB.xml msgid "A 3D axis-aligned bounding box." msgstr "" #: doc/classes/AABB.xml msgid "" "The [AABB] built-in [Variant] type represents an axis-aligned bounding box " "in a 3D space. It is defined by its [member position] and [member size], " "which are [Vector3]. It is frequently used for fast overlap tests (see " "[method intersects]). Although [AABB] itself is axis-aligned, it can be " "combined with [Transform3D] to represent a rotated or skewed bounding box.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " "There is no version of [AABB] that uses integer coordinates.\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " "negative size, most [AABB] methods do not work correctly. Use [method abs] " "to get an equivalent [AABB] with a non-negative size.\n" "[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " "if both [member position] and [member size] are zero (equal to [constant " "Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Plane.xml #: doc/classes/Rect2.xml doc/classes/Rect2i.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml doc/classes/Vector2.xml doc/classes/Vector2i.xml #: doc/classes/Vector3.xml doc/classes/Vector3i.xml msgid "Math documentation index" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Rect2i.xml #: doc/classes/Vector2.xml doc/classes/Vector2i.xml doc/classes/Vector3.xml #: doc/classes/Vector3i.xml msgid "Vector math" msgstr "ریاضی بردار" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "ریاضیات پیشرفتهٔ بردار" #: doc/classes/AABB.xml msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Prints (-15.0, -10.0, 0.0)\n" "print(absolute.size) # Prints (20.0, 10.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" "GD.Print(absolute.Size); // Prints (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " "negative, as most other methods in Godot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses " "the [param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AABB.xml msgid "" "Returns a copy of this bounding box expanded to align the edges with the " "given [param to_point], if necessary.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0.0, 0.0, 0.0)\n" "print(box.size) # Prints (10.0, 2.0, 5.0)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5.0, 0.0, 0.0)\n" "print(box.size) # Prints (15.0, 2.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the position of one of the 8 vertices that compose this bounding " "box. With a [param idx] of [code]0[/code] this is the same as [member " "position], and a [param idx] of [code]7[/code] is the same as [member end]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the longest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints Z\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_longest_axis_index] and [method get_longest_axis_size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the longest dimension of this bounding box's [member size].\n" "For an example, see [method get_longest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the shortest normalized axis of this bounding box's [member size], " "as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or " "[constant Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints X\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_shortest_axis_index] and [method " "get_shortest_axis_size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" "For an example, see [method get_shortest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the vertex's position of this bounding box that's the farthest in " "the given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * " "size.y * size.z[/code]. See also [method has_volume]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns a copy of this bounding box extended on all sides by the given " "amount [param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0.0, 0.0, 0.0)\n" "print(a.size) # Prints (16.0, 16.0, 16.0)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2.0, -2.0, -2.0)\n" "print(b.size) # Prints (12.0, 8.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " "[b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid bounding box." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box has a surface or a length, " "that is, at least one component of [member size] is greater than [code]0[/" "code]. Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if this bounding box's width, height, and depth " "are all positive. See also [method get_volume]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AABB.xml msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " "the edge, returns a flat [AABB] with no volume (see [method has_surface] and " "[method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2.0, 0.0, 2.0)\n" "print(intersection.size) # Prints (3.0, 2.0, 4.0)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If you only need to know whether two bounding boxes are " "intersecting, use [method intersects], instead." msgstr "" #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if this bounding box is on both sides of the given " "[param plane]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AABB.xml msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" "The ray begin at [param from], faces [param dir] and extends towards " "infinity." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the first point where this bounding box and the given segment " "intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" "code].\n" "The segment begins at [param from] and ends at [param to]." msgstr "" #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if this bounding box and [param aabb] are " "approximately equal, by calling [method Vector3.is_equal_approx] on the " "[member position] and the [member size]." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if this bounding box's values are finite, by " "calling [method Vector3.is_finite] on the [member position] and the [member " "size]." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/AABB.xml msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." msgstr "" #: doc/classes/AABB.xml msgid "" "The ending point. This is usually the corner on the top-right and back of " "the bounding box, and is equivalent to [code]position + size[/code]. Setting " "this point affects the [member size]." msgstr "" #: doc/classes/AABB.xml msgid "" "The origin point. This is usually the corner on the bottom-left and forward " "of the bounding box." msgstr "" #: doc/classes/AABB.xml msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " "[member position] is the bottom-left-forward corner, and the [member end] is " "the top-right-back corner. To get an equivalent bounding box with non-" "negative size, use [method abs]." msgstr "" #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/AABB.xml msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" "[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * " "aabb[/code]. See [method Transform3D.inverse].\n" "For transforming by inverse of an affine transformation (e.g. with scaling) " "[code]transform.affine_inverse() * aabb[/code] can be used instead. See " "[method Transform3D.affine_inverse]." msgstr "" #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns [code]true[/code] if both [member position] and [member size] of the " "bounding boxes are exactly equal, respectively.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/AcceptDialog.xml msgid "A base dialog used for user notification." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " "canceled] signals allow to make the two actions different, and the [method " "add_button] method allows to add custom buttons and actions." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button. [param action] will be passed to the " "[signal custom_action] signal when pressed.\n" "If [code]true[/code], [param right] will place the button to the right of " "any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Adds a button with label [param name] and a cancel action to the dialog and " "returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Removes the [param button] from the dialog. Does NOT free the [param " "button]. The [param button] must be a [Button] added with [method " "add_button] or [method add_cancel_button] method. After removal, pressing " "the [param button] will no longer emit this dialog's [signal custom_action] " "or [signal canceled] signals." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog will be hidden when the [code]ui_cancel[/" "code] action is pressed (by default, this action is bound to [constant " "KEY_ESCAPE])." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " "when receiving the [signal confirmed] signal, and handle hiding the dialog " "in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The text displayed by the OK button (see [method get_ok_button]). If empty, " "a default text will be used." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Emitted when the dialog is closed or the button created with [method " "add_cancel_button] is pressed." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The minimum height of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The minimum width of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The size of the vertical space between the dialog's content and the button " "row." msgstr "" #: doc/classes/AcceptDialog.xml msgid "The panel that fills the background of the window." msgstr "" #: doc/classes/AESContext.xml msgid "Provides access to AES encryption/decryption of raw data." msgstr "" #: doc/classes/AESContext.xml msgid "" "This class holds the context information required for encryption and " "decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " "and AES-CBC modes are supported.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" "\tvar key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" "\tvar data = \"My secret text!!\" # Data size must be multiple of 16 bytes, " "apply padding if needed.\n" "\t# Encrypt ECB\n" "\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" "\tvar encrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt ECB\n" "\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" "\tvar decrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check ECB\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "\n" "\tvar iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" "\t# Encrypt CBC\n" "\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tencrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt CBC\n" "\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tdecrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check CBC\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" "\tprivate AesContext _aes = new AesContext();\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tstring key = \"My secret key!!!\"; // Key must be either 16 or 32 " "bytes.\n" "\t\tstring data = \"My secret text!!\"; // Data size must be multiple of 16 " "bytes, apply padding if needed.\n" "\t\t// Encrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] decrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check ECB\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" "\t\tstring iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" "\t\t// Encrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tdecrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check CBC\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" #: doc/classes/AESContext.xml msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" #: doc/classes/AESContext.xml msgid "" "Start the AES context in the given [param mode]. A [param key] of either 16 " "or 32 bytes must always be provided, while an [param iv] (initialization " "vector) of exactly 16 bytes, is only needed when [param mode] is either " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" #: doc/classes/AESContext.xml msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " "given [param src]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some " "padding if needed." msgstr "" #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AimModifier3D.xml msgid "The [AimModifier3D] rotates a bone to look at a reference bone." msgstr "" #: doc/classes/AimModifier3D.xml msgid "" "This is a simple version of [LookAtModifier3D] that only allows bone to the " "reference without advanced options such as angle limitation or time-based " "interpolation.\n" "The feature is simplified, but instead it is implemented with smooth " "tracking without euler, see [method set_use_euler]." msgstr "" #: doc/classes/AimModifier3D.xml #, fuzzy msgid "Returns the forward axis of the bone." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AimModifier3D.xml msgid "" "Returns the axis of the first rotation. It is enabled only if [method " "is_using_euler] is [code]true[/code]." msgstr "" #: doc/classes/AimModifier3D.xml #, fuzzy msgid "Returns [code]true[/code] if it provides rotation with using euler." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AimModifier3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if it provides rotation by two axes. It is enabled " "only if [method is_using_euler] is [code]true[/code]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AimModifier3D.xml #, fuzzy msgid "Sets the forward axis of the bone." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AimModifier3D.xml msgid "" "Sets the axis of the first rotation. It is enabled only if [method " "is_using_euler] is [code]true[/code]." msgstr "" #: doc/classes/AimModifier3D.xml msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation with " "using euler.\n" "If sets [param enabled] to [code]false[/code], it provides rotation with " "using rotation by arc generated from the forward axis vector and the vector " "toward the reference." msgstr "" #: doc/classes/AimModifier3D.xml msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation by two " "axes. It is enabled only if [method is_using_euler] is [code]true[/code]." msgstr "" #: doc/classes/AimModifier3D.xml doc/classes/ConvertTransformModifier3D.xml #: doc/classes/CopyTransformModifier3D.xml #, fuzzy msgid "The number of settings in the modifier." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimatableBody2D.xml msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" #: doc/classes/AnimatableBody2D.xml msgid "" "An animatable 2D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform2D].\n" "When [AnimatableBody2D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" #: doc/classes/AnimatableBody2D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" "An animatable 3D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform3D].\n" "When [AnimatableBody3D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" #: doc/classes/AnimatableBody3D.xml doc/classes/BoxShape3D.xml #: doc/classes/CapsuleShape3D.xml doc/classes/ConcavePolygonShape3D.xml #: doc/classes/ConvexPolygonShape3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/ProjectSettings.xml doc/classes/RigidBody3D.xml #: doc/classes/SphereShape3D.xml doc/classes/StaticBody3D.xml msgid "3D Physics Tests Demo" msgstr "" #: doc/classes/AnimatableBody3D.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera3D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/Environment.xml doc/classes/GPUParticles3D.xml #: doc/classes/Light3D.xml doc/classes/Material.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance3D.xml doc/classes/Quaternion.xml #: doc/classes/Skeleton3D.xml doc/classes/SpotLight3D.xml #: doc/classes/StaticBody3D.xml doc/classes/VoxelGI.xml #: doc/classes/VoxelGIData.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter (TPS) Demo" msgstr "" #: doc/classes/AnimatableBody3D.xml doc/classes/Basis.xml #: doc/classes/CharacterBody3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/Dictionary.xml doc/classes/FileAccess.xml doc/classes/Input.xml #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml #: doc/classes/InputEventMouseMotion.xml doc/classes/RayCast3D.xml #: doc/classes/StaticBody3D.xml doc/classes/SurfaceTool.xml #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml #: doc/classes/Thread.xml doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" #: doc/classes/AnimatedSprite2D.xml msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite2D.xml msgid "" "[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries " "multiple textures as animation frames. Animations are created using a " "[SpriteFrames] resource, which allows you to import image files (or a folder " "containing said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml #: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml #: doc/classes/VisibleOnScreenNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Returns the actual playing speed of current animation or [code]0[/code] if " "not playing. This speed is the [member speed_scale] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method.\n" "Returns a negative value if the current animation is playing backwards." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if an animation is currently playing (even if " "[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Pauses the currently playing animation. The [member frame] and [member " "frame_progress] will be kept and calling [method play] or [method " "play_backwards] without arguments will resume the animation from the current " "playback position.\n" "See also [method stop]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Plays the animation with key [param name]. If [param custom_speed] is " "negative and [param from_end] is [code]true[/code], the animation will play " "backwards (which is equivalent to calling [method play_backwards]).\n" "If this method is called with that same animation [param name], or with no " "[param name] parameter, the assigned animation will resume playing if it was " "paused." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Sets [member frame] and [member frame_progress] to the given values. Unlike " "setting [member frame], this method does not reset the [member " "frame_progress] to [code]0.0[/code] implicitly.\n" "[b]Example:[/b] Change the animation while keeping the same [member frame] " "and [member frame_progress]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The current animation from the [member sprite_frames] resource. If this " "value is changed, the [member frame] counter and the [member frame_progress] " "are reset." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "The key of the animation to play when the scene loads." msgstr "" #: doc/classes/AnimatedSprite2D.xml msgid "" "If [code]true[/code], texture will be centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " "pixels. To prevent this, set this property to [code]false[/code], or " "consider enabling [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The displayed animation frame's index. Setting this property also resets " "[member frame_progress]. If this is not desired, use [method " "set_frame_and_progress]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The progress value between [code]0.0[/code] and [code]1.0[/code] until the " "current frame transitions to the next frame. If the animation is playing " "backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]." msgstr "" #: doc/classes/AnimatedSprite2D.xml msgid "The texture's drawing offset." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "The speed scaling ratio. For example, if this value is [code]1[/code], then " "the animation plays at normal speed. If it's [code]0.5[/code], then it plays " "at half speed. If it's [code]2[/code], then it plays at double speed.\n" "If set to a negative value, the animation is played in reverse. If set to " "[code]0[/code], the animation will not advance." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member animation] changes." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Emitted when the animation reaches the end, or the start if it is played in " "reverse. When the animation finishes, it pauses the playback.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when the animation loops." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changes." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member sprite_frames] changes." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " "multiple textures as animation [member sprite_frames]. Animations are " "created using a [SpriteFrames] resource, which allows you to import image " "files (or a folder containing said files) to provide the animation frames " "for the sprite. The [SpriteFrames] resource can be configured in the editor " "via the SpriteFrames bottom panel." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "This class does not work properly in current versions and may be removed in " "the future. There is currently no equivalent workaround." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] " "resource can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " "property, as well as each frame's duration (see [method " "set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " "automatically after playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Returns the given [param frame]'s duration, in seconds." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's [Texture2D]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " "during playback." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value " "for the animation to take new frames into account. The maximum number of " "frames is [constant MAX_FRAMES]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. " "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "The animation speed is multiplied by this value. If set to a negative value, " "the animation is played in reverse." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" #: doc/classes/Animation.xml msgid "Holds data that can be used to animate anything in the engine." msgstr "" #: doc/classes/Animation.xml msgid "" "This resource holds data that can be used to animate anything in the engine. " "Animations are divided into tracks and each track must be linked to a node. " "The state of that node can be changed through time, by adding timed keys " "(events) to the track.\n" "[codeblocks]\n" "[gdscript]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 2.0 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "// 100 pixels in 2.0 seconds.\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] to be played back. Animation tracks have different types, " "each with its own set of dedicated methods. Check [enum TrackType] to see " "available types.\n" "[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" #: doc/classes/Animation.xml doc/classes/AnimationPlayer.xml msgid "Animation documentation index" msgstr "" #: doc/classes/Animation.xml #, fuzzy msgid "Adds a marker to this Animation." msgstr "یک نوار به پویانمایی می‌افزاید." #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "یک نوار به پویانمایی می‌افزاید." #: doc/classes/Animation.xml msgid "" "Returns the animation name at the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts a key with value [param animation] at the given [param time] (in " "seconds). The [param track_idx] must be the index of an Animation Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the key identified by [param key_idx] to value [param animation]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio " "stream." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the start offset of the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the audio stream of the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" "[param stream] is the [AudioStream] resource to play. [param start_offset] " "is the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" #: doc/classes/Animation.xml #, fuzzy msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Animation.xml msgid "" "Sets the end offset of the key identified by [param key_idx] to value [param " "offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the start offset of the key identified by [param key_idx] to value " "[param offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the stream of the key identified by [param key_idx] to value [param " "stream]. The [param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the in handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts a Bezier Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of a Bezier Track.\n" "[param in_handle] is the left-side weight of the added Bezier curve point, " "[param out_handle] is the right-side one, while [param value] is the actual " "value at this point." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given [param time] (in seconds). The " "[param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " "in_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the out handle of the key identified by [param key_idx] to value [param " "out_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the value of the key identified by [param key_idx] to the given value. " "The [param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given blend shape track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "" #: doc/classes/Animation.xml msgid "" "Compress the animation and all its tracks in-place. This will make [method " "track_is_compressed] return [code]true[/code] once called on this " "[Animation]. Compressed tracks require less memory to be played, and are " "designed to be used for complex 3D animations (such as cutscenes) imported " "from external 3D software. Compression is lossy, but the difference is " "usually not noticeable in real world conditions.\n" "[b]Note:[/b] Compressed tracks have various limitations (such as not being " "editable from the editor), so only use compressed animations if you actually " "need them." msgstr "" #: doc/classes/Animation.xml msgid "" "Adds a new track to [param to_animation] that is a copy of the given track " "from this animation." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" #: doc/classes/Animation.xml #, fuzzy msgid "Returns the name of the marker located at the given time." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Animation.xml #, fuzzy msgid "Returns the given marker's color." msgstr "رنگ خط." #: doc/classes/Animation.xml msgid "Returns every marker in this Animation, sorted ascending by time." msgstr "" #: doc/classes/Animation.xml msgid "Returns the given marker's time." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the closest marker that comes after the given time. If no such " "marker exists, an empty string is returned." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the closest marker that comes before the given time. If no such " "marker exists, an empty string is returned." msgstr "" #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "" #: doc/classes/Animation.xml #, fuzzy msgid "" "Returns [code]true[/code] if this Animation contains a marker with the given " "name." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" #: doc/classes/Animation.xml msgid "" "Optimize the animation and all its tracks in-place. This will preserve only " "as many keys as are necessary to keep the animation within the specified " "bounds." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" #: doc/classes/Animation.xml msgid "Removes the marker with the given name from this Animation." msgstr "" #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D rotation track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" #: doc/classes/Animation.xml #, fuzzy msgid "Sets the given marker's color." msgstr "رنگ خط." #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the approx/exact time is given.\n" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range.\n" "If [param backward] is [code]true[/code], the direction is reversed in " "methods that rely on one directional processing.\n" "For example, in case [param find_mode] is [constant FIND_MODE_NEAREST], if " "there is no key in the current position just after seeked, the first key " "found is retrieved by searching before the position, but if [param backward] " "is [code]true[/code], the first key found is retrieved after the position." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "" #: doc/classes/Animation.xml msgid "Returns the number of keys in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GlobalScope.ease])." msgstr "" #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "" #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "گونهٔ نوار را می‌گیرد." #: doc/classes/Animation.xml msgid "Inserts a generic key in a given track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track is compressed, [code]false[/code] " "otherwise. See also [method compress]." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [param track_idx] is enabled." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "نوار را به پایین می‌فرستد." #: doc/classes/Animation.xml msgid "" "Changes the index position of track [param track_idx] to the one defined in " "[param to_idx]." msgstr "" #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "نوار را به بالا می‌فرستد." #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Removes a key at [param time] in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "" #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [param track_idx] wraps the interpolation " "loop." msgstr "" #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "" #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "زمان یک کلید موجود را می‌نشاند." #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "ارزش یک کلید موجود را می‌نشاند." #: doc/classes/Animation.xml msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the [member AnimationMixer.root_node] that " "will reproduce the animation. Tracks that control properties or bones must " "append their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" #: doc/classes/Animation.xml msgid "" "Swaps the track [param track_idx]'s index position with the track [param " "with_idx]." msgstr "" #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track.\n" "A [param backward] mainly affects the direction of key retrieval of the " "track with [constant UPDATE_DISCRETE] converted by [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to match " "the result with [method track_find_key]." msgstr "" #: doc/classes/Animation.xml #, fuzzy msgid "Sets the update mode of a value track." msgstr "گونهٔ نوار را می‌گیرد." #: doc/classes/Animation.xml #, fuzzy msgid "" "Returns [code]true[/code] if the capture track is included. This is a cached " "readonly value for performance." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Animation.xml msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" #: doc/classes/Animation.xml msgid "" "Determines the behavior of both ends of the animation timeline during " "animation playback. This is used for correct interpolation of animation " "cycles, and for hinting the player that it must restart the animation." msgstr "" #: doc/classes/Animation.xml msgid "The animation step value." msgstr "ارزش گام پویانمایی." #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "interpolated. For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" #: doc/classes/Animation.xml msgid "3D position track (values are stored in [Vector3]s)." msgstr "" #: doc/classes/Animation.xml msgid "3D rotation track (values are stored in [Quaternion]s)." msgstr "" #: doc/classes/Animation.xml msgid "3D scale track (values are stored in [Vector3]s)." msgstr "" #: doc/classes/Animation.xml msgid "Blend shape track." msgstr "" #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "" #: doc/classes/Animation.xml msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" #: doc/classes/Animation.xml msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the " "animation." msgstr "" #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" "نوارهای پویانمایی، پویانمایی‌های درون دیگر گره‌های [AnimationPlayer] را پخش " "می‌کنند." #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "بی میان‌یابی (نزدیکترین ارزش)." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "میان‌یابی خطی." #: doc/classes/Animation.xml msgid "" "Cubic interpolation. This looks smoother than linear interpolation, but is " "more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for " "complex 3D animations imported from external software, even if it requires " "using a higher animation framerate in return." msgstr "" #: doc/classes/Animation.xml msgid "" "Linear interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" #: doc/classes/Animation.xml msgid "" "Cubic interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" #: doc/classes/Animation.xml msgid "Update between keyframes and hold the value." msgstr "" #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "به‌روزرسانی در فریم‌های کلیدی." #: doc/classes/Animation.xml msgid "" "Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the " "value of the current object and perform interpolation in some methods. See " "also [method AnimationMixer.capture], [member " "AnimationPlayer.playback_auto_capture], and [method " "AnimationPlayer.play_with_capture]." msgstr "" #: doc/classes/Animation.xml msgid "At both ends of the animation, the animation will stop playing." msgstr "" #: doc/classes/Animation.xml msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "" #: doc/classes/Animation.xml msgid "Repeats playback and reverse playback at both ends of the animation." msgstr "" #: doc/classes/Animation.xml msgid "This flag indicates that the animation proceeds without any looping." msgstr "" #: doc/classes/Animation.xml msgid "" "This flag indicates that the animation has reached the end of the animation " "and just after loop processed." msgstr "" #: doc/classes/Animation.xml msgid "" "This flag indicates that the animation has reached the start of the " "animation and just after loop processed." msgstr "" #: doc/classes/Animation.xml msgid "Finds the nearest time key." msgstr "" #: doc/classes/Animation.xml msgid "Finds only the key with approximating the time." msgstr "" #: doc/classes/Animation.xml msgid "Finds only the key with matching the time." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Container for [Animation] resources." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "An animation library stores a set of animations accessible through " "[StringName] keys, for use with [AnimationPlayer] nodes." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Animation tutorial index" msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Adds the [param animation] to the library, accessible by the key [param " "name]." msgstr "" #: doc/classes/AnimationLibrary.xml doc/classes/AnimationMixer.xml msgid "" "Returns the [Animation] with the key [param name]. If the animation does not " "exist, [code]null[/code] is returned and an error is logged." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Returns the keys for the [Animation]s stored in the library." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Returns the key count for the [Animation]s stored in the library." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Removes the [Animation] with the key [param name]." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Changes the key of the [Animation] associated with the key [param name] to " "[param newname]." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Emitted when an [Animation] is added, under the key [param name]." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when there's a change in one of the animations, e.g. tracks are " "added, moved or have changed paths. [param name] is the key of the animation " "that was changed.\n" "See also [signal Resource.changed], which this acts as a relay for." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when the key for an [Animation] is changed, from [param name] to " "[param to_name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Base class for [AnimationPlayer] and [AnimationTree]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " "lists. It also has general properties and methods for playback and " "blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Migrating Animations from Godot 4.0 to 4.3" msgstr "" #: doc/classes/AnimationMixer.xml msgid "A virtual function for processing after getting a key during playback." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Adds [param library] to the animation player, under the key [param name].\n" "AnimationMixer has a global library by default with an empty string as key. " "For adding an animation to the global library:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library(\"\")\n" "global_library.add_animation(\"animation_name\", animation_resource)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "If the animation track specified by [param name] has an option [constant " "Animation.UPDATE_CAPTURE], stores current values of the objects indicated by " "the track path as a cache. If there is already a captured cache, the old " "cache is discarded.\n" "After this it will interpolate with current animation blending result during " "the playback process for the time specified by [param duration], working " "like a crossfade.\n" "You can specify [param trans_type] as the curve for the interpolation. For " "better results, it may be appropriate to specify [constant " "Tween.TRANS_LINEAR] for cases where the first key of the track begins with a " "non-zero value or where the key value does not change, and [constant " "Tween.TRANS_QUAD] for cases where the key value changes linearly." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns the key of [param animation] or an empty [StringName] if not found." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns the key for the [AnimationLibrary] that contains [param animation] " "or an empty [StringName] if not found." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns the first [AnimationLibrary] with key [param name] or [code]null[/" "code] if not found.\n" "To get the [AnimationMixer]'s global animation library, use " "[code]get_animation_library(\"\")[/code]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Returns the list of stored library keys." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Returns the list of stored animation keys." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of position with the [member root_motion_track] as " "a [Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying position to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_rotation = get_quaternion()\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar velocity = current_rotation * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " "get_root_motion_rotation_accumulator], you can apply the root motion " "position more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = " "(animation_tree.get_root_motion_rotation_accumulator().inverse() * " "get_quaternion()) * animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "If [member root_motion_local] is [code]true[/code], returns the pre-" "multiplied translation value with the inverted rotation.\n" "In this case, the code can be written as follows:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = get_quaternion() * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the position tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "This is useful in cases where you want to respect the initial key values of " "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference " "can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_position_accumulator = " "animation_tree.get_root_motion_position_accumulator()\n" "\tvar difference = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" "\tprev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" "\ttransform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying rotation to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the rotation tracks with the [member " "root_motion_track] as a [Quaternion] that can be used elsewhere.\n" "This is necessary to apply the root motion position correctly, taking " "rotation into account. See also [method get_root_motion_position].\n" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" "code] is played in the previous frame and then an animation with only one " "key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, " "the difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_rotation_accumulator = " "animation_tree.get_root_motion_rotation_accumulator()\n" "\tvar difference = prev_root_motion_rotation_accumulator.inverse() * " "current_root_motion_rotation_accumulator\n" "\tprev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" "\ttransform.basis *= Basis(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " "[Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying scale to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale = Vector3(1, 1, 1)\n" "var scale_accum = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_scale = get_scale()\n" "\t\tscale_accum = Vector3(1, 1, 1)\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tscale_accum += animation_tree.get_root_motion_scale()\n" "\tset_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the scale tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference " "can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_scale_accumulator = " "animation_tree.get_root_motion_scale_accumulator()\n" "\tvar difference = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" "\tprev_root_motion_scale_accumulator = " "current_root_motion_scale_accumulator\n" "\ttransform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with " "key [param name]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationMixer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an " "[AnimationLibrary] with key [param name]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationMixer.xml msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Moves the [AnimationLibrary] associated with the key [param name] to the key " "[param newname]." msgstr "" #: doc/classes/AnimationMixer.xml #, fuzzy msgid "If [code]true[/code], the [AnimationMixer] will be processing." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationMixer.xml msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" "For example, if this value is [code]32[/code] and the animation has two " "audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously " "up to [code]32[/code] voices each." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " "update infrequently, usually when using nearest interpolation.\n" "However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " "results are considered. The [member callback_mode_discrete] specify it " "explicitly. See also [enum AnimationCallbackModeDiscrete].\n" "To make the blended results look good, it is recommended to set this to " "[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " "frame during blending. Other values exist for compatibility and they are " "fine if there is no blending, but not so, may produce artifacts." msgstr "" #: doc/classes/AnimationMixer.xml msgid "The call mode used for \"Call Method\" tracks." msgstr "" #: doc/classes/AnimationMixer.xml msgid "The process notification in which to update animations." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "If [code]true[/code], the blending uses the deterministic algorithm. The " "total weight is not normalized and the result is accumulated with an initial " "value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" "This means that if the total amount of blending is [code]0.0[/code], the " "result is equal to the [code]\"RESET\"[/code] animation.\n" "If the number of tracks between the blended animations is different, the " "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " "tracks between the blended animations is different, nothing is done about " "the animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" "For example, if [AnimationNodeAdd2] blends two nodes with the amount " "[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " "normalized to make the total amount [code]1.0[/code] and the result will be " "equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation (the animation with the key " "[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " "editor keeping the values that the scene had before saving.\n" "This makes it more convenient to preview and edit animations in the editor, " "as changes to the scene will not be saved as long as they are set in the " "reset animation." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "If [code]true[/code], [method get_root_motion_position] value is extracted " "as a local translation value before blending. In other words, it is treated " "like the translation is done after the rotation." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. The [member " "root_motion_track] uses the same format as [method " "Animation.track_set_path], but note that a bone must be specified.\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D], or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_position], [method " "get_root_motion_rotation], [method get_root_motion_scale], and " "[RootMotionView]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "The node which node path references will travel from." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when the animation libraries have changed." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when an animation list is changed." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when an animation starts playing." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Notifies when the blending result related have been applied to the target " "objects." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when the property related process have been updated." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Process animation during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " "animating physics bodies." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Process animation during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Make method calls immediately when reached in the animation." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track values and [constant " "Animation.UPDATE_DISCRETE] track values." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track value takes precedence when blending the " "[constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track values and the [constant " "Animation.UPDATE_DISCRETE] track values. This is the default behavior for " "[AnimationPlayer]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Always treat the [constant Animation.UPDATE_DISCRETE] track value as " "[constant Animation.UPDATE_CONTINUOUS] with [constant " "Animation.INTERPOLATION_NEAREST]. This is the default behavior for " "[AnimationTree].\n" "If a value track has un-interpolatable type key values, it is internally " "converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with " "[constant Animation.UPDATE_DISCRETE].\n" "Un-interpolatable type list:\n" "- [constant @GlobalScope.TYPE_NIL]\n" "- [constant @GlobalScope.TYPE_NODE_PATH]\n" "- [constant @GlobalScope.TYPE_RID]\n" "- [constant @GlobalScope.TYPE_OBJECT]\n" "- [constant @GlobalScope.TYPE_CALLABLE]\n" "- [constant @GlobalScope.TYPE_SIGNAL]\n" "- [constant @GlobalScope.TYPE_DICTIONARY]\n" "- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" "[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are " "treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded " "when the result is retrieved.\n" "It is same for arrays and vectors with them such as [constant " "@GlobalScope.TYPE_PACKED_INT32_ARRAY] or [constant " "@GlobalScope.TYPE_VECTOR2I], they are treated as [constant " "@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " "@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also " "interpolated.\n" "[constant @GlobalScope.TYPE_STRING] and [constant " "@GlobalScope.TYPE_STRING_NAME] are interpolated between character codes and " "lengths, but note that there is a difference in algorithm between " "interpolation between keys and interpolation by blending." msgstr "" #: doc/classes/AnimationNode.xml msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating animation nodes mainly for use in " "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead.\n" "You can access the time information as read-only parameter which is " "processed and stored in the previous frame for all nodes except " "[AnimationNodeOutput].\n" "[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time " "information takes precedence depends on the type of [AnimationNode].\n" "[codeblock]\n" "var current_length = $AnimationTree[\"parameters/AnimationNodeName/" "current_length\"]\n" "var current_position = $AnimationTree[\"parameters/AnimationNodeName/" "current_position\"]\n" "var current_delta = $AnimationTree[\"parameters/AnimationNodeName/" "current_delta\"]\n" "[/codeblock]" msgstr "" #: doc/classes/AnimationNode.xml doc/classes/AnimationNodeAdd2.xml #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeBlendTree.xml doc/classes/AnimationNodeOneShot.xml #: doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeStateMachine.xml #: doc/classes/AnimationNodeStateMachinePlayback.xml #: doc/classes/AnimationNodeStateMachineTransition.xml #: doc/classes/AnimationNodeSync.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTimeSeek.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationRootNode.xml #: doc/classes/AnimationTree.xml msgid "Using AnimationTree" msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this animation node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child animation node by its [param name]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " "memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this animation node. Parameters are " "custom local memory used for your animation nodes, given a resource can be " "reused in multiple trees. Format is similar to [method " "Object.get_property_list]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "animation node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused " "in multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Currently this is mostly useless as there is a lack of many APIs to extend " "AnimationNode by GDScript. It is planned that a more flexible API using " "structures will be provided in the future." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this animation node is processed. The [param time] " "parameter is a relative delta, unless [param seek] is [code]true[/code], in " "which case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the delta." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Blends an animation by [param blend] amount (name must be valid in the " "linked [AnimationPlayer]). A [param time] and [param delta] may be passed, " "as well as whether [param seeked] happened.\n" "A [param looped_flag] is used by internal processing immediately after the " "loop." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Blends an input. This is only useful for animation nodes created for an " "[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, " "unless [param seek] is [code]true[/code], in which case it is absolute. A " "filter mode may be optionally passed." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " "[AnimationRootNode] instead, otherwise editors will not display your " "animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Amount of inputs in this animation node, only useful for animation nodes " "that go into [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Returns the object id of the [AnimationTree] that owns this node.\n" "[b]Note:[/b] This method should only be called from within the [method " "AnimationNodeExtension._process_animation_node] method, and will return an " "invalid id otherwise." msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "Returns [code]true[/code] if the given path is filtered." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Returns [code]true[/code] if this animation node is being processed in test-" "only mode." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "" #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "یک مسیر برای پالایه می‌افزاید یا برمی‌چیند." #: doc/classes/AnimationNode.xml msgid "" "Sets the name of the input at the given [param input] index. If the setting " "fails, returns [code]false[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes removes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation node names changes. The animation nodes that " "emit this signal are [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "پالایش بکار نبرید." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeAdd2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on the amount value.\n" "If the amount is greater than [code]1.0[/code], the animation connected to " "\"in\" port is blended with the amplified animation connected to \"add\" " "port.\n" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeAdd3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three additively out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to add to\n" "- A \"-add\" animation to blend with when the blend amount is negative\n" "- A \"+add\" animation to blend with when the blend amount is positive\n" "If the absolute value of the amount is greater than [code]1.0[/code], the " "animation connected to \"in\" port is blended with the amplified animation " "connected to \"-add\"/\"+add\" port." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only has one output port " "using the [member animation] property. Used as an input for [AnimationNode]s " "that blend animations together." msgstr "" #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/Area3D.xml #: doc/classes/Basis.xml doc/classes/BoxShape3D.xml #: doc/classes/CharacterBody3D.xml doc/classes/CollisionShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance3D.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform3D.xml msgid "3D Platformer Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [code]true[/code], on receiving a request to play an animation from the " "start, the first frame is not drawn, but only processed, and playback starts " "from the next frame.\n" "See also the notes of [method AnimationPlayer.play]." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [member use_custom_timeline] is [code]true[/code], override the loop " "settings of the original [Animation] resource with the value.\n" "[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the " "[method Animation.track_set_interpolation_loop_wrap] option will not be " "respected. If you cannot get the expected behavior, consider duplicating the " "[Animation] resource and changing the loop settings." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Determines the playback direction of the animation." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation.\n" "This is useful for adjusting which foot steps first in 3D walking animations." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [code]true[/code], scales the time so that the length specified in " "[member timeline_length] is one cycle.\n" "This is useful for matching the periods of walking and running animations.\n" "If [code]false[/code], the original animation length is respected. If you " "set the loop to [member loop_mode], the animation will loop in [member " "timeline_length]." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Plays animation in forward direction." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Plays animation in backward direction." msgstr "" #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeBlend2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on the amount value.\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range. " "Values outside of this range can blend amplified or inverted animations, " "however, [AnimationNodeAdd2] works better for this purpose." msgstr "" #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeBlend3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three linearly out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to blend with\n" "- A \"-blend\" animation to blend with when the blend amount is negative " "value\n" "- A \"+blend\" animation to blend with when the blend amount is positive " "value\n" "In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " "Values outside of this range can blend amplified animations, however, " "[AnimationNodeAdd3] works better for this purpose." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " "[AnimationRootNode]s can be added using [method add_blend_point]. Outputs " "the linear blend of the two [AnimationRootNode]s adjacent to the current " "value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Adds a new point that represents a [param node] on the virtual axis at a " "given position set by [param pos]. You can insert it at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [param point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [param point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [param point] from the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [param point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Updates the position of the point at index [param point] on the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #, fuzzy msgid "Controls the interpolation between animations." msgstr "میان‌یابی میان پویانمایی‌ها خطی است." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml doc/classes/AnimationNodeSync.xml msgid "" "If [code]false[/code], the blended animations' frame are stopped when the " "blend value is [code]0[/code].\n" "If [code]true[/code], forcing the blended animations to advance frame." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "میان‌یابی میان پویانمایی‌ها خطی است." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space plays the animation of the animation node which blending " "position is closest to. Useful for frame-by-frame 2D animations." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " "the three adjacent ones. Used by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace2D] represents a virtual 2D space on which " "[AnimationRootNode]s are placed. Outputs the linear blend of the three " "adjacent animations using a [Vector2] weight. Adjacent in this context means " "the three [AnimationRootNode]s making up the triangle that contains the " "current value.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to triangulate the blend space by hand." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Adds a new point that represents a [param node] at the position set by " "[param pos]. You can insert it at a specific index using the [param " "at_index] argument. If you use the default value for [param at_index], the " "point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Creates a new triangle using three points [param x], [param y], and [param " "z]. Triangles can overlap. You can insert the triangle at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index [param " "point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [param point] from the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml #, fuzzy msgid "" "Updates the position of the point at index [param point] in the blend space." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "If [code]true[/code], the blend space is triangulated automatically. The " "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "A sub-tree of many type [AnimationNode]s used for complex animations. Used " "by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "This animation node may contain a sub-tree of any other type animation " "nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [param position]. The [param name] is " "used to identify the created sub animation node later." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the animation node connected to the specified input." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub animation node with the specified [param name]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns a list containing the names of all sub animation nodes in this blend " "tree." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub animation node with the specified [param " "name]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml #, fuzzy msgid "" "Returns [code]true[/code] if a sub animation node with specified [param " "name] exists." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub animation node." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub animation node." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub animation node." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub animation nodes." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Emitted when the input port information is changed." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "اتصال پیروزمندانه بود." #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "گرهٔ درونداد [code]null[/code] است." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "گرهٔ برونداد [code]null[/code] است." #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "گره‌های درونداد و برونداد یکی هستند." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "" #: doc/classes/AnimationNodeExtension.xml msgid "" "Base class for extending [AnimationRootNode]s from GDScript, C#, or C++." msgstr "" #: doc/classes/AnimationNodeExtension.xml msgid "" "[AnimationNodeExtension] exposes the APIs of [AnimationRootNode] to allow " "users to extend it from GDScript, C#, or C++. This class is not meant to be " "used directly, but to be extended by other classes. It is used to create " "custom nodes for the [AnimationTree] system." msgstr "" #: doc/classes/AnimationNodeExtension.xml msgid "" "A version of the [method AnimationNode._process] method that is meant to be " "overridden by custom nodes. It returns a [PackedFloat32Array] with the " "processed animation data.\n" "The [PackedFloat64Array] parameter contains the playback information, " "containing the following values encoded as floating point numbers (in " "order): playback time and delta, start and end times, whether a seek was " "requested (encoded as a float greater than [code]0[/code]), whether the seek " "request was externally requested (encoded as a float greater than [code]0[/" "code]), the current [enum Animation.LoopedFlag] (encoded as a float), and " "the current blend weight.\n" "The function must return a [PackedFloat32Array] of the node's time info, " "containing the following values (in order): animation length, time position, " "delta, [enum Animation.LoopMode] (encoded as a float), whether the animation " "is about to end (encoded as a float greater than [code]0[/code]) and whether " "the animation is infinite (encoded as a float greater than [code]0[/code]). " "All values must be included in the returned array." msgstr "" #: doc/classes/AnimationNodeExtension.xml msgid "" "Returns the animation's remaining time for the given node info. For looping " "animations, it will only return the remaining time if [param break_loop] is " "[code]true[/code], a large integer value will be returned otherwise." msgstr "" #: doc/classes/AnimationNodeExtension.xml #, fuzzy msgid "" "Returns [code]true[/code] if the animation for the given [param node_info] " "is looping." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. This animation node will " "execute a sub-animation and return once it finishes. Blend times for fading " "in and out can be customized, as well as filters.\n" "After setting the request and changing the animation playback, the one-shot " "node automatically clears the request on the next process frame by setting " "its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE\n" "\n" "# Abort child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT\n" "\n" "# Abort child animation with fading out connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Get current state (read-only).\n" "animation_tree.get(\"parameters/OneShot/active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# Get current internal state (read-only).\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Fire);\n" "\n" "// Abort child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Abort);\n" "\n" "// Abort child animation with fading out connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.FadeOut);\n" "\n" "// Get current state (read-only).\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// Get current internal state (read-only).\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" "In other words, to start auto restarting, the animation must be played once " "with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " "ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " "disable the [member autorestart] itself. So, the [constant " "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml #: doc/classes/AnimationNodeStateMachineTransition.xml #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], breaks the loop at the end of the loop cycle for " "transition, even if the animation is looping." msgstr "" #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeTransition.xml msgid "" "Determines how cross-fading between animations is eased. If empty, the " "transition will be linear. Should be a unit [Curve]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second " "and ends at 1 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "fading has finished." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 4 second " "and ends at 5 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "fading has finished." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The blend type." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The default state of the request. Nothing is done." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The request to play the animation connected to \"shot\" port." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The request to stop the animation connected to \"shot\" port." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The request to fade out the animation connected to \"shot\" port." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "" #: doc/classes/AnimationNodeOutput.xml msgid "The animation output node of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeOutput.xml msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Contains multiple [AnimationRootNode]s representing animation states, " "connected in a graph. State transitions can be configured to happen " "automatically or via code, using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = " "GetNode(\"AnimationTree\").Get(\"parameters/playback\") as " "AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given animation nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns a list containing the names of all animation nodes in this state " "machine." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns the given animation node's coordinates. Used for display in the " "editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml #, fuzzy msgid "" "Returns [code]true[/code] if the graph contains the given animation node." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNodeStateMachine.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a transition between the given " "animation nodes." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given animation node from the graph." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified animation nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given animation node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the given animation node with a new animation node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the animation node's coordinates. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " "restarted. If [code]false[/code], nothing happens on the teleportation to " "the self state." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "If [code]true[/code], treat the cross-fade to the start and end nodes as a " "blend with the RESET animation.\n" "In most cases, when additional cross-fades are performed in the parent " "[AnimationNode] of the state machine, setting this property to [code]false[/" "code] and matching the cross-fade time of the parent [AnimationNode] and the " "state machine's start node and end node gives good results." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "This property can define the process of transitions for different use cases. " "See also [enum AnimationNodeStateMachine.StateMachineType]." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Seeking to the beginning is treated as playing from the start state. " "Transition to the end state is treated as exiting the state machine." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Seeking to the beginning is treated as seeking to the beginning of the " "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "This is a grouped state machine that can be controlled from a parent state " "machine. It does not work independently. There must be a state machine with " "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]" "$AnimationTree.get(\"parameters/playback\")[/code].\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = " "GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " "well as animations. This means that there can be multiple animations within " "a single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the currently playing animation state.\n" "[b]Note:[/b] When using a cross-fade, the current state changes to the next " "state immediately after the cross-fade begins." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the playback position within the current animation state." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the starting state of currently fading animation." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "If there is a next path by travel or auto advance, immediately transitions " "from the current state to the next state." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Starts playing the given animation.\n" "If [param reset] is [code]true[/code], the animation is played from the " "beginning." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path.\n" "If the path does not connect from the current state, the animation will play " "after the state teleports.\n" "If [param reset_on_teleport] is [code]true[/code], the animation is played " "from the beginning when the travel cause a teleportation." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "A transition within an [AnimationNodeStateMachine] connecting two " "[AnimationRootNode]s." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "The path generated when using [method " "AnimationNodeStateMachinePlayback.travel] is limited to the nodes connected " "by [AnimationNodeStateMachineTransition].\n" "You can set the timing and conditions of the transition in detail." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/" "animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For " "example, if [member AnimationTree.tree_root] is an " "[AnimationNodeStateMachine] and [member advance_condition] is set to [code]" "\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Use an expression as a condition for state machine transitions. It is " "possible to create complex animation advance conditions for switching " "between states and gives much greater flexibility for creating complex state " "machines by directly interfacing with the script code." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Determines whether the transition should be disabled, enabled when using " "[method AnimationNodeStateMachinePlayback.travel], or traversed " "automatically if the [member advance_condition] and [member " "advance_expression] checks are [code]true[/code] (if assigned)." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "advance_mode] is set to [constant ADVANCE_MODE_AUTO]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "If [code]true[/code], the destination animation is played back from the " "beginning when switched." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." msgstr "گونهٔ گذار." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Ease curve for better control over cross-fade between this state and the " "next. Should be a unit [Curve]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "The time to cross-fade between this state and the next.\n" "[b]Note:[/b] [AnimationNodeStateMachine] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member " "AnimationNodeOneShot.fadeout_time]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Don't use this transition." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Only use this transition during [method " "AnimationNodeStateMachinePlayback.travel]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Automatically use this transition if the [member advance_condition] and " "[member advance_expression] checks are [code]true[/code] (if assigned)." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "subtractively based on the amount value.\n" "This animation node is usually used for pre-calculation to cancel out any " "extra poses from the animation for the \"add\" animation source in " "[AnimationNodeAdd2] or [AnimationNodeAdd3].\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range, " "but values outside of this range can be used for amplified or inverted " "animations.\n" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " "the inverted animation from the left side, while negative " "[AnimationNodeAdd2] multiplies it from the right side." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "AnimationTree" msgstr "درخت‌ پویانمایی" #: doc/classes/AnimationNodeSync.xml msgid "" "Base class for [AnimationNode]s with multiple input ports that must be " "synchronized." msgstr "" #: doc/classes/AnimationNodeSync.xml msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node used in [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node used in [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start " "or a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation from the start.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// Play child animation from 12 second timestamp.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "If [code]true[/code], some processes are executed to handle keys between " "seeks, such as calculating root motion and finding the nearest discrete key." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" "After setting the request and changing the animation playback, the " "transition node automatically clears the request on the next process frame " "by setting its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"state_2\" port.\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Get current state name (read-only).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Get current state index (read-only).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"state_2\" port.\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Get current state name (read-only).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Get current state index (read-only).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns whether the animation breaks the loop at the end of the loop cycle " "for transition." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "" #: doc/classes/AnimationNodeTransition.xml #, fuzzy msgid "" "Returns [code]true[/code] if auto-advance is enabled for the given [param " "input] index." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationNodeTransition.xml msgid "" "Enables or disables auto-advance for the given [param input] index. If " "enabled, state changes to the next input after playing the animation once. " "If enabled for the last input state, it loops to the first." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], the destination animation is restarted when the " "animation transitions." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], allows transition to the self state. When the reset " "option is enabled in input, the animation is restarted. If [code]false[/" "code], nothing happens on the transition to the self state." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "The number of enabled input ports for this animation node." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs.\n" "[b]Note:[/b] [AnimationNodeTransition] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member " "AnimationNodeOneShot.fadeout_time]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "A node used for animation playback." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "An animation player is used for general-purpose playback of animations. It " "contains a dictionary of [AnimationLibrary] resources and custom blend times " "between animation transitions.\n" "Some methods and properties use a single key to reference an animation " "directly. These keys are formatted as the key for the library, followed by a " "forward slash, then the key for the animation within the library, for " "example [code]\"movement/run\"[/code]. If the library's key is an empty " "string (known as the default library), the forward slash is omitted, being " "the same key used by the library.\n" "[AnimationPlayer] is better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" "Updating the target properties of animations occurs at the process frame." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Use [member AnimationMixer.callback_mode_method] instead." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns the call mode used for \"Call Method\" tracks." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "Use [member AnimationMixer.callback_mode_process] instead." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "Returns the process notification in which to update animations." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns a list of the animation keys that are currently queued to play." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Use [member AnimationMixer.root_node] instead." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns the node which node path references will travel from." msgstr "" #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Returns the end time of the section currently being played." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Returns the start time of the section currently being played." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "Returns [code]true[/code] if an animation is currently playing with a " "section." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationPlayer.xml msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or " "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " "track, or if the same track but at the start or end. It does not affect " "resuming playback that was paused in the middle of an animation. If [param " "custom_speed] is negative and [param from_end] is [code]true[/code], the " "animation will play backwards (which is equivalent to calling [method " "play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [param name], or with no [param name] parameter, the assigned " "animation will resume playing if it was paused.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_time] and ending on [param end_time]. See also [method play].\n" "Setting [param start_time] to a value outside the range of the animation " "means the start of the animation will be used instead, and setting [param " "end_time] to a value outside the range of the animation means the end of the " "animation will be used instead. [param start_time] cannot be equal to [param " "end_time]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_time] and ending on [param end_time] in reverse.\n" "This method is a shorthand for [method play_section] with [code]custom_speed " "= -1.0[/code] and [code]from_end = true[/code], see its description for more " "information." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_marker] and ending on [param end_marker].\n" "If the start marker is empty, the section starts from the beginning of the " "animation. If the end marker is empty, the section ends on the end of the " "animation. See also [method play]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_marker] and ending on [param end_marker] in reverse.\n" "This method is a shorthand for [method play_section_with_markers] with " "[code]custom_speed = -1.0[/code] and [code]from_end = true[/code], see its " "description for more information." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "See also [method AnimationMixer.capture].\n" "You can use this method to use more detailed options for capture than those " "performed by [member playback_auto_capture]. When [member " "playback_auto_capture] is [code]false[/code], this method is almost the same " "as the following:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "If [param name] is blank, it specifies [member assigned_animation].\n" "If [param duration] is a negative value, the duration is set to the interval " "between the current position and the first key, when [param from_end] is " "[code]true[/code], uses the interval between the current position and the " "last key instead.\n" "[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " "but [param custom_speed] does not, because the capture cache is interpolated " "with the blend result and the result may contain multiple animations." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Queues an animation for playback once the current animation and all " "previously queued animations are done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Resets the current section. Does nothing if a section has not been set." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AnimationPlayer.xml msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " "updates at process time. Events between the current frame and [param " "seconds] are skipped.\n" "If [param update_only] is [code]true[/code], the method / audio / animation " "playback tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "AnimationMixer.animation_finished]. If you want to skip animation and emit " "the signal, use [method AnimationMixer.advance]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Sets the call mode used for \"Call Method\" tracks." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "Sets the process notification in which to update animations." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Sets the node which node path references will travel from." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Changes the start and end times of the section being played. The current " "playback position will be clamped within the new section. See also [method " "play_section]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Changes the start and end markers of the section being played. The current " "playback position will be clamped within the new section. See also [method " "play_section_with_markers].\n" "If the argument is empty, the section uses the beginning or end of the " "animation. If both are empty, it means that the section is not set." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause].\n" "If [param keep_state] is [code]true[/code], the animation state is not " "updated visually.\n" "[b]Note:[/b] The method / audio / animation playback tracks will not be " "processed by this method." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If playing, the current animation's key, otherwise, the animation last " "played. When set, this changes the animation, but will not play it unless " "already playing. See also [member current_animation]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The key of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart " "the animation. See [method play] for more information on playing " "animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently playing animation." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code] and the engine is running in Movie Maker mode (see " "[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an " "animation is done playing in this [AnimationPlayer]. A message is printed " "when the engine quits for this reason.\n" "[b]Note:[/b] This obeys the same logic as the [signal " "AnimationMixer.animation_finished] signal, so it will not quit the engine if " "the animation is set to be looping." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code], performs [method AnimationMixer.capture] before " "playback automatically. This means just [method play_with_capture] is " "executed with default arguments instead of [method play].\n" "[b]Note:[/b] Capture interpolation is only performed if the animation " "contains a capture track. See also [constant Animation.UPDATE_CAPTURE]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "See also [method play_with_capture] and [method AnimationMixer.capture].\n" "If [member playback_auto_capture_duration] is negative value, the duration " "is set to the interval between the current position and the first key." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The ease type of the capture interpolation. See also [enum Tween.EaseType]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The transition type of the capture interpolation. See also [enum " "Tween.TransitionType]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Emitted when a queued animation plays after the previous animation finished. " "See also [method AnimationPlayer.queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method AnimationPlayer.play] or by an [AnimationTree]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Emitted when [member current_animation] changes." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "" #: doc/classes/AnimationRootNode.xml msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" #: doc/classes/AnimationRootNode.xml msgid "" "[AnimationRootNode] is a base class for [AnimationNode]s that hold a " "complete animation. A complete animation refers to the output of an " "[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of " "another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in " "other [AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " "between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " "(allows linear blending between [b]three[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " "[AnimationNode]s)." msgstr "" #: doc/classes/AnimationTree.xml msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "A node used for advanced animation transitions in an [AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as " "expected. Playback and transitions should be handled using only the " "[AnimationTree] and its constituent [AnimationNode](s). The " "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "The path to the [Node] used to evaluate the [AnimationNode] [Expression] if " "one is not explicitly specified internally." msgstr "" #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "The root animation node of this [AnimationTree]. See [AnimationRootNode]." msgstr "" #: doc/classes/AnimationTree.xml msgid "Emitted when the [member anim_player] is changed." msgstr "" #: doc/classes/Area2D.xml msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." msgstr "" #: doc/classes/Area2D.xml msgid "" "[Area2D] is a region of 2D space defined by one or multiple " "[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when " "other [CollisionObject2D]s enter or exit it, and it also keeps track of " "which collision objects haven't exited it yet (i.e. which one are " "overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " "interact as expected with [Area2D]s, and might not emit signals or track " "objects correctly." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Using Area2D" msgstr "" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml msgid "2D Pong Demo" msgstr "" #: doc/classes/Area2D.xml doc/classes/Camera2D.xml #: doc/classes/CharacterBody2D.xml doc/classes/TileMap.xml #: doc/classes/TileMapLayer.xml doc/classes/TileSet.xml msgid "2D Platformer Demo" msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " "overlapping body's [member CollisionObject2D.collision_layer] must be part " "of this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or " "[TileMap]s, otherwise returns [code]false[/code]. The overlapping body's " "[member CollisionObject2D.collision_layer] must be part of this area's " "[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " "[Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] " "instance. While TileMaps are not physics bodies themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" #: doc/classes/Area2D.xml msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Override mode for angular damping calculations within this area." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "The name of the area's audio bus." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" #: doc/classes/Area2D.xml msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "The area's gravity vector (not normalized)." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_point_center]). See also [member gravity_space_override]." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If gravity is a point (see [member gravity_point]), this will be the point " "of attraction." msgstr "" #: doc/classes/Area2D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When " "this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Override mode for gravity calculations within this area." msgstr "" #: doc/classes/Area2D.xml msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Override mode for linear damping calculations within this area." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" #: doc/classes/Area2D.xml msgid "" "The area's priority. Higher priority areas are processed first. The " "[World2D]'s physics is always processed last, after all areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Emitted when the received [param area] exits this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " "the interacting shapes from this area and the other area, respectively. " "[param area_rid] contains the [RID] of the other area. These values can be " "used with the [PhysicsServer2D].\n" "[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when the received [param body] exits this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of " "the interacting shapes from this area and the interacting body, " "respectively. [param body_rid] contains the [RID] of the body. These values " "can be used with the [PhysicsServer2D].\n" "[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "This area does not affect gravity/damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" #: doc/classes/Area3D.xml msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." msgstr "" #: doc/classes/Area3D.xml msgid "" "[Area3D] is a region of 3D space defined by one or multiple " "[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when " "other [CollisionObject3D]s enter or exit it, and it also keeps track of " "which collision objects haven't exited it yet (i.e. which one are " "overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " "interact as expected with [Area3D]s, and might not emit signals or track " "objects correctly.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " "child of this node (created e.g. by using the [b]Create Trimesh Collision " "Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " "[MeshInstance3D] node) may give unexpected results, since this collision " "shape is hollow. If this is not desired, it has to be split into multiple " "[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" #: doc/classes/Area3D.xml doc/classes/QuadMesh.xml doc/classes/SubViewport.xml #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "GUI in 3D Viewport Demo" msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " "overlapping body's [member CollisionObject3D.collision_layer] must be part " "of this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or " "[GridMap]s, otherwise returns [code]false[/code]. The overlapping body's " "[member CollisionObject3D.collision_layer] must be part of this area's " "[member CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if the given [Area3D] intersects or overlaps this " "[Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " "instance. While GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" #: doc/classes/Area3D.xml msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/Area3D.xml msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" #: doc/classes/Area3D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 meters in radius with a surface gravity of 4.0 m/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 meters from the center the gravity will be 1.0 m/s² (twice " "the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When " "this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/Area3D.xml msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/Area3D.xml msgid "" "The area's priority. Higher priority areas are processed first. The " "[World3D]'s physics is always processed last, after all areas." msgstr "" #: doc/classes/Area3D.xml msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" #: doc/classes/Area3D.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" #: doc/classes/Area3D.xml msgid "The name of the reverb bus to use for this area's associated audio." msgstr "" #: doc/classes/Area3D.xml msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" #: doc/classes/Area3D.xml msgid "" "The exponential rate at which wind force decreases with distance from its " "origin.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" #: doc/classes/Area3D.xml msgid "" "The magnitude of area-specific wind force.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" #: doc/classes/Area3D.xml msgid "" "The [Node3D] which is used to specify the direction and origin of an area-" "specific wind force. The direction is opposite to the z-axis of the " "[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " "local transform.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " "the interacting shapes from this area and the other area, respectively. " "[param area_rid] contains the [RID] of the other area. These values can be " "used with the [PhysicsServer3D].\n" "[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when the received [param body] exits this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of " "the interacting shapes from this area and the interacting body, " "respectively. [param body_rid] contains the [RID] of the body. These values " "can be used with the [PhysicsServer3D].\n" "[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" #: doc/classes/Array.xml msgid "A built-in data structure that holds a sequence of elements." msgstr "" #: doc/classes/Array.xml msgid "" "An array data structure that can contain a sequence of elements of any " "[Variant] type. Elements are accessed by a numerical index starting at " "[code]0[/code]. Negative indices are used to count from the back ([code]-1[/" "code] is the last element, [code]-2[/code] is the second to last, etc.).\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"First\", 2, 3, \"Last\"]\n" "print(array[0]) # Prints \"First\"\n" "print(array[2]) # Prints 3\n" "print(array[-1]) # Prints \"Last\"\n" "\n" "array[1] = \"Second\"\n" "print(array[1]) # Prints \"Second\"\n" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[^1]); // Prints \"Last\"\n" "\n" "array[1] = \"Second\";\n" "GD.Print(array[1]); // Prints \"Second\"\n" "GD.Print(array[^3]); // Prints \"Second\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of " "an array that can be modified independently of the original array, use " "[method duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior.\n" "[b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] " "Packed arrays are generally faster to iterate on and modify compared to a " "typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]" "[/code]). Also, packed arrays consume less memory. As a downside, packed " "arrays are less flexible as they don't offer as many convenience methods " "such as [method Array.map]. Typed arrays are in turn faster to iterate on " "and modify than untyped arrays." msgstr "" #: doc/classes/Array.xml msgid "Constructs an empty [Array]." msgstr "" #: doc/classes/Array.xml msgid "" "Creates a typed array from the [param base] array. A typed array can only " "contain elements of the given type, or that inherit from the given class, as " "described by this constructor's parameters:\n" "- [param type] is the built-in [Variant] type, as one the [enum " "Variant.Type] constants.\n" "- [param class_name] is the built-in class name (see [method " "Object.get_class]).\n" "- [param script] is the associated script. It must be a [Script] instance or " "[code]null[/code].\n" "If [param type] is not [constant TYPE_OBJECT], [param class_name] must be an " "empty [StringName] and [param script] must be [code]null[/code].\n" "[codeblock]\n" "class_name Sword\n" "extends Node\n" "\n" "class Stats:\n" "\tpass\n" "\n" "func _ready():\n" "\tvar a = Array([], TYPE_INT, \"\", null) # Array[int]\n" "\tvar b = Array([], TYPE_OBJECT, \"Node\", null) # Array[Node]\n" "\tvar c = Array([], TYPE_OBJECT, \"Node\", Sword) # Array[Sword]\n" "\tvar d = Array([], TYPE_OBJECT, \"RefCounted\", Stats) # Array[Stats]\n" "[/codeblock]\n" "The [param base] array's elements are converted when necessary. If this is " "not possible or [param base] is already typed, this constructor fails and " "returns an empty [Array].\n" "In GDScript, this constructor is usually not necessary, as it is possible to " "create a typed array through static typing:\n" "[codeblock]\n" "var numbers: Array[float] = []\n" "var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" "\n" "var integers: Array[int] = [0.2, 4.5, -2.0]\n" "print(integers) # Prints [0, 4, -2]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedByteArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedColorArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedFloat32Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedFloat64Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedInt32Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedInt64Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedStringArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector2Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector3Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector4Array]." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] " "elements in the array. If the [Callable] returns [code]false[/code] for one " "array element or more, this method returns [code]false[/code].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblocks]\n" "[gdscript]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].all(greater_than_5)) # Prints true (3/3 elements evaluate " "to true).\n" "\tprint([4, 10, 4].all(greater_than_5)) # Prints false (1/3 elements " "evaluate to true).\n" "\tprint([4, 4, 4].all(greater_than_5)) # Prints false (0/3 elements " "evaluate to true).\n" "\tprint([].all(greater_than_5)) # Prints true (0/0 elements evaluate " "to true).\n" "\n" "\t# Same as the first line above, but using a lambda function.\n" "\tprint([6, 10, 6].all(func(element): return element > 5)) # Prints true\n" "[/gdscript]\n" "[csharp]\n" "private static bool GreaterThan5(int number)\n" "{\n" "\treturn number > 5;\n" "}\n" "\n" "public override void _Ready()\n" "{\n" "\t// Prints True (3/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 6, 10, " "6 }.All(GreaterThan5));\n" "\t// Prints False (1/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 4, 10, " "4 }.All(GreaterThan5));\n" "\t// Prints False (0/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }.All(GreaterThan5));\n" "\t// Prints True (0/0 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" "\t// Same as the first line above, but using a lambda function.\n" "\tGD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints True\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method any], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/" "wiki/Vacuous_truth]always[/url] returns [code]true[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or " "more[/i] elements in the array. If the [Callable] returns [code]false[/code] " "for all elements in the array, this method returns [code]false[/code].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblock]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].any(greater_than_5)) # Prints true (3 elements evaluate " "to true).\n" "\tprint([4, 10, 4].any(greater_than_5)) # Prints true (1 elements evaluate " "to true).\n" "\tprint([4, 4, 4].any(greater_than_5)) # Prints false (0 elements evaluate " "to true).\n" "\tprint([].any(greater_than_5)) # Prints false (0 elements evaluate " "to true).\n" "\n" "\t# Same as the first line above, but using a lambda function.\n" "\tprint([6, 10, 6].any(func(number): return number > 5)) # Prints true\n" "[/codeblock]\n" "See also [method all], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method always returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml msgid "" "Appends [param value] at the end of the array (alias of [method push_back])." msgstr "" #: doc/classes/Array.xml msgid "" "Appends another [param array] at the end of this array.\n" "[codeblock]\n" "var numbers = [1, 2, 3]\n" "var extra = [4, 5, 6]\n" "numbers.append_array(extra)\n" "print(numbers) # Prints [1, 2, 3, 4, 5, 6]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Assigns elements of another [param array] into the array. Resizes the array " "to match [param array]. Performs type conversions if the array is typed." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the last element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method front].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[-1][/" "code]), an error is generated without stopping project execution." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted. The algorithm used is [url=https://en.wikipedia.org/wiki/" "Binary_search_algorithm]binary search[/url].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "var numbers = [2, 4, 8, 10]\n" "var idx = numbers.bsearch(7)\n" "\n" "numbers.insert(idx, 7)\n" "print(numbers) # Prints [2, 4, 7, 8, 10]\n" "\n" "var fruits = [\"Apple\", \"Lemon\", \"Lemon\", \"Orange\"]\n" "print(fruits.bsearch(\"Lemon\", true)) # Prints 1, points at the first " "\"Lemon\".\n" "print(fruits.bsearch(\"Lemon\", false)) # Prints 3, points at \"Orange\".\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch] on an [i]unsorted[/i] array will " "result in unexpected behavior. Use [method sort] before calling this method." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted (using [param func] for the comparisons). The algorithm used is " "[url=https://en.wikipedia.org/wiki/Binary_search_algorithm]binary search[/" "url].\n" "Similar to [method sort_custom], [param func] is called as many times as " "necessary, receiving one array element and [param value] as arguments. The " "function should return [code]true[/code] if the array element should be " "[i]behind[/i] [param value], otherwise it should return [code]false[/code].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "func sort_by_amount(a, b):\n" "\tif a[1] < b[1]:\n" "\t\treturn true\n" "\treturn false\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 2], [\"Kiwi\", 5], [\"Rice\", 9]]\n" "\n" "\tvar apple = [\"Apple\", 5]\n" "\t# \"Apple\" is inserted before \"Kiwi\".\n" "\tmy_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), " "apple)\n" "\n" "\tvar banana = [\"Banana\", 5]\n" "\t# \"Banana\" is inserted after \"Kiwi\".\n" "\tmy_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), " "banana)\n" "\n" "\t# Prints [[\"Tomato\", 2], [\"Apple\", 5], [\"Kiwi\", 5], [\"Banana\", 5], " "[\"Rice\", 9]]\n" "\tprint(my_items)\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an [i]unsorted[/i] array " "will result in unexpected behavior. Use [method sort_custom] with [param " "func] before calling this method." msgstr "" #: doc/classes/Array.xml msgid "" "Removes all elements from the array. This is equivalent to using [method " "resize] with a size of [code]0[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the number of times an element is in the array.\n" "To count how many elements in an array satisfy a condition, see [method " "reduce]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a new copy of the array.\n" "By default, a [b]shallow[/b] copy is returned: all nested [Array], " "[Dictionary], and [Resource] elements are shared with the original array. " "Modifying any of those in one array will also affect them in the other.\n" "If [param deep] is [code]true[/code], a [b]deep[/b] copy is returned: all " "nested arrays and dictionaries are also duplicated (recursively). Any " "[Resource] is still shared with the original array, though." msgstr "" #: doc/classes/Array.xml msgid "" "Duplicates this array, deeply, like [method duplicate][code](true)[/code], " "with extra control over how subresources are handled.\n" "[param deep_subresources_mode] must be one of the values from [enum " "Resource.ResourceDeepDuplicateMode]. By default, only internal resources " "will be duplicated (recursively)." msgstr "" #: doc/classes/Array.xml msgid "" "Finds and removes the first occurrence of [param value] from the array. If " "[param value] does not exist in the array, nothing happens. To remove an " "element by index, use [method remove_at] instead.\n" "[b]Note:[/b] This method shifts every element's index after the removed " "[param value] back, which may have a noticeable performance cost, especially " "on larger arrays.\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" #: doc/classes/Array.xml msgid "" "Assigns the given [param value] to all elements in the array.\n" "This method can often be combined with [method resize] to create an array " "with a given size and initialized elements:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(5)\n" "array.fill(2)\n" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [];\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If [param value] is a [Variant] passed by reference ([Object]-" "derived, [Array], [Dictionary], etc.), the array will be filled with " "references to the same [param value], which are not duplicates." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] on each element in the array and returns a new, " "filtered [Array].\n" "The [param method] receives one of the array elements as an argument, and " "should return [code]true[/code] to add the element to the filtered array, or " "[code]false[/code] to exclude it.\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 4, 5, 8].filter(is_even)) # Prints [4, 8]\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 4, 5, 8].filter(func(number): return number % 2 == 0))\n" "[/codeblock]\n" "See also [method any], [method all], [method map] and [method reduce]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]first[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the end of the array.\n" "[b]Note:[/b] If you just want to know whether the array contains [param " "what], use [method has] ([code]Contains[/code] in C#). In GDScript, you may " "also use the [code]in[/code] operator.\n" "[b]Note:[/b] For performance reasons, the search is affected by [param " "what]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]first[/b] element in the array that causes " "[param method] to return [code]true[/code], or [code]-1[/code] if there are " "none. The search's start can be specified with [param from], continuing to " "the end of the array.\n" "[param method] is a callable that takes an element of the array, and returns " "a [bool].\n" "[b]Note:[/b] If you just want to know whether the array contains " "[i]anything[/i] that satisfies [param method], use [method any].\n" "[codeblocks]\n" "[gdscript]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 3, 4, 7].find_custom(is_even.bind())) # Prints 2\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns the first element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method back].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[0][/" "code]), an error is generated without stopping project execution." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the element at the given [param index] in the array. If [param " "index] out-of-bounds or negative, this method fails and returns [code]null[/" "code].\n" "This method is similar (but not identical) to the [code][][/code] operator. " "Most notably, when this method fails, it doesn't pause project execution if " "run from the editor." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the built-in [Variant] type of the typed array as a [enum " "Variant.Type] constant. If the array is not typed, returns [constant " "TYPE_NIL]. See also [method is_typed]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the [b]built-in[/b] class name of the typed array, if the built-in " "[Variant] type [constant TYPE_OBJECT]. Otherwise, returns an empty " "[StringName]. See also [method is_typed] and [method Object.get_class]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the [Script] instance associated with this typed array, or " "[code]null[/code] if it does not exist. See also [method is_typed]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array contains the given [param value].\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # Prints true\n" "print([\"inside\", 7].has(\"outside\")) # Prints false\n" "print([\"inside\", 7].has(7)) # Prints true\n" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array arr = [\"inside\", 7];\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints True\n" "GD.Print(arr.Contains(\"outside\")); // Prints False\n" "GD.Print(arr.Contains(7)); // Prints True\n" "GD.Print(arr.Contains(\"7\")); // Prints False\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" "if 4 in [2, 4, 6, 8]:\n" "\tprint(\"4 is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] For performance reasons, the search is affected by the [param " "value]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] Arrays with equal hash values are [i]not[/i] guaranteed to be " "the same, as a result of hash collisions. On the countrary, arrays with " "different hash values are guaranteed to be different." msgstr "" #: doc/classes/Array.xml msgid "" "Inserts a new element ([param value]) at a given index ([param position]) in " "the array. [param position] should be between [code]0[/code] and the array's " "[method size]. If negative, [param position] is considered relative to the " "end of the array.\n" "Returns [constant OK] on success, or one of the other [enum Error] constants " "if this method fails.\n" "[b]Note:[/b] Every element's index after [param position] needs to be " "shifted forward, which may have a noticeable performance cost, especially on " "larger arrays." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if the array is empty ([code][][/code]). See also " "[method size]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is read-only. See [method " "make_read_only].\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if this array is typed the same as the given " "[param array]. See also [method is_typed]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is typed. Typed arrays can only " "contain elements of a specific type, as defined by the typed array " "constructor. The methods of a typed array are still expected to return a " "generic [Variant].\n" "In GDScript, it is possible to define a typed array with static typing:\n" "[codeblock]\n" "var numbers: Array[float] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # Prints true\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Makes the array read-only. The array's elements cannot be overridden with " "different values, and their order cannot change. Does not apply to nested " "elements, such as dictionaries.\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] for each element in the array and returns a new " "array filled with values returned by the [param method].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" "func double(number):\n" "\treturn number * 2\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].map(double)) # Prints [2, 4, 6]\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 2, 3].map(func(element): return element * 2))\n" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the maximum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method min].\n" "To find the maximum value using a custom comparator, you can use [method " "reduce]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the minimum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method max]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a random element from the array. Generates an error and returns " "[code]null[/code] if the array is empty.\n" "[codeblocks]\n" "[gdscript]\n" "# May print 1, 2, 3.25, or \"Hi\".\n" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method shuffle]), this method uses a common, global " "random seed. To get a predictable outcome from this method, see [method " "@GlobalScope.seed]." msgstr "" #: doc/classes/Array.xml msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Returns [code]null[/code] if the array is empty. If [param position] is out " "of bounds, an error message is also generated.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays." msgstr "" #: doc/classes/Array.xml msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without generating an error. See also [method " "pop_front]." msgstr "" #: doc/classes/Array.xml msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty, without generating an error. See also [method " "pop_back].\n" "[b]Note:[/b] This method shifts every other element's index back, which may " "have a noticeable performance cost, especially on larger arrays." msgstr "" #: doc/classes/Array.xml msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "" #: doc/classes/Array.xml msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] This method shifts every other element's index forward, which " "may have a noticeable performance cost, especially on larger arrays." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] for each element in array, accumulates the result " "in [param accum], then returns it.\n" "The [param method] takes two arguments: the current value of [param accum] " "and the current array element. If [param accum] is [code]null[/code] (as by " "default), the iteration will start from the second element, with the first " "one used as initial value of [param accum].\n" "[codeblock]\n" "func sum(accum, number):\n" "\treturn accum + number\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].reduce(sum, 0)) # Prints 6\n" "\tprint([1, 2, 3].reduce(sum, 10)) # Prints 16\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" "[/codeblock]\n" "If [method max] is not desirable, this method may also be used to implement " "a custom comparator:\n" "[codeblock]\n" "func _ready():\n" "\tvar arr = [Vector2i(5, 0), Vector2i(3, 4), Vector2i(1, 2)]\n" "\n" "\tvar longest_vec = arr.reduce(func(max, vec): return vec if " "is_length_greater(vec, max) else max)\n" "\tprint(longest_vec) # Prints (3, 4)\n" "\n" "func is_length_greater(a, b):\n" "\treturn a.length() > b.length()\n" "[/codeblock]\n" "This method can also be used to count how many elements in an array satisfy " "a certain condition, similar to [method count]:\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tvar arr = [1, 2, 3, 4, 5]\n" "\t# If the current element is even, increment count, otherwise leave count " "the same.\n" "\tvar even_count = arr.reduce(func(count, next): return count + 1 if " "is_even(next) else count, 0)\n" "\tprint(even_count) # Prints 2\n" "[/codeblock]\n" "See also [method map], [method filter], [method any], and [method all]." msgstr "" #: doc/classes/Array.xml msgid "" "Removes the element from the array at the given index ([param position]). If " "the index is out of bounds, this method fails. If the index is negative, " "[param position] is considered relative to the end of the array.\n" "If you need to return the removed element, use [method pop_at]. To remove an " "element by value, use [method erase] instead.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays.\n" "[b]Note:[/b] The [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array, use " "[code]arr.resize(arr.size() - 1)[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Sets the array's number of elements to [param size]. If [param size] is " "smaller than the array's current size, the elements at the end are removed. " "If [param size] is greater, new default elements (usually [code]null[/code]) " "are added, depending on the array's type.\n" "Returns [constant OK] on success, or one of the following [enum Error] " "constants if this method fails: [constant ERR_LOCKED] if the array is read-" "only, [constant ERR_INVALID_PARAMETER] if the size is negative, or [constant " "ERR_OUT_OF_MEMORY] if allocations fail. Use [method size] to find the actual " "size of the array after resize.\n" "[b]Note:[/b] Calling this method once and assigning the new values is faster " "than calling [method append] for every new element." msgstr "" #: doc/classes/Array.xml msgid "Reverses the order of all elements in the array." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]last[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the beginning of the array. This " "method is the reverse of [method find]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]last[/b] element of the array that causes [param " "method] to return [code]true[/code], or [code]-1[/code] if there are none. " "The search's start can be specified with [param from], continuing to the " "beginning of the array. This method is the reverse of [method find_custom]." msgstr "" #: doc/classes/Array.xml msgid "" "Sets the value of the element at the given [param index] to the given [param " "value]. This will not change the size of the array, it only changes the " "value at an index already in the array. This is the same as using the [code]" "[][/code] operator ([code]array[index] = value[/code])." msgstr "" #: doc/classes/Array.xml msgid "" "Shuffles all elements of the array in a random order.\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method pick_random]), this method uses a common, " "global random seed. To get a predictable outcome from this method, see " "[method @GlobalScope.seed]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the number of elements in the array. Empty arrays ([code][][/code]) " "always return [code]0[/code]. See also [method is_empty]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a new [Array] containing this array's elements, from index [param " "begin] (inclusive) to [param end] (exclusive), every [param step] elements.\n" "If either [param begin] or [param end] are negative, their value is relative " "to the end of the array.\n" "If [param step] is negative, this method iterates through the array in " "reverse, returning a slice ordered backwards. For this to work, [param " "begin] must be greater than [param end].\n" "If [param deep] is [code]true[/code], all nested [Array] and [Dictionary] " "elements in the slice are duplicated from the original, recursively. See " "also [method duplicate].\n" "[codeblock]\n" "var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "\n" "print(letters.slice(0, 2)) # Prints [\"A\", \"B\"]\n" "print(letters.slice(2, -2)) # Prints [\"C\", \"D\"]\n" "print(letters.slice(-2, 6)) # Prints [\"E\", \"F\"]\n" "\n" "print(letters.slice(0, 6, 2)) # Prints [\"A\", \"C\", \"E\"]\n" "print(letters.slice(4, 1, -1)) # Prints [\"E\", \"D\", \"C\"]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array in ascending order. The final order is dependent on the " "\"less than\" ([code]<[/code]) comparison between elements.\n" "[codeblocks]\n" "[gdscript]\n" "var numbers = [10, 5, 2.5, 8]\n" "numbers.sort()\n" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array numbers = [10, 5, 2.5, 8];\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that equivalent " "elements (such as [code]2[/code] and [code]2.0[/code]) may have their order " "changed when calling [method sort]." msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array using a custom [Callable].\n" "[param func] is called as many times as necessary, receiving two array " "elements as arguments. The function should return [code]true[/code] if the " "first element should be moved [i]before[/i] the second one, otherwise it " "should return [code]false[/code].\n" "[codeblock]\n" "func sort_ascending(a, b):\n" "\tif a[1] < b[1]:\n" "\t\treturn true\n" "\treturn false\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 5], [\"Apple\", 9], [\"Rice\", 4]]\n" "\tmy_items.sort_custom(sort_ascending)\n" "\tprint(my_items) # Prints [[\"Rice\", 4], [\"Tomato\", 5], [\"Apple\", 9]]\n" "\n" "\t# Sort descending, using a lambda function.\n" "\tmy_items.sort_custom(func(a, b): return a[1] > b[1])\n" "\tprint(my_items) # Prints [[\"Apple\", 9], [\"Tomato\", 5], [\"Rice\", 4]]\n" "[/codeblock]\n" "It may also be necessary to use this method to sort strings by natural " "order, with [method String.naturalnocasecmp_to], as in the following " "example:\n" "[codeblock]\n" "var files = [\"newfile1\", \"newfile2\", \"newfile10\", \"newfile11\"]\n" "files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(files) # Prints [\"newfile1\", \"newfile2\", \"newfile10\", " "\"newfile11\"]\n" "[/codeblock]\n" "[b]Note:[/b] In C#, this method is not supported.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when calling this method.\n" "[b]Note:[/b] You should not randomize the return value of [param func], as " "the heapsort algorithm expects a consistent result. Randomizing the return " "value will result in unexpected behavior." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if the array's size or its elements are different " "than [param right]'s." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/Array.xml msgid "" "Appends the [param right] array to the left operand, creating a new [Array]. " "This is also known as an array concatenation.\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # Prints [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" "Godot.Collections.Array array1 = [\"One\", 2];\n" "Godot.Collections.Array array2 = [3, \"Four\"];\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] For existing arrays, [method append_array] is much more " "efficient than concatenation and assignment with the [code]+=[/code] " "operator." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is less than [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is less or equal to [param right]'s, otherwise returns " "[code]false[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes and contents of the arrays are equal, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is greater than [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is greater or equal to [param right]'s, otherwise returns " "[code]false[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the [Variant] element at the specified [param index]. Arrays start " "at index 0. If [param index] is greater or equal to [code]0[/code], the " "element is fetched starting from the beginning of the array. If [param " "index] is a negative value, the element is fetched starting from the end. " "Accessing an array out-of-bounds will cause a run-time error, pausing the " "project execution if run from the editor." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "Vector3[] vertices =\n" "[\n" "\tnew Vector3(0, 1, 0),\n" "\tnew Vector3(1, 0, 0),\n" "\tnew Vector3(0, 0, 1),\n" "];\n" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" "Godot.Collections.Array arrays = [];\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// Create the Mesh.\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Procedural geometry using the ArrayMesh" msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "" "Creates a new surface. [method Mesh.get_surface_count] will become the " "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" "The [param arrays] argument is an array of arrays. Each of the [constant " "Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for " "this surface as described by the corresponding member of [enum " "Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For " "example, [code]arrays[0][/code] is the array of vertices. That first vertex " "sub-array is always required; the others are optional. Adding an index array " "puts this surface into \"index mode\" where the vertex and other arrays " "become the sources of data and the index array defines the vertex order. All " "sub-arrays must have the same length as the vertex array (or be an exact " "multiple of the vertex array's length, when multiple elements of a sub-array " "correspond to a single vertex) or be empty, except for [constant " "Mesh.ARRAY_INDEX] if it is used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " "Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] " "and all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents an LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " "distance at which the LOD stats being used. I.e., increasing the key of an " "LOD also increases the distance that the objects has to be from the camera " "before the LOD is used.\n" "The [param flags] argument is the bitwise OR of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant " "Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant " "Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" "[b]Note:[/b] When using indices, it is recommended to only use points, " "lines, or triangles." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Removes all surfaces from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Returns the name of the blend shape at this index." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Sets the name of the blend shape at this index." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Gets the name assigned to this surface." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/RenderingServer.xml msgid "" "Removes the surface at the given index from the Mesh, shifting surfaces with " "higher index down by one." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Sets a name for a given surface." msgstr "" #: doc/classes/ArrayMesh.xml msgid "The blend shape mode." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "An optional mesh which can be used for rendering shadows and the depth " "prepass. Can be used to increase performance by supplying a mesh with fused " "vertices and only vertex position data (without normals, UVs, colors, " "etc.).\n" "[b]Note:[/b] This mesh must have exactly the same vertex positions as the " "source mesh (including the source mesh's LODs, if present). If vertex " "positions differ, then the mesh will not draw correctly." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by " "the engine's occlusion culling system. This is analogous to [ArrayMesh], but " "for occluders.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" #: doc/classes/ArrayOccluder3D.xml doc/classes/BoxOccluder3D.xml #: doc/classes/Occluder3D.xml doc/classes/OccluderInstance3D.xml #: doc/classes/PolygonOccluder3D.xml doc/classes/QuadOccluder3D.xml #: doc/classes/SphereOccluder3D.xml msgid "Occlusion culling" msgstr "گردآوری بندآمدگی" #: doc/classes/ArrayOccluder3D.xml msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "The occluder's index position. Indices determine which points from the " "[member vertices] array should be drawn, and in which order.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "The occluder's vertex positions in local 3D coordinates.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "A container that preserves the proportions of its child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "A container type that arranges its child controls in a way that preserves " "their proportions automatically when the container is resized. Useful when a " "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" #: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml #: doc/classes/CenterContainer.xml doc/classes/Container.xml #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml #: doc/classes/HBoxContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml #: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml #: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml #: doc/classes/VBoxContainer.xml doc/classes/VFlowContainer.xml #: doc/classes/VSplitContainer.xml #, fuzzy msgid "Using Containers" msgstr "سیگنال ها" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the vertical relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "The stretch mode used to align child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while " "keeping the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size " "and [member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the center of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "" #: doc/classes/AStar2D.xml msgid "" "An implementation of A* for finding the shortest path between two vertices " "on a connected graph in 2D space." msgstr "" #: doc/classes/AStar2D.xml msgid "" "An implementation of the A* algorithm, used to find the shortest path " "between two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStarGrid2D.xml #: doc/classes/PackedVector2Array.xml msgid "Grid-based Navigation with AStarGrid2D Demo" msgstr "" #: doc/classes/AStar2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns whether there is a connection/segment between the given points. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Clears all the points and segments." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Deletes the segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "prevented, and a unidirectional segment possibly remains." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns the ID of the closest point to [param to_position], optionally " "taking disabled points into account. Returns [code]-1[/code] if there are no " "points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // " "Returns (0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns the number of points currently in the points pool." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns an array of all point IDs." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty array and will print an error message.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml doc/classes/AStarGrid2D.xml msgid "Returns the position of the point associated with the given [param id]." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml doc/classes/AStarGrid2D.xml msgid "" "Returns the weight scale of the point associated with the given [param id]." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns whether a point associated with the given [param id] exists." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Sets the [param position] for the point with the given [param id]." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point." msgstr "" #: doc/classes/AStar3D.xml msgid "" "An implementation of A* for finding the shortest path between two vertices " "on a connected graph in 3D space." msgstr "" #: doc/classes/AStar3D.xml msgid "" "A* (A star) is a computer algorithm used in pathfinding and graph traversal, " "the process of plotting short paths among vertices (points), passing through " "a given set of edges (segments). It enjoys widespread use due to its " "performance and accuracy. Godot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, you can test if there is a " "path between two points with the [method are_points_connected] function, get " "a path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a " "script that extends [AStar3D] and override the methods [method " "_compute_cost] and [method _estimate_cost]. Both should take two point IDs " "and return the distance between the corresponding points.\n" "[b]Example:[/b] Use Manhattan distance instead of Euclidean distance:\n" "[codeblocks]\n" "[gdscript]\n" "class_name MyAStar3D\n" "extends AStar3D\n" "\n" "func _compute_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "\n" "func _estimate_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "\n" "[GlobalClass]\n" "public partial class MyAStar3D : AStar3D\n" "{\n" "\tpublic override float _ComputeCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "\n" "\tpublic override float _EstimateCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [method _compute_cost] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm " "with the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods " "are used, or if the supplied [method _estimate_cost] method returns a lower " "bound of the cost, then the paths returned by A* will be the lowest-cost " "paths. Here, the cost of a path equals the sum of the [method _compute_cost] " "results of all segments in the path multiplied by the [code]weight_scale[/" "code]s of the endpoints of the respective segments. If the default methods " "are used and the [code]weight_scale[/code]s of all points are set to " "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns whether the two given points are directly connected by a segment. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // " "Returns (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar3D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty array and will print an error message.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "An implementation of A* for finding the shortest path between two points on " "a partial 2D grid." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " "grids. It is simpler to use because it doesn't require you to manually " "create points and connect them together. This class also supports multiple " "types of heuristics, modes for diagonal movement, and a jumping mode to " "speed up calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints [(0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints " "[(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // Prints " "[(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "Prints [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/csharp]\n" "[/codeblocks]\n" "To remove a point from the pathfinding grid, it must be set as \"solid\" " "with [method set_point_solid]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" "code]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Fills the given [param region] on the grid with the specified value for the " "solid flag.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Fills the given [param region] on the grid with the specified value for the " "weight scale.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is solid the search may take an unusually long time to finish." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " "[code]weight_scale[/code]: [float]) within a [param region]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty array and will print an error message.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id), i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(Vector2i(x, y))[/code]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if the [param id] vector is a valid grid " "coordinate, i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(id)[/code]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By " "default, all points are enabled." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making " "an obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Updates the internal state of the grid according to the parameters to " "prepare it to search the path. Needs to be called if parameters like [member " "region], [member cell_size] or [member offset] are changed. [method " "is_dirty] will return [code]true[/code] if this is the case and this needs " "to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The cell shape. Affects how the positions are placed in the grid. If " "changed, [method update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The default [enum Heuristic] which will be used to calculate the cost " "between two points if [method _compute_cost] was not overridden." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The default [enum Heuristic] which will be used to calculate the cost " "between the point and the end point if [method _estimate_cost] was not " "overridden." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " "accept the specified diagonals." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Enables or disables jumping to skip up the intermediate points and speeds up " "the searching algorithm.\n" "[b]Note:[/b] Currently, toggling it on disables the consideration of weight " "scaling in pathfinding." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The offset of the grid which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The region of grid cells available for pathfinding. If changed, [method " "update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Use [member region] instead." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The size of the grid (number of cells of size [member cell_size] on each " "axis). If changed, [method update] needs to be called before finding the " "next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and " "[AStar2D] by default (with the inclusion of possible z-axis coordinate)." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal " "movements, provided by setting the [member diagonal_mode] to [constant " "DIAGONAL_MODE_NEVER]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The Octile heuristic to be used for the pathfinding using the following " "formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum Heuristic] enum." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will ignore solid neighbors around the target cell " "and allow passing using diagonals." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will ignore all diagonals and the way will be " "always orthogonal." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will avoid using diagonals if at least two " "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will avoid using diagonals if any obstacle has " "been placed around the neighboring cells of the specific path segment." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Rectangular cell shape." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes up-right, and the vertical one goes down-right." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes down-right, and the vertical one goes down-left." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum CellShape] enum." msgstr "" #: doc/classes/AtlasTexture.xml msgid "A texture that crops out part of another Texture2D." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "[Texture2D] resource that draws only part of its [member atlas] texture, as " "defined by the [member region]. An additional [member margin] can also be " "set, which is useful for small adjustments.\n" "Multiple [AtlasTexture] resources can be cropped from the same [member " "atlas]. Packing many smaller textures into a singular large texture helps to " "optimize video memory costs and render calls.\n" "[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and will " "not tile properly in nodes such as [TextureRect] or [Sprite2D]. To tile an " "[AtlasTexture], modify its [member region] instead." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], the area outside of the [member region] is clipped to " "avoid bleeding of the surrounding texture pixels." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "The margin around the [member region]. Useful for small adjustments. If the " "[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, " "the drawn texture is resized to fit within the margin." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "The region used to draw the [member atlas]. If either dimension of the " "region's size is [code]0[/code], the value from [member atlas] size will be " "used for that axis instead." msgstr "" #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "" #: doc/classes/AudioBusLayout.xml msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" #: doc/classes/AudioEffect.xml msgid "Base class for audio effect resources." msgstr "" #: doc/classes/AudioEffect.xml msgid "" "The base [Resource] for every audio effect. In the editor, an audio effect " "can be added to the current bus layout through the Audio panel. At run-time, " "it is also possible to manipulate audio effects through [method " "AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and " "[method AudioServer.get_bus_effect].\n" "When applied on a bus, an audio effect creates a corresponding " "[AudioEffectInstance]. The instance is directly responsible for manipulating " "the sound, based on the original audio effect's properties." msgstr "" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectAmplify.xml #: doc/classes/AudioEffectBandLimitFilter.xml #: doc/classes/AudioEffectBandPassFilter.xml doc/classes/AudioEffectCapture.xml #: doc/classes/AudioEffectChorus.xml doc/classes/AudioEffectCompressor.xml #: doc/classes/AudioEffectDelay.xml doc/classes/AudioEffectDistortion.xml #: doc/classes/AudioEffectEQ.xml doc/classes/AudioEffectEQ10.xml #: doc/classes/AudioEffectEQ21.xml doc/classes/AudioEffectEQ6.xml #: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHardLimiter.xml #: doc/classes/AudioEffectHighPassFilter.xml #: doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectInstance.xml doc/classes/AudioEffectLimiter.xml #: doc/classes/AudioEffectLowPassFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml #: doc/classes/AudioEffectNotchFilter.xml doc/classes/AudioEffectPanner.xml #: doc/classes/AudioEffectPhaser.xml doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectReverb.xml doc/classes/AudioEffectStereoEnhance.xml #: doc/classes/AudioServer.xml msgid "Audio buses" msgstr "" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml #: doc/classes/AudioServer.xml doc/classes/AudioStream.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Microphone Record Demo" msgstr "" #: doc/classes/AudioEffect.xml msgid "" "Override this method to customize the [AudioEffectInstance] created when " "this effect is applied on a bus in the editor's Audio panel, or through " "[method AudioServer.add_bus_effect].\n" "[codeblock]\n" "extends AudioEffect\n" "\n" "@export var strength = 4.0\n" "\n" "func _instantiate():\n" "\tvar effect = CustomAudioEffectInstance.new()\n" "\teffect.base = self\n" "\n" "\treturn effect\n" "[/codeblock]\n" "[b]Note:[/b] It is recommended to keep a reference to the original " "[AudioEffect] in the new instance. Depending on the implementation this " "allows the effect instance to listen for changes at run-time and be modified " "accordingly." msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "Adds an amplifying audio effect to an audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "Increases or decreases the volume being routed through the audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "" "Limits the frequencies in a range around the [member " "AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to " "pass." msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating-point " "PCM.\n" "Unlike [AudioEffectRecord], this effect only returns the raw audio samples " "instead of encoding them into an [AudioStream]." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Clears the internal ring buffer.\n" "[b]Note:[/b] Calling this during a capture can cause the loss of samples " "which causes popping in the playback." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Gets the next [param frames] audio samples from the internal ring buffer.\n" "Returns a [PackedVector2Array] containing exactly [param frames] audio " "samples if available, or an empty [PackedVector2Array] if insufficient data " "was available.\n" "The samples are signed floating-point PCM between [code]-1[/code] and " "[code]1[/code]. You will have to scale them if you want to use them as 8 or " "16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Returns the total size of the internal ring buffer in frames." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Returns the number of audio frames inserted from the audio bus." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "Adds a chorus audio effect." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The effect's raw signal." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The number of voices in the effect." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as " "possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another " "audio bus for threshold detection. This technique is common in video game " "mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "Gain applied to the output signal." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying " "echo. Delay effects range from a subtle echo effect to a pronounced blending " "of previous sounds with new sounds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], feedback is enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for feedback." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" #: doc/classes/AudioEffectDelay.xml #, fuzzy msgid "If [code]true[/code], the first tap will be enabled." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioEffectDelay.xml msgid "First tap delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for the first tap." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" #: doc/classes/AudioEffectDelay.xml #, fuzzy msgid "If [code]true[/code], the second tap will be enabled." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioEffectDelay.xml msgid "Second tap delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for the second tap." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume after the effect, in decibels. Value can " "range from -80 to 24." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect, in decibels. Value can " "range from -60 to 60." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers. The [member " "drive] property has no effect in this mode." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " "or [AudioEffectEQ21] don't fit your needs." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Returns the number of bands of the equalizer." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" #: doc/classes/AudioEffectEQ21.xml msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ21.xml msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" #: doc/classes/AudioEffectEQ6.xml msgid "" "Adds a 6-band equalizer audio effect to an audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ6.xml msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "" "Steepness of the cutoff curve in dB per octave, also known as the order of " "the filter. Higher orders have a more aggressive cutoff." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 6dB per octave." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 12dB per octave." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 18dB per octave." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 24dB per octave." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "Adds a hard limiter audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "" "A limiter is an effect designed to disallow sound from going over a given dB " "threshold. Hard limiters predict volume peaks, and will smoothly apply gain " "reduction when a peak crosses the ceiling threshold to prevent clipping and " "distortion. It preserves the waveform and prevents it from crossing the " "ceiling threshold. Adding one in the Master bus is recommended as a safety " "measure to prevent sudden volume peaks from occurring, and to prevent " "distortion caused by clipping." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. This value can range from " "[code]-24.0[/code] to [code]0.0[/code].\n" "The default value of [code]-0.3[/code] prevents potential inter-sample peaks " "(ISP) from crossing over 0 dB, which can cause slight distortion on some " "older hardware." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "Gain to apply before limiting, in decibels." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "Time it takes in seconds for the gain reduction to fully release." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Adds a high-shelf filter to the audio bus." msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "Manipulates the audio it receives for a given effect." msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "" "An audio effect instance manipulates the audio it receives for a given " "effect. This instance is automatically created by an [AudioEffect] when it " "is added to a bus, and should usually not be created directly. If necessary, " "it can be fetched at run-time with [method " "AudioServer.get_bus_effect_instance]." msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "" "Called by the [AudioServer] to process this effect. When [method " "_process_silence] is not overridden or it returns [code]false[/code], this " "method is called only when the bus is active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. " "Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "" "Override this method to customize the processing behavior of this effect " "instance.\n" "Should return [code]true[/code] to force the [AudioServer] to always call " "[method _process], even if the bus has been muted or cannot otherwise be " "heard." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "Use [AudioEffectHardLimiter] instead." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Adds a low-shelf filter to the audio bus." msgstr "" #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml msgid "" "Attenuates frequencies in a narrow band around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adds a phaser audio effect to an audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value " "can range from [code]0.1[/code] to [code]4.0[/code]." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "Adds a pitch-shifting audio effect to an audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFTSize] enum." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " "audio output by Godot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the " "given format (8-bit, 16-bit, or compressed) instead of giving access to the " "raw audio samples.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioEffectRecord.xml doc/classes/AudioStreamMicrophone.xml msgid "Recording with microphone" msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Specifies the format in which the sample will be recorded." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "Adds a reverberation audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "High-pass filter passes signals with a frequency higher than a certain " "cutoff frequency and attenuates signals with frequencies lower than the " "cutoff frequency. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "This audio effect does not affect sound output, but can be used for real-" "time audio visualizations.\n" "This resource configures an [AudioEffectSpectrumAnalyzerInstance], which " "performs the actual analysis at runtime. An instance can be obtained with " "[method AudioServer.get_bus_effect_instance].\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml #: doc/classes/AudioServer.xml doc/classes/AudioStream.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/CanvasItem.xml msgid "Audio Spectrum Visualizer Demo" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Queryable instance of an [AudioEffectSpectrumAnalyzer]." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "" "The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to " "query the magnitude of a frequency range on its host bus.\n" "An instance of this class can be obtained with [method " "AudioServer.get_bus_effect_instance]." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "" "Returns the magnitude of the frequencies from [param from_hz] to [param " "to_hz] in linear energy as a Vector2. The [code]x[/code] component of the " "return value represents the left stereo channel, and [code]y[/code] " "represents the right channel.\n" "[param mode] determines how the frequency range will be processed." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the average value across the frequency range as magnitude." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value of the frequency range as magnitude." msgstr "" #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "An audio effect that can be used to adjust the intensity of stereo panning." msgstr "" #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Amplifies the difference between stereo channels, increasing or decreasing " "existing panning. A value of 0.0 will downmix stereo to mono. Does not " "affect a mono signal." msgstr "" #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Widens sound stage through phase shifting in conjunction with [member " "time_pullout_ms]. Just pans sound to the left channel if [member " "time_pullout_ms] is 0." msgstr "" #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Widens sound stage through phase shifting in conjunction with [member " "surround]. Just delays the right channel if [member surround] is 0." msgstr "" #: doc/classes/AudioListener2D.xml doc/classes/AudioListener3D.xml msgid "Overrides the location sounds are heard from." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one " "[AudioListener2D] can be current. Using [method make_current] will disable " "the previous [AudioListener2D].\n" "If there is no active [AudioListener2D] in the current [Viewport], center of " "the screen will be used as a hearing point for the audio. [AudioListener2D] " "needs to be inside [SceneTree] to function." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Makes the [AudioListener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [AudioListener2D], it will be " "disabled.\n" "This method will have no effect if the [AudioListener2D] is not added to " "[SceneTree]." msgstr "" #: doc/classes/AudioListener3D.xml msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera3D]." msgstr "" #: doc/classes/AudioListener3D.xml msgid "Disables the listener to use the current camera's listener instead." msgstr "" #: doc/classes/AudioListener3D.xml msgid "Returns the listener's global orthonormalized [Transform3D]." msgstr "" #: doc/classes/AudioListener3D.xml msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one AudioListener3D marked as " "\"current\" in the scene tree, but only the one that was made current last " "will be used." msgstr "" #: doc/classes/AudioListener3D.xml msgid "Enables the listener. This will override the current camera's listener." msgstr "" #: doc/classes/AudioSample.xml msgid "Base class for audio samples." msgstr "" #: doc/classes/AudioSamplePlayback.xml msgid "Meta class for playing back audio samples." msgstr "" #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "" #: doc/classes/AudioServer.xml msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "" #: doc/classes/AudioServer.xml msgid "Adds a bus at [param at_position]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [param bus_idx] at [param " "at_position]." msgstr "" #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the number of channels of the bus at index [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [param effect_idx] in bus [param " "bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the index of the bus with the name [param bus_name]. Returns " "[code]-1[/code] if no bus with the specified name exist." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [param bus_idx] " "and channel index [param channel]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the volume of the bus at index [param bus_idx] as a linear value.\n" "[b]Note:[/b] The returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on the result of [method get_bus_volume_db]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the name of the current audio driver. The default usually depends on " "the operating system, but may be overridden via the [code]--audio-driver[/" "code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " "line argument[/url]. [code]--headless[/code] also automatically sets the " "audio driver to [code]Dummy[/code]. See also [member ProjectSettings.audio/" "driver/driver]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml #, fuzzy msgid "Returns the sample rate at the input of the [AudioServer]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioServer.xml msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the names of all audio output devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the audio driver's effective output latency. This is based on " "[member ProjectSettings.audio/driver/output_latency], but the exact returned " "value will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [param bus_idx] is bypassing effects." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the effect at index [param effect_idx] on the bus at " "index [param bus_idx] is enabled." msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the stream is registered as a sample. The engine will " "not have to register it before playing the sample.\n" "If [code]false[/code], the stream will have to be registered before playing " "it. To prevent lag spikes, register the stream as sample with [method " "register_stream_as_sample]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" #: doc/classes/AudioServer.xml msgid "Moves the bus from index [param index] to index [param to_index]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Forces the registration of a stream as a sample.\n" "[b]Note:[/b] Lag spikes may occur when calling this method, especially on " "single-threaded builds. It is suggested to call this method while loading " "assets, where the lag spike could be masked, instead of registering the " "sample right before it needs to be played." msgstr "" #: doc/classes/AudioServer.xml msgid "Removes the bus at index [param index]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [param effect_idx] from the bus at index [param " "bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "" #: doc/classes/AudioServer.xml msgid "Sets the name of the bus at index [param bus_idx] to [param name]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Connects the output of the bus at [param bus_idx] to the bus named [param " "send]." msgstr "" #: doc/classes/AudioServer.xml #, fuzzy msgid "" "Sets the volume in decibels of the bus at index [param bus_idx] to [param " "volume_db]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioServer.xml msgid "" "Sets the volume as a linear value of the bus at index [param bus_idx] to " "[param volume_linear].\n" "[b]Note:[/b] Using this method is equivalent to calling [method " "set_bus_volume_db] with the result of [method @GlobalScope.linear_to_db] on " "a value." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If set to [code]true[/code], all instances of [AudioStreamPlayback] will " "call [method AudioStreamPlayback._tag_used_streams] every mix step.\n" "[b]Note:[/b] This is enabled by default in the editor, as it is used by " "editor plugins for the audio stream previews." msgstr "" #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio input (see [method " "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " "device. The value [code]\"Default\"[/code] will play audio on the system-" "wide default audio output. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played at half its speed). See also [member " "Engine.time_scale] to affect the general simulation speed, which is " "independent from [member AudioServer.playback_speed_scale]." msgstr "" #: doc/classes/AudioServer.xml msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "" "The playback will be considered of the type declared at [member " "ProjectSettings.audio/general/default_playback_type]." msgstr "" #: doc/classes/AudioServer.xml msgid "Force the playback to be considered as a stream." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Force the playback to be considered as a sample. This can provide lower " "latency and more stable playback (with less risk of audio crackling), at the " "cost of having less flexibility.\n" "[b]Note:[/b] Only currently supported on the web platform.\n" "[b]Note:[/b] [AudioEffect]s are not supported when playback is considered as " "a sample." msgstr "" #: doc/classes/AudioServer.xml msgid "Represents the size of the [enum PlaybackType] enum." msgstr "" #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via " "[AudioStreamOggVorbis]) file formats." msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Audio streams" msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Generator Demo" msgstr "" #: doc/classes/AudioStream.xml msgid "Override this method to return the bar beats of this stream." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Overridable method. Should return the total number of beats of this audio " "stream. Used by the engine to determine the position of every beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Overridable method. Should return the tempo of this audio stream, in beats " "per minute (BPM). Used by the engine to determine the position of every " "beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Return the controllable parameters of this stream. This array contains " "dictionaries with a property info description format (see [method " "Object.get_property_list]). Additionally, the default value for this " "parameter must be added tho each dictionary in \"default_value\" field." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the tags for this audio stream. Should " "return a [Dictionary] of strings with the tag as the key and its content as " "the value.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code]." msgstr "" #: doc/classes/AudioStream.xml #, fuzzy msgid "" "Override this method to return [code]true[/code] if this stream has a loop." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method " "instantiate_playback]. Should return a new [AudioStreamPlayback] created " "when the stream is played (such as by an [AudioStreamPlayer])." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method " "is_monophonic]. Should return [code]true[/code] if this audio stream only " "supports one channel." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns if the current [AudioStream] can be used as a sample. Only static " "streams can be sampled." msgstr "" #: doc/classes/AudioStream.xml #, fuzzy msgid "Generates an [AudioSample] based on the current stream." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " "stream. Useful for when you want to extend [method _instantiate_playback] " "but call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" #: doc/classes/AudioStream.xml #, fuzzy msgid "" "Returns [code]true[/code] if the stream is a collection of other streams, " "[code]false[/code] otherwise." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStream.xml msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two " "or more channels ([i]polyphony[/i])." msgstr "" #: doc/classes/AudioStream.xml msgid "Signal to be emitted to notify when the parameter list changed." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "An audio stream with utilities for procedural sound generation." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "[AudioStreamGenerator] is a type of audio stream that does not play back " "sounds on its own; instead, it expects a script to generate audio data for " "it. See also [AudioStreamGeneratorPlayback].\n" "Here's a sample on how to use it to generate a sine wave:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Will hold the AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # The frequency of the sound wave.\n" "var phase = 0.0\n" "\n" "func _ready():\n" "\t$AudioStreamPlayer.play()\n" "\tplayback = $AudioStreamPlayer.get_stream_playback()\n" "\tfill_buffer()\n" "\n" "func fill_buffer():\n" "\tvar increment = pulse_hz / sample_hz\n" "\tvar frames_available = playback.get_frames_available()\n" "\n" "\tfor i in range(frames_available):\n" "\t\tplayback.push_frame(Vector2.ONE * sin(phase * TAU))\n" "\t\tphase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Will hold the " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" "private double phase = 0.0;\n" "\n" "public override void _Ready()\n" "{\n" "\tif (Player.Stream is AudioStreamGenerator generator) // Type as a " "generator to access MixRate.\n" "\t{\n" "\t\t_sampleHz = generator.MixRate;\n" "\t\tPlayer.Play();\n" "\t\t_playback = (AudioStreamGeneratorPlayback)Player.GetStreamPlayback();\n" "\t\tFillBuffer();\n" "\t}\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" "\tfloat increment = _pulseHz / _sampleHz;\n" "\tint framesAvailable = _playback.GetFramesAvailable();\n" "\n" "\tfor (int i = 0; i < framesAvailable; i++)\n" "\t{\n" "\t\t_playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf.Tau));\n" "\t\tphase = Mathf.PosMod(phase + increment, 1.0);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the \"AudioStreamPlayer\" node must use an " "[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " "provides audio data for approximating a sine wave.\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDExtension. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are generating lower-pitched sounds such as voices, lower sample rates such " "as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality.\n" "[b]Note:[/b] [AudioStreamGenerator] is not automatically resampling input " "data, to produce expected result [member mix_rate_mode] should match the " "sampling rate of input data.\n" "[b]Note:[/b] If you are using [AudioEffectCapture] as the source of your " "data, set [member mix_rate_mode] to [constant MIX_RATE_INPUT] or [constant " "MIX_RATE_OUTPUT] to automatically match current [AudioServer] mixing rate." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "Mixing rate mode. If set to [constant MIX_RATE_CUSTOM], [member mix_rate] is " "used, otherwise current [AudioServer] mixing rate is used." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "Current [AudioServer] output mixing rate." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "Current [AudioServer] input mixing rate." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "Custom mixing rate, specified by [member mix_rate]." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "Maximum value for the mixing rate mode enum." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Clears the audio sample data buffer." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of times the playback skipped due to a buffer underrun in " "the audio sample data. This value is reset at the start of the playback." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDExtension, but [method push_buffer] may be [i]less[/i] efficient in " "GDScript." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDExtension, but [method push_frame] may be [i]more[/i] efficient in " "GDScript." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Audio stream that can playback music interactively, combining clips and a " "transition table." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "This is an audio stream that can playback music interactively, combining " "clips and a transition table. Clips must be added first, and then the " "transition rules via the [method add_transition]. Additionally, this stream " "exports a property parameter to control the playback via " "[AudioStreamPlayer], [AudioStreamPlayer2D], or [AudioStreamPlayer3D].\n" "The way this is used is by filling a number of clips, then configuring the " "transition table. From there, clips are selected for playback and the music " "will smoothly go from the current to the new one while using the " "corresponding transition rule defined in the transition table." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Add a transition between two clips. Provide the indices of the source and " "destination clips, or use the [constant CLIP_ANY] constant to indicate that " "transition happens to/from any clip to this one.\n" "* [param from_time] indicates the moment in the current clip the transition " "will begin after triggered.\n" "* [param to_time] indicates the time in the next clip that the playback will " "start from.\n" "* [param fade_mode] indicates how the fade will happen between clips. If " "unsure, just use [constant FADE_AUTOMATIC] which uses the most common type " "of fade for each situation.\n" "* [param fade_beats] indicates how many beats the fade will take. Using " "decimals is allowed.\n" "* [param use_filler_clip] indicates that there will be a filler clip used " "between the source and destination clips.\n" "* [param filler_clip] the index of the filler clip.\n" "* If [param hold_previous] is used, then this clip will be remembered. This " "can be used together with [constant AUTO_ADVANCE_RETURN_TO_HOLD] to return " "to this clip after another is done playing." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Erase a transition by providing [param from_clip] and [param to_clip] clip " "indices. [constant CLIP_ANY] can be used for either argument or both." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return whether a clip has auto-advance enabled. See [method " "set_clip_auto_advance]." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the clip towards which the clip referenced by [param clip_index] will " "auto-advance to." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the name of a clip." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "Return the [AudioStream] associated with a clip." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the time (in beats) for a transition (see [method add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "Return the mode for a transition (see [method add_transition])." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the filler clip for a transition (see [method add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the source time position for a transition (see [method " "add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the list of transitions (from, to interleaved)." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the destination time position for a transition (see [method " "add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "" "Returns [code]true[/code] if a given transition exists (was added via " "[method add_transition])." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return whether a transition uses the [i]hold previous[/i] functionality (see " "[method add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return whether a transition uses the [i]filler clip[/i] functionality (see " "[method add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Set whether a clip will auto-advance by changing the auto-advance mode." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Set the index of the next clip towards which this clip will auto advance to " "when finished. If the clip being played loops, then auto-advance will be " "ignored." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Set the name of the current clip (for easier identification)." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "Set the [AudioStream] associated with the current clip." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Amount of clips contained in this interactive player." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Index of the initial clip, which will be played first when this stream is " "played." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Start transition as soon as possible, don't wait for any specific time " "position." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition when the clip playback position reaches the next beat." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition when the clip playback position reaches the next bar." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition when the current clip finished playing." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Transition to the same position in the destination clip. This is useful when " "both clips have exactly the same length and the music should fade between " "them." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition to the start of the destination clip." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Do not use fade for the transition. This is useful when transitioning from a " "clip-end to clip-beginning, and each clip has their begin/end." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Use a fade-in in the next clip, let the current clip finish." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Use a fade-out in the current clip, the next clip will start by itself." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Use a cross-fade between clips." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Use automatic fade logic depending on the transition from/to. It is " "recommended to use this by default." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Disable auto-advance (default)." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Enable auto-advance, a clip must be specified." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Enable auto-advance, but instead of specifying a clip, the playback will " "return to hold (see [method add_transition])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "This constant describes that any clip is valid for a specific transition as " "either source or destination." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "Plays real-time audio input data." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "Audio Mic Record Demo" msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "MP3 audio stream driver. See [member data] if you want to load an MP3 file " "at run-time.\n" "[b]Note:[/b] This class can optionally support legacy MP1 and MP2 formats, " "provided that the engine is compiled with the " "[code]minimp3_extra_formats=yes[/code] SCons option. These extra formats are " "not enabled by default." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Creates a new [AudioStreamMP3] instance from the given buffer. The buffer " "must contain MP3 data." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Creates a new [AudioStreamMP3] instance from the given file path. The file " "must be in MP3 format." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Contains the audio data in bytes.\n" "You can load a file without having to import it beforehand using the code " "snippet below. Keep in mind that this snippet loads the whole file into " "memory and may not be ideal for huge files (hundreds of megabytes or more).\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" "\tvar file = FileAccess.open(path, FileAccess.READ)\n" "\tvar sound = AudioStreamMP3.new()\n" "\tsound.data = file.get_buffer(file.get_length())\n" "\treturn sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" "\tusing var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" "\tvar sound = new AudioStreamMP3();\n" "\tsound.Data = file.GetBuffer(file.GetLength());\n" "\treturn sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Time in seconds at which the stream starts after being looped." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "A class representing an Ogg Vorbis audio stream." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " "Ogg Vorbis file formats. It offers functionality for loading and playing " "back Ogg Vorbis files, as well as managing looping and other playback " "properties. This class is part of the audio stream system, which also " "supports WAV files through the [AudioStreamWAV] class." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: doc/classes/AudioStreamWAV.xml doc/classes/FileAccess.xml #: doc/classes/FontFile.xml modules/gltf/doc_classes/GLTFAccessor.xml #: modules/gltf/doc_classes/GLTFAnimation.xml #: modules/gltf/doc_classes/GLTFBufferView.xml #: modules/gltf/doc_classes/GLTFCamera.xml #: modules/gltf/doc_classes/GLTFDocument.xml #: modules/gltf/doc_classes/GLTFDocumentExtension.xml #: modules/gltf/doc_classes/GLTFDocumentExtensionConvertImporterMesh.xml #: modules/gltf/doc_classes/GLTFLight.xml modules/gltf/doc_classes/GLTFMesh.xml #: modules/gltf/doc_classes/GLTFNode.xml #: modules/gltf/doc_classes/GLTFPhysicsBody.xml #: modules/gltf/doc_classes/GLTFPhysicsShape.xml #: modules/gltf/doc_classes/GLTFSkeleton.xml #: modules/gltf/doc_classes/GLTFSkin.xml #: modules/gltf/doc_classes/GLTFSpecGloss.xml #: modules/gltf/doc_classes/GLTFState.xml #: modules/gltf/doc_classes/GLTFTexture.xml #: modules/gltf/doc_classes/GLTFTextureSampler.xml doc/classes/Image.xml #: doc/classes/VideoStream.xml msgid "Runtime file loading and saving" msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" "Creates a new [AudioStreamOggVorbis] instance from the given buffer. The " "buffer must contain Ogg Vorbis data." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" "Creates a new [AudioStreamOggVorbis] instance from the given file path. The " "file must be in Ogg Vorbis format." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Contains the raw Ogg data for this stream." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "Contains user-defined tags if found in the Ogg Vorbis data.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code] " "([code]date[/code] does not have a standard date format).\n" "[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so " "make sure to account for the keys not always existing." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOggVorbis] for usage." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return how many times this audio stream has " "looped. Most built-in playbacks always return [code]0[/code]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return the current progress along the audio " "stream, in seconds." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return [code]true[/code] if this playback is " "active and playing its audio stream." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize how the audio stream is mixed. This method " "is called even if the playback is not active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. " "Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when seeking this audio " "stream at the given [param position], such as by calling [method " "AudioStreamPlayer.seek]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Set the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Called whenever the audio stream is mixed if the " "playback is active and [method " "AudioServer.set_enable_tagging_used_audio_streams] has been set to " "[code]true[/code]. Editor plugins may use this method to \"tag\" the current " "position along the audio stream and display it in a preview." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Returns the number of times the stream has looped." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Returns the current position in the stream, in seconds." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlayback.xml msgid "" "Returns the [AudioSamplePlayback] associated with this [AudioStreamPlayback] " "for playing back the audio sample of this stream." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Returns [code]true[/code] if the stream is playing." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlayback.xml msgid "" "Mixes up to [param frames] of audio from the stream from the current " "position, at a rate of [param rate_scale], advancing the stream.\n" "Returns a [PackedVector2Array] where each element holds the left and right " "channel volume levels of each frame.\n" "[b]Note:[/b] Can return fewer frames than requested, make sure to use the " "size of the return value." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Seeks the stream at the given [param time], in seconds." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlayback.xml msgid "" "Associates [AudioSamplePlayback] to this [AudioStreamPlayback] for playing " "back the audio sample of this stream." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Starts the stream from the given [param from_pos], in seconds." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Stops the stream." msgstr "زمان‌سنج را می‌ایستاند." #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "Playback component of [AudioStreamInteractive]." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "" "Playback component of [AudioStreamInteractive]. Contains functions to change " "the currently played clip." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "" "Return the index of the currently playing clip. You can use this to get the " "name of the currently playing clip with [method " "AudioStreamInteractive.get_clip_name].\n" "[b]Example:[/b] Get the currently playing clip name from inside an " "[AudioStreamPlayer] node.\n" "[codeblocks]\n" "[gdscript]\n" "var playing_clip_name = " "stream.get_clip_name(get_stream_playback().get_current_clip_index())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "Switch to a clip (by index)." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "Switch to a clip (by name)." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaybackPlaylist.xml msgid "Playback class used for [AudioStreamPlaylist]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Playback instance for [AudioStreamPolyphonic]. After setting the " "[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], " "or [AudioStreamPlayer3D], the playback instance can be obtained by calling " "[method AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] or [method " "AudioStreamPlayer3D.get_stream_playback] methods." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml #, fuzzy msgid "" "Returns [code]true[/code] if the stream associated with the given integer ID " "is still playing. Check [method play_stream] for information on when this ID " "becomes invalid." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Play an [AudioStream] at a given offset, volume, pitch scale, playback type, " "and bus. Playback starts immediately.\n" "The return value is a unique integer ID that is associated to this playback " "stream and which can be used to control it.\n" "This ID becomes invalid when the stream ends (if it does not loop), when the " "[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " "called.\n" "This function returns [constant INVALID_ID] if the amount of streams " "currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " "need a higher amount of maximum polyphony, raise this value." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " "ID returned by [method play_stream]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Stop a stream. The [param stream] argument is an integer ID returned by " "[method play_stream], which becomes invalid after calling this function." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " "playback." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "A node for audio playback." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The [AudioStreamPlayer] node plays an audio stream non-positionally. It is " "ideal for user interfaces, menus, or background music.\n" "To use this node, [member stream] needs to be set to a valid [AudioStream] " "resource. Playing more than one sound at the same time is also supported, " "see [member max_polyphony].\n" "If you need to play audio at a specific position, use [AudioStreamPlayer2D] " "or [AudioStreamPlayer3D] instead." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the position in the [AudioStream] of the latest sound, in seconds. " "Returns [code]0.0[/code] if no sounds are playing.\n" "[b]Note:[/b] The position is not always accurate, as the [AudioServer] does " "not mix audio every processed frame. To get more accurate results, add " "[method AudioServer.get_time_since_last_mix] to the returned position.\n" "[b]Note:[/b] This method always returns [code]0.0[/code] if the [member " "stream] is an [AudioStreamInteractive], since it can have multiple clips " "playing at once." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the latest [AudioStreamPlayback] of this node, usually the most " "recently created by [method play]. If no sounds are playing, this method " "fails and returns an empty playback." msgstr "" #: doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "" "Returns [code]true[/code] if any sound is active, even if [member " "stream_paused] is set to [code]true[/code]. See also [member playing] and " "[method get_stream_playback]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/AudioStreamPlayer.xml msgid "" "Plays a sound from the beginning, or the given [param from_position] in " "seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Restarts all sounds to be played from the given [param to_position], in " "seconds. Does nothing if no sounds are playing." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Stops all sounds from this node." msgstr "همهٔ صداهای این گره را می‌ایستاند." #: doc/classes/AudioStreamPlayer.xml msgid "" "If [code]true[/code], this node calls [method play] when entering the tree." msgstr "" "اگر [code]true[/code] باشد، این گره هنگام درون شدن به درخت [method play] را " "می‌فراخواند." #: doc/classes/AudioStreamPlayer.xml msgid "" "The target bus name. All sounds from this node will be playing on this bus.\n" "[b]Note:[/b] At runtime, if no bus with the given name exists, all sounds " "will fall back on [code]\"Master\"[/code]. See also [method " "AudioServer.get_bus_name]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The maximum number of sounds this node can play at the same time. Calling " "[method play] after this value is reached will cut off the oldest sounds." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The mix target channels. Has no effect when two speakers or less are " "detected (see [enum AudioServer.SpeakerMode])." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio's pitch and tempo, as a multiplier of the [member stream]'s sample " "rate. A value of [code]2.0[/code] doubles the audio's pitch, while a value " "of [code]0.5[/code] halves the pitch." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The playback type of the stream player. If set other than to the default " "value, it will force that playback type." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "If [code]true[/code], this node is playing sounds. Setting this property has " "the same effect as [method play] and [method stop]." msgstr "" "اگر [code]true[/code] باشد، این گره دارد صدا پخش می‌کند. نشاندن این ویژگی " "اثری یکسان با [method play] و [method stop] دارد." #: doc/classes/AudioStreamPlayer.xml msgid "" "The [AudioStream] resource to be played. Setting this property stops all " "currently playing sounds. If left empty, the [AudioStreamPlayer] does not " "work." msgstr "" "بنمایهٔ [AudioStream]ی که پخش خواهد شد. نشاندن این ویژگی همهٔ صدا‌های در حال " "پخش کنونی را می‌ایستاند. اگر تهی بماند، [AudioStreamPlayer] کار نخواهد کرد." #: doc/classes/AudioStreamPlayer.xml msgid "" "If [code]true[/code], the sounds are paused. Setting [member stream_paused] " "to [code]false[/code] resumes all sounds.\n" "[b]Note:[/b] This property is automatically changed when exiting or entering " "the tree, or this node is paused (see [member Node.process_mode])." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Volume of sound, in decibels. This is an offset of the [member stream]'s " "volume.\n" "[b]Note:[/b] To convert between decibel and linear energy (like most volume " "sliders do), use [member volume_linear], or [method " "@GlobalScope.db_to_linear] and [method @GlobalScope.linear_to_db]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Volume of sound, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Emitted when a sound finishes playing without interruptions. This signal is " "[i]not[/i] emitted when calling [method stop], or when exiting the tree " "while sounds are playing." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played only on the first channel. This is the default." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Plays positional sound in 2D space." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Plays audio that is attenuated with distance to the listener.\n" "By default, audio is heard from the screen center. This can be changed by " "adding an [AudioListener2D] node to the scene and enabling it by calling " "[method AudioListener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " "object or not." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Sets the position from which audio will be played, in seconds." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Stops the audio." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "The volume is attenuated over distance with this as an exponent." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "The maximum number of sounds this node can play at the same time. Playing " "additional sounds after this value is reached will cut off the oldest sounds." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], audio is playing or is queued to be played (see " "[method play])." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume before attenuation, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Base volume before attenuation, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Plays positional sound in 3D space." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays audio with positional sound effects, based on the relative position of " "the audio listener. Positional effects include distance attenuation, " "directionality, and the Doppler effect. For greater realism, a low-pass " "filter is applied to distant sounds. This can be disabled by setting [member " "attenuation_filter_cutoff_hz] to [code]20500[/code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding an [AudioListener3D] node to the scene and enabling it by calling " "[method AudioListener3D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The cutoff frequency of the attenuation low-pass filter, in Hz. A sound " "above this frequency is attenuated more than a sound below this frequency. " "To disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Amount how much the filter affects the loudness, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Decides in which step the Doppler effect should be calculated." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches a listener unattenuated." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be attenuated according to the " "direction of the sound." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Attenuation factor used if listener is outside of [member " "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the absolute maximum of the sound level, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member " "max_distance] works in tandem with [member unit_size]. However, unlike " "[member unit_size] whose behavior depends on the [member attenuation_model], " "[member max_distance] always works in a linear fashion. This can be used to " "prevent the [AudioStreamPlayer3D] from requiring audio mixing when the " "listener is far away, which saves CPU resources." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] by this factor. If the " "product is [code]0.0[/code] then stereo panning is disabled and the volume " "is the same for all channels. If the product is [code]1.0[/code] then one of " "the channels will be muted when the sound is located exactly to the left (or " "right) of the listener.\n" "Two speaker stereo arrangements implement the [url=https://" "webaudio.github.io/web-audio-api/#stereopanner-algorithm]WebAudio standard " "for StereoPannerNode Panning[/url] where the volume is cosine of half the " "azimuth angle to the ear.\n" "For other speaker arrangements such as the 5.1 and 7.1 the SPCAP (Speaker-" "Placement Correction Amplitude) algorithm is implemented." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The [AudioStream] resource to be played." msgstr "بنمایهٔ [AudioStream]ی که پخش خواهد شد." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The base sound level before attenuation, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The base sound level before attenuation, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to linear distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to squared distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to logarithmic distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "No attenuation of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Disables doppler tracking." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "[AudioStream] that includes sub-streams and plays them back like a playlist." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "Returns the BPM of the playlist, which can vary depending on the clip being " "played." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Returns the stream at playback position index." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Sets the stream at playback position index." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "Fade time used when a stream ends, when going to the next one. Streams are " "expected to have an extra bit of audio after the end to help with fading." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml #, fuzzy msgid "" "If [code]true[/code], the playlist will loop, otherwise the playlist will " "end when the last stream is finished." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml #, fuzzy msgid "" "If [code]true[/code], the playlist will shuffle each time playback starts " "and each time it loops." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Amount of streams in the playlist." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Maximum amount of streams supported in the playlist." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" "Playback control is done via the [AudioStreamPlaybackPolyphonic] instance " "set inside the player, which can be obtained via [method " "AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] or [method " "AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the playback " "instance is only valid after the [code]stream[/code] property is set as an " "[AudioStreamPolyphonic] in those players." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml msgid "Maximum amount of simultaneous streams that can be played." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Picks a random AudioStream from the pool, depending on the playback mode, " "and applies random pitch shifting and volume shifting during playback." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Insert a stream at the specified index. If the index is less than zero, the " "insertion occurs at the end of the underlying pool." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Returns the stream at the specified index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Returns the probability weight associated with the stream at the given index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Move a stream from one index to another." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Remove the stream at the specified index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Set the AudioStream at the specified index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Set the probability weight of the stream at the specified index. The higher " "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "The intensity of random pitch variation. A value of 1 means no variation." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "The intensity of random volume variation. A value of 0 means no variation." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "The number of streams in the stream pool." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream, but avoid playing the same stream twice in a row whenever possible. " "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream. If only 1 sound is present in the pool, the same sound will always " "play." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Play streams in the order they appear in the stream pool. If only 1 sound is " "present in the pool, the same sound will always play." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "" "Stream that can be fitted with sub-streams, which will be played in-sync." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "" "This is a stream that can be fitted with sub-streams, which will be played " "in-sync. The streams begin at exactly the same time when play is pressed, " "and will end when the last of them ends. If one of the sub-streams loops, " "then playback will continue." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Get one of the synchronized streams, by index." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Get the volume of one of the synchronized streams, by index." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Set one of the synchronized streams, by index." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Set the volume of one of the synchronized streams, by index." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Set the total amount of streams that will be played back synchronized." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Maximum amount of streams that can be synchronized." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Stores audio data loaded from WAV files." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "AudioStreamWAV stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " "sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Creates a new [AudioStreamWAV] instance from the given buffer. The buffer " "must contain WAV data.\n" "The keys and values of [param options] match the properties of " "[ResourceImporterWAV]. The usage of [param options] is identical to [method " "AudioStreamWAV.load_from_file]." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Creates a new [AudioStreamWAV] instance from the given file path. The file " "must be in WAV format.\n" "The keys and values of [param options] match the properties of " "[ResourceImporterWAV].\n" "[b]Example:[/b] Load the first file dropped as a WAV and play it:\n" "[codeblock]\n" "@onready var audio_player = $AudioStreamPlayer\n" "\n" "func _ready():\n" "\tget_window().files_dropped.connect(_on_files_dropped)\n" "\n" "func _on_files_dropped(files):\n" "\tif files[0].get_extension() == \"wav\":\n" "\t\taudio_player.stream = AudioStreamWAV.load_from_file(files[0], {\n" "\t\t\t\t\"force/max_rate\": true,\n" "\t\t\t\t\"force/max_rate_hz\": 11025\n" "\t\t\t})\n" "\t\taudio_player.play()\n" "[/codeblock]" msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " "ADPCM or Quite OK Audio formats can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[param path] if it is missing." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] If [member format] is set to [constant FORMAT_8_BITS], this " "property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, " "subtract 128 from each byte.\n" "[b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this " "property expects data from a full QOA file." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio format." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop start point (in number of samples, relative to the beginning of the " "stream)." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop end point (in number of samples, relative to the beginning of the " "stream)." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "The loop mode." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "If [code]true[/code], audio is stereo." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Contains user-defined tags if found in the WAV data.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code] " "([code]date[/code] does not have a standard date format).\n" "[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so " "make sure to account for the keys not always existing.\n" "[b]Note:[/b] Only WAV files using a [code]LIST[/code] chunk with an " "identifier of [code]INFO[/code] to encode the tags are currently supported." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "8-bit PCM audio codec." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "16-bit PCM audio codec." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio is lossily compressed as IMA ADPCM." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/" "url]." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio does not loop." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "A node that copies a region of the screen to a buffer for access in shader " "code." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "Screen-reading shaders" msgstr "" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers a rectangular region." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers the entire screen." msgstr "" #: doc/classes/BaseButton.xml msgid "Abstract base class for GUI buttons." msgstr "کلاس پایه‌ای انتزاعی برای دکمه‌های میانای کاربری گرافیکی." #: doc/classes/BaseButton.xml msgid "" "[BaseButton] is an abstract base class for GUI buttons. It doesn't display " "anything by itself." msgstr "" "[BaseButton] کلاس پایه‌ای انتزاعی برای دکمه‌های میانای کاربری گرافیکی‌ست. " "به‌تنهایی چیزی را نمایش نمی‌دهد." #: doc/classes/BaseButton.xml msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting " "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Changes the [member button_pressed] state of the button, without emitting " "[signal toggled]. Use when you just want to change the state of the button " "without sending the pressed event (e.g. when initializing scene). Only works " "if [member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" #: doc/classes/BaseButton.xml #, fuzzy msgid "Determines when the button is considered clicked." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BaseButton.xml msgid "" "The [ButtonGroup] associated with the button. Not to be confused with node " "groups.\n" "[b]Note:[/b] The button will be configured as a radio button if a " "[ButtonGroup] is assigned to it." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Changing the value of [member button_pressed] will result in " "[signal toggled] to be emitted. If you want to change the pressed state " "without emitting that signal, use [method set_pressed_no_signal]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button stays pressed when moving the cursor " "outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" #: doc/classes/BaseButton.xml msgid "[Shortcut] associated to the button." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will highlight for a short amount of time " "when its shortcut is activated. If [code]false[/code] and [member " "toggle_mode] is [code]false[/code], the shortcut will activate without any " "visual feedback." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip.\n" "[b]Note:[/b] This property does nothing when the tooltip control is " "customized using [method Control._make_custom_tooltip]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." msgstr "هنگامی که دکمه آغاز به پایین نگه داشته شدن می‌کند می‌گسیلد." #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "هنگامی که دکمه نگه داشته شدنش می‌ایستد می‌گسیلد." #: doc/classes/BaseButton.xml msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" "هنگامی که دکمه روشن/خاموش شده یا فشرده باشد می‌گسیلد. اگر [member " "action_mode] برابر با [constant ACTION_MODE_BUTTON_PRESS] باشد هنگام [signal " "button_down] بوده و [signal button_up] به‌وارون آن.\n" "اگر نیاز به دانستن وضعیت فشردگی دکمه دارید (و [member toggle_mode] فعال " "است)، به‌جای آن [signal toggled] را به کار ببرید." #: doc/classes/BaseButton.xml msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[param toggled_on] argument." msgstr "" "هنگامی که دکمه تازه میان وضعیت فشرده و بهنجار تغییر حالت داده باشد (تنها اگر " "[member toggle_mode] فعال باشد) می‌گسیلد. وضعیت نو درون آرگومان [param " "toggled_on] قرار دارد." #: doc/classes/BaseButton.xml msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" "وضعیت بهنجار (به بیانی دیگر، فشرده، نشانگر روی آن قرار نگرفته، روشن/" "خاموش‌نشده و به‌کارافتاده) دکمه‌ها." #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." msgstr "وضعیت دکمه‌ها فشرده است." #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "وضعیت دکمه‌ها نشانگر روی آنها قرار گرفته است." #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "وضعیت دکمه‌ها ازکارافتاده است." #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "وضعیت دکمه‌ها هم فشرده و هم نشانگر روی آن قرار گرفته است." #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "برای کلیک‌شده در نظر گرفتن دکمه تنها نیاز به فشار داشته باشد." #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" "پیش از کلیک‌شده در نظر گرفتن دکمه نیاز به فشار و رها شدن پس از آن داشته باشد." #: doc/classes/BaseMaterial3D.xml msgid "Abstract base class for defining the 3D rendering properties of meshes." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "This class serves as a default material with a wide variety of rendering " "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/ORMMaterial3D.xml #: doc/classes/StandardMaterial3D.xml msgid "Standard Material 3D and ORM Material 3D" msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BaseMaterial3D.xml msgid "" "Returns the [Texture2D] associated with the specified [enum TextureParam]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Sets the texture for the slot specified by [param param]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BaseMaterial3D.xml msgid "" "The material's base color.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member " "detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] " "modulate the detail texture. This can be used to color partial areas of a " "material by not specifying an albedo texture and using a transparent [member " "detail_albedo] texture instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects.\n" "If the texture appears unexpectedly too dark or too bright, check [member " "albedo_texture_force_srgb]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], forces a conversion of the [member albedo_texture] " "from sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " "albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the " "texture will appear to be too dark. If [member albedo_texture_force_srgb] is " "[code]false[/code] when it shouldn't be, the texture will appear to be too " "bright." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF " "parameters." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "Threshold at which antialiasing will be applied on the alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "The type of alpha antialiasing to apply." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " "result in more pixels being discarded. If the material becomes too opaque at " "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminum and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering, which can be enabled by setting [member texture_filter] " "to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the " "strength of the [member anisotropy] effect. Fully opaque pixels will keep " "the anisotropy effect's original strength while fully transparent pixels " "will disable the anisotropy effect entirely. The flowmap texture's blue " "channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the backlight effect is enabled. See also [member " "subsurf_scatter_transmittance_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the bent normal map is enabled. This allows for more " "accurate indirect lighting and specular occlusion." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the average direction of incoming ambient light at a " "given pixel. The [member bent_normal_texture] only uses the red and green " "channels; the blue and alpha channels are ignored. The normal read from " "[member bent_normal_texture] is oriented around the surface normal provided " "by the [Mesh].\n" "[b]Note:[/b] A bent normal map is different from a regular normal map. When " "baking a bent normal map make sure to use [b]a cosine distribution[/b] for " "the bent normal map to work correctly.\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the shading produced by the bent normal map will not " "look correct. If creating geometry with [SurfaceTool], you can use [method " "SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to " "automatically generate normals and tangents respectively.\n" "[b]Note:[/b] Godot expects the bent normal map to use X+, Y+, and Z+ " "coordinates. See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Controls how the object faces the camera.\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a " "rougher clearcoat while a lower value results in a smoother clearcoat." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Determines which side of the triangle to cull depending on whether the " "triangle faces towards or away from the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Determines when depth rendering takes place. See also [member transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the color of the detail overlay. [member " "detail_albedo]'s alpha channel is used as a mask, even when the material is " "opaque. To use a dedicated texture as a mask, see [member detail_mask].\n" "[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member " "albedo_color]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " "and [member detail_albedo]'s alpha channel. This can be used to add " "variation to objects, or to blend between two different albedo/normal " "textures." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify how the detail textures get blended with the base " "textures. [member detail_mask] can be used together with [member " "detail_albedo]'s alpha channel (if any)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " "[member detail_normal] texture only uses the red and green channels; the " "blue and alpha channels are ignored. The normal read from [member " "detail_normal] is oriented around the surface normal provided by the " "[Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The algorithm used for diffuse light scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object will not be affected by fog (neither " "volumetric nor depth fog). This is useful for unshaded or transparent " "materials (e.g. particles), which without this setting will be affected even " "if fully transparent." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], disables specular occlusion even if [member " "ProjectSettings.rendering/reflections/specular_occlusion/enabled] is " "[code]false[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [member distance_fade_max_distance] is less than [member " "distance_fade_min_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [member distance_fade_min_distance] is greater than [member " "distance_fade_max_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The emitted light's color. See [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked " "lighting." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Luminance of emitted light, measured in nits (candela per square meter). " "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default is roughly equivalent to " "an indoor lightbulb." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance. The object's size on screen is the same as if the camera was " "[code]1.0[/code] units away from the object's origin, regardless of the " "actual distance from the camera. The [Camera3D]'s field of view (or [member " "Camera3D.size] when in orthogonal/frustum mode) still affects the size the " "object is drawn at." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Overrides the [Camera3D]'s field of view angle (in degrees).\n" "[b]Note:[/b] This behaves as if the field of view is set on a [Camera3D] " "with [member Camera3D.keep_aspect] set to [constant Camera3D.KEEP_HEIGHT]. " "Additionally, it may not look correct on a non-perspective camera where the " "field of view setting is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " "create mesh-based outlines using a second material pass and its [member " "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " "the mesh to use smooth normals exclusively using [url=http://" "wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in " "the 3D authoring software. In this case, grow will be able to join every " "outline together, just like in the original mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " "the material instead of simple offset mapping (see [member " "heightmap_enabled]). This results in a more convincing depth effect, but is " "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " "mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height " "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " "the same material. The value of [member heightmap_enabled] will be ignored " "if [member uv1_triplanar] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's binormal vectors when interpreting " "the height map. If the heightmap effect looks strange when the camera moves " "(even with a reasonable [member heightmap_scale]), try setting this to " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves " "(even with a reasonable [member heightmap_scale]), try setting this to " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " "3.x. This is not necessary if the Invert import option was used to invert " "the depth map in Godot 3.x, in which case [member heightmap_flip_texture] " "should remain [code]false[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of layers to use for parallax occlusion mapping when the camera " "is up close to the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher " "values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of layers to use for parallax occlusion mapping when the camera " "is far away from the material. Higher values result in a more convincing " "depth effect, especially in materials that have steep height changes. Higher " "values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The heightmap scale to use for the parallax effect (see [member " "heightmap_enabled]). The default value is tuned so that the highest point " "(value = 255) appears to be 5 cm higher than the lowest point (value = 0). " "Higher values result in a deeper appearance, but may result in artifacts " "appearing when looking at the material from oblique angles, especially when " "the camera moves. Negative values can be used to invert the parallax effect, " "but this is different from inverting the texture using [member " "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" "[b]Note:[/b] If the height map effect looks strange regardless of this " "value, try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " "heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/" "url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture " "only uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " "comprised of low-frequency data." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular " "reflection. With non-metals, the reflection appears on top of the albedo " "color. Metals use their albedo as a multiplier to the specular reflection " "and set the diffuse color to black resulting in a tinted reflection. " "Materials work better when fully metal or fully non-metal, values between " "[code]0[/code] and [code]1[/code] should only be used for blending between " "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Adjusts the strength of specular reflections. Specular reflections are " "composed of scene reflections and the specular lobe which is the bright spot " "that is reflected from light sources. When set to [code]0.0[/code], no " "specular reflections will be visible. This differs from the [constant " "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The width of the shape outline." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " "performance cost, especially on mobile GPUs." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The strength of the normal map's effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify the normal at a given pixel. The [member " "normal_texture] only uses the red and green channels; the blue and alpha " "channels are ignored. The normal read from [member normal_texture] is " "oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method " "SurfaceTool.generate_tangents] to automatically generate normals and " "tangents respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " "channel. Roughness map is stored in the green channel. Metallic map is " "stored in the blue channel. The alpha channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The point size in pixels. See [member use_point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts " "transparency based on light from behind the object.\n" "[b]Note:[/b] Refraction is implemented using the screen texture. Only opaque " "materials will appear in the refraction, since transparent materials do not " "appear in the screen texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The strength of the refraction effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored refraction in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Sets the strength of the rim lighting effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member roughness_texture] in which the " "roughness information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" "vertex lighting is faster, making it the best choice for mobile " "applications, however it looks considerably worse than per-pixel. Unshaded " "rendering is the fastest, but disables all interactions with lights." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The method for rendering the specular blob.\n" "[b]Note:[/b] [member specular_mode] only applies to the specular blob. It " "does not affect specular reflections from the sky, screen-space reflections, " "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges. Subsurface " "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], subsurface scattering will use a special mode " "optimized for the color and density of human skin, such as boosting the " "intensity of the red channel in subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " "also controlled by [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], which is set globally." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The intensity of the subsurface scattering transmittance effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The color to multiply the subsurface scattering transmittance effect with. " "Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The depth of the subsurface scattering transmittance effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables subsurface scattering transmittance. Only " "effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also " "[member backlight_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture to use for multiplying the intensity of the subsurface " "scattering transmittance intensity. See also [member " "subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Filter flags for the texture.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " "filtering, even if nearest-neighbor filtering is selected here. This is to " "ensure the heightmap effect looks as intended. If you need sharper height " "transitions between pixels, resize the heightmap texture in an image editor " "with nearest-neighbor filtering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the texture repeats when exceeding the texture's size. " "See [constant FLAG_USE_TEXTURE_REPEAT]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material's transparency mode. Some transparency modes will disable " "shadow casting. Any transparency mode other than [constant " "TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque " "rendering. See also [member blend_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code] use [member fov_override] to override the [Camera3D]'s " "field of view angle." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables parts of the shader required for " "[GPUParticles3D] trails to function. This also requires using a mesh with " "appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling " "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code] use [member z_clip_scale] to scale the object being " "rendered towards the camera to avoid clipping into things like walls." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be " "added to [code]UV[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv1_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function. The Z component is used when [member " "uv1_triplanar] is enabled, but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv2_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function. The Z component is used when " "[member uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated " "in world space rather than object local space. See also [member " "uv2_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], vertex colors are considered to be stored in sRGB " "color space and are converted to linear color space during rendering. If " "[code]false[/code], vertex colors are considered to be stored in linear " "color space and are rendered as-is. See also [member " "albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Scales the object being rendered towards the camera to avoid clipping into " "things like walls. This is intended to be used for objects that are fixed " "with respect to the camera like player arms, tools, etc. Lighting and " "shadows will continue to work correctly when this setting is adjusted, but " "screen-space effects like SSAO and SSR may break with lower scales. " "Therefore, try to keep this setting as close to [code]1.0[/code] as possible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel metallic value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel roughness value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel emission color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel normal vector." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel bent normal vector." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel rim value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel ambient occlusion value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel height." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel backlight color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel refraction strength." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail normal." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter reads from the nearest pixel only. This makes the texture " "look pixelated from up close, and grainy from a distance (due to mipmaps not " "being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " "texture look smooth from up close, and grainy from a distance (due to " "mipmaps not being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look pixelated from up close, and smooth from a distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look smooth from up close, and smooth from a distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " "the angle between the surface and the camera view. This makes the texture " "look pixelated from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "Represents the size of the [enum TextureFilter] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The material will not use transparency. This is the fastest to render." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque. The opaque portions will be rendered in the depth prepass. This is " "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will cut off all values below a spatially-deterministic " "threshold, the rest will remain opaque. This is faster to render than alpha " "blending, but slower than opaque rendering. This also supports casting " "shadows. Alpha hashing is suited for hair rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will use the texture's alpha value for transparency, but will " "discard fragments with an alpha of less than 0.99 during the depth prepass " "and fragments with an alpha less than 0.1 during the shadow pass. This also " "supports casting shadows." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum Transparency] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum ShadingMode] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member normal_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member rim_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member ao_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member heightmap_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member backlight_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member refraction_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member detail_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member bent_normal_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/EditorFeatureProfile.xml msgid "Represents the size of the [enum Feature] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is added to the background." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is subtracted from the background." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is multiplied by the background." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The color of the object is added to the background and the alpha channel is " "used to mask out the background. This is effectively a hybrid of the blend " "mix and add modes, useful for effects like fire where you want the flame to " "add but the smoke to mix. By default, this works with unshaded materials " "using premultiplied textures. For shaded materials, use the " "[code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated " "as well." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables Alpha AntiAliasing for the material." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables AlphaToCoverage. Alpha values in the material are passed to the " "AntiAliasing sample mask." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/" "code]. Alpha values in the material are passed to the AntiAliasing sample " "mask." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" "[b]Note:[/b] This does not influence whether transparent objects are " "included in the depth prepass or not. For that, see [enum Transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Objects will not write their depth to the depth buffer, even during the " "depth prepass (if enabled)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default cull mode. The back of the object is culled when not visible. Back " "face triangles will be culled when facing the camera. This results in only " "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "No face culling is performed; both the front face and back face will be " "visible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Disables the depth test, so this object is drawn on top of all others drawn " "before it. This puts the object in the transparent draw pass where it is " "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Vertex colors are considered to be stored in sRGB color space and are " "converted to linear color space during rendering. See also [member " "vertex_color_is_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Forces the shader to convert albedo from sRGB space to linear space. See " "also [member albedo_texture_force_srgb]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving shadows from other objects." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving ambient light." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables the shadow to opacity feature." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables parts of the shader required for [GPUParticles3D] trails to " "function. This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables multichannel signed distance field rendering shader." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving depth-based or volumetric fog." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Disables specular occlusion." msgstr "ازکاراندازی بازتاب‌ها." #: doc/classes/BaseMaterial3D.xml msgid "Enables using [member z_clip_scale]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables using [member fov_override]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum Flags] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Default diffuse scattering algorithm." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Diffuse scattering ignores roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default specular blob.\n" "[b]Note:[/b] Forward+ uses multiscattering for more accurate reflections, " "although the impact of multiscattering is more noticeable on rough metallic " "surfaces than on smooth, non-metallic surfaces.\n" "[b]Note:[/b] Mobile and Compatibility don't perform multiscattering for " "performance reasons. Instead, they perform single scattering, which means " "rough metallic surfaces may look slightly darker than intended." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Toon blob which changes size based on roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "No specular blob. This is slightly faster to render than other specular " "modes." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Billboard mode is disabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The object's Z axis will always face the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The object's X axis will always face the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" "The [member ParticleProcessMaterial.anim_speed_min] or [member " "CPUParticles3D.anim_speed_min] should also be set to a value bigger than " "zero for the animation to play." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the red channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the green channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the blue channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the alpha channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Used to read from the linear (non-perceptual) average of the red, green and " "blue channels of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Adds the emission color to the color from the emission texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Do not use distance fade." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this " "can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this " "can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" #: doc/classes/Basis.xml msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "" #: doc/classes/Basis.xml msgid "" "The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " "matrix: [member x], [member y], and [member z]. The length of each axis " "([method Vector3.length]) influences the basis's scale, while the direction " "of all axes influence the rotation. Usually, these axes are perpendicular to " "one another. However, when you rotate any axis individually, the basis " "becomes sheared. Applying a sheared basis to a 3D model will make the model " "appear distorted.\n" "A [Basis] is:\n" "- [b]Orthogonal[/b] if its axes are perpendicular to each other.\n" "- [b]Normalized[/b] if the length of every axis is [code]1.0[/code].\n" "- [b]Uniform[/b] if all axes share the same length (see [method " "get_scale]).\n" "- [b]Orthonormal[/b] if it is both orthogonal and normalized, which allows " "it to only represent rotations (see [method orthonormalized]).\n" "- [b]Conformal[/b] if it is both orthogonal and uniform, which ensures it is " "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" "[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " "use different direction conventions. For more information, see the " "[url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/" "model_export_considerations.html#d-asset-direction-conventions]3D asset " "direction conventions[/url] tutorial.\n" "[b]Note:[/b] The basis matrices are exposed as [url=https://" "www.mindcontrol.org/~hplus/graphics/matrix-layout.html]column-major[/url] " "order, which is the same as OpenGL. However, they are stored internally in " "row-major order, which is the same as DirectX." msgstr "" #: doc/classes/Basis.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml msgid "Matrices and transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Quaternion.xml doc/classes/Transform3D.xml msgid "Using 3D transforms" msgstr "به‌کارگیری ترادیسی‌های سه‌بعدی" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Matrix Transform Demo" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml msgid "2.5D Game Demo" msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] identical to [constant IDENTITY].\n" "[b]Note:[/b] In C#, this constructs a [Basis] with all of its components set " "to [constant Vector3.ZERO]." msgstr "" #: doc/classes/Basis.xml msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] that only represents rotation, rotated around the " "[param axis] by the given [param angle], in radians. The axis must be a " "normalized vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " "IDENTITY] basis. With more than one angle consider using [method " "from_euler], instead." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] that only represents rotation from the given " "[Quaternion].\n" "[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " "this, conversions from [Basis] to [Quaternion] cannot always be reversed." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " "matrix." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " "of this basis's matrix. For advanced math, this number can be used to " "determine a few attributes:\n" "- If the determinant is exactly [code]0.0[/code], the basis is not " "invertible (see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" "[b]Note:[/b] If the basis's scale is the same for every axis, its " "determinant is always that scale by the power of 2." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a new [Basis] that only represents rotation from the given " "[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" "url], in radians.\n" "- The [member Vector3.x] should contain the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] should contain the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] should contain the angle around the [member z] axis " "(roll).\n" "[codeblocks]\n" "[gdscript]\n" "# Creates a Basis whose z axis points down.\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Prints (0.0, -1.0, 0.0)\n" "[/gdscript]\n" "[csharp]\n" "// Creates a Basis whose z axis points down.\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Prints (0, -1, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The order of each consecutive rotation can be changed with [param order] " "(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a new [Basis] that only represents scale, with no rotation or " "shear, from the given [param scale] vector.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Prints (2.0, 0.0, 0.0)\n" "print(my_basis.y) # Prints (0.0, 4.0, 0.0)\n" "print(my_basis.z) # Prints (0.0, 0.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (2, 0, 0)\n" "GD.Print(myBasis.Y); // Prints (0, 4, 0)\n" "GD.Print(myBasis.Z); // Prints (0, 0, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " "[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis's rotation as a [Vector3] of [url=https://" "en.wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. For the " "returned value:\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" "The order of each consecutive rotation can be changed with [param order] " "(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" "[b]Note:[/b] For this method to return correctly, the basis needs to be " "[i]orthonormal[/i] (see [method orthonormalized]).\n" "[b]Note:[/b] Euler angles are much more intuitive but are not suitable for " "3D math. Because of this, consider using the [method " "get_rotation_quaternion] method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quaternions are much more suitable for 3D math but are less " "intuitive. For user interfaces, consider using the [method get_euler] " "method, which returns Euler angles." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the length of each axis of this basis, as a [Vector3]. If the basis " "is not sheared, this value is the scaling factor. It is not affected by " "rotation.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(2, 0, 0),\n" "\tVector3(0, 4, 0),\n" "\tVector3(0, 0, 8)\n" ")\n" "# Rotating the Basis in any way preserves its scale.\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "\n" "print(my_basis.get_scale()) # Prints (2.0, 4.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tVector3(2.0f, 0.0f, 0.0f),\n" "\tVector3(0.0f, 4.0f, 0.0f),\n" "\tVector3(0.0f, 0.0f, 8.0f)\n" ");\n" "// Rotating the Basis in any way preserves its scale.\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "\n" "GD.Print(myBasis.Scale); // Prints (2, 4, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If the value returned by [method determinant] is negative, the " "scale is also negative." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if this basis is conformal. A conformal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]uniform[/i] (the axes share the same length). This method can be " "especially useful during physics calculations." msgstr "" #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if this basis is finite, by calling [method " "@GlobalScope.is_finite] on all vector components." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/Basis.xml msgid "" "Creates a new [Basis] with a rotation such that the forward axis (-Z) points " "towards the [param target] position.\n" "By default, the -Z axis (camera forward) is treated as forward (implies +X " "is right). If [param use_model_front] is [code]true[/code], the +Z axis " "(asset front) is treated as forward (implies +X is left) and points toward " "the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The returned basis is " "orthonormalized (see [method orthonormalized]).\n" "The [param target] and the [param up] cannot be [constant Vector3.ZERO], and " "shouldn't be colinear to avoid unintended rotation around local Z axis." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the orthonormalized version of this basis. An orthonormal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]normalized[/i] (the axes have a length of [code]1.0[/code]), which also " "means it can only represent a rotation.\n" "It is often useful to call this method to avoid rounding errors on a " "rotating basis:\n" "[codeblocks]\n" "[gdscript]\n" "# Rotate this Node3D every frame.\n" "func _process(delta):\n" "\tbasis = basis.rotated(Vector3.UP, TAU * delta)\n" "\tbasis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" "\tbasis = basis.orthonormalized()\n" "[/gdscript]\n" "[csharp]\n" "// Rotate this Node3D every frame.\n" "public override void _Process(double delta)\n" "{\n" "\tBasis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" "\t\t\t.Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" "\t\t\t.Orthonormalized();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns a copy of this basis rotated around the given [param axis] by the " "given [param angle] (in radians).\n" "The [param axis] must be a normalized vector (see [method " "Vector3.normalized]). If [param angle] is positive, the basis is rotated " "counter-clockwise around the axis.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "\n" "my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up " "axis (yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " "axis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " "axis (roll).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "\n" "myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up " "axis (yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " "axis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " "axis (roll).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis with each axis's components scaled by the given [param " "scale]'s components.\n" "The basis matrix's rows are multiplied by [param scale]'s components. This " "operation is a global scale (relative to the parent).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 1, 1),\n" "\tVector3(2, 2, 2),\n" "\tVector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Prints (0.0, 2.0, -2.0)\n" "print(my_basis.y) # Prints (0.0, 4.0, -4.0)\n" "print(my_basis.z) # Prints (0.0, 6.0, -6.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 1.0f, 1.0f),\n" "\tnew Vector3(2.0f, 2.0f, 2.0f),\n" "\tnew Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (0, 2, -2)\n" "GD.Print(myBasis.Y); // Prints (0, 4, -4)\n" "GD.Print(myBasis.Z); // Prints (0, 6, -6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Performs a spherical-linear interpolation with the [param to] basis, given a " "[param weight]. Both this basis and [param to] should represent a rotation.\n" "[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " "with a [Tween]:\n" "[codeblock]\n" "var start_basis = Basis.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _ready():\n" "\tcreate_tween().tween_method(interpolate, 0.0, 1.0, " "5.0).set_trans(Tween.TRANS_EXPO)\n" "\n" "func interpolate(weight):\n" "\tbasis = start_basis.slerp(target_basis, weight)\n" "[/codeblock]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member x] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.x.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member y] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.y.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member z] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.z.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed version of this basis. This turns the basis matrix's " "columns into rows, and its rows into columns.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 2, 3),\n" "\tVector3(4, 5, 6),\n" "\tVector3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "\n" "print(my_basis.x) # Prints (1.0, 4.0, 7.0)\n" "print(my_basis.y) # Prints (2.0, 5.0, 8.0)\n" "print(my_basis.z) # Prints (3.0, 6.0, 9.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 2.0f, 3.0f),\n" "\tnew Vector3(4.0f, 5.0f, 6.0f),\n" "\tnew Vector3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "\n" "GD.Print(myBasis.X); // Prints (1, 4, 7)\n" "GD.Print(myBasis.Y); // Prints (2, 5, 8)\n" "GD.Print(myBasis.Z); // Prints (3, 6, 9)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's X axis, and the column [code]0[/code] of the matrix.\n" "On the identity basis, this vector points right ([constant Vector3.RIGHT])." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's Y axis, and the column [code]1[/code] of the matrix.\n" "On the identity basis, this vector points up ([constant Vector3.UP])." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's Z axis, and the column [code]2[/code] of the matrix.\n" "On the identity basis, this vector points back ([constant Vector3.BACK])." msgstr "" #: doc/classes/Basis.xml msgid "" "The identity [Basis]. This is an orthonormal basis with no rotation, no " "shear, and a scale of [constant Vector3.ONE]. This also means that:\n" "- The [member x] points right ([constant Vector3.RIGHT]);\n" "- The [member y] points up ([constant Vector3.UP]);\n" "- The [member z] points back ([constant Vector3.BACK]).\n" "[codeblock]\n" "var basis = Basis.IDENTITY\n" "print(\"| X | Y | Z\")\n" "print(\"| %.f | %.f | %.f\" % [basis.x.x, basis.y.x, basis.z.x])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.y, basis.y.y, basis.z.y])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.z, basis.y.z, basis.z.z])\n" "# Prints:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "If a [Vector3] or another [Basis] is transformed (multiplied) by this " "constant, no transformation occurs.\n" "[b]Note:[/b] In GDScript, this constant is equivalent to creating a " "[constructor Basis] without any arguments. It can be used to make your code " "clearer, and for consistency with C#." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_X], it negates all components " "of the [member x] axis (the X column).\n" "When [constant FLIP_X] is multiplied by any basis, it negates the [member " "Vector3.x] component of all axes (the X row)." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_Y], it negates all components " "of the [member y] axis (the Y column).\n" "When [constant FLIP_Y] is multiplied by any basis, it negates the [member " "Vector3.y] component of all axes (the Y row)." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_Z], it negates all components " "of the [member z] axis (the Z column).\n" "When [constant FLIP_Z] is multiplied by any basis, it negates the [member " "Vector3.z] component of all axes (the Z row)." msgstr "" #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are not " "equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/Basis.xml msgid "" "Transforms (multiplies) the [param right] basis by this basis.\n" "This is the operation performed between parent and child [Node3D]s." msgstr "" #: doc/classes/Basis.xml msgid "" "Transforms (multiplies) the [param right] vector by this basis, returning a " "[Vector3].\n" "[codeblocks]\n" "[gdscript]\n" "# Basis that swaps the X/Z axes and doubles the scale.\n" "var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" "print(my_basis * Vector3(1, 2, 3)) # Prints (4.0, 2.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "// Basis that swaps the X/Z axes and doubles the scale.\n" "var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new " "Vector3(0, 0, 2));\n" "GD.Print(myBasis * new Vector3(1, 2, 3)); // Prints (4, 2, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml msgid "" "Multiplies all components of the [Basis] by the given [int]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml msgid "" "Divides all components of the [Basis] by the given [float]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml msgid "" "Divides all components of the [Basis] by the given [int]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are " "exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/Basis.xml msgid "" "Accesses each axis (column) of this basis by their index. Index [code]0[/" "code] is the same as [member x], index [code]1[/code] is the same as [member " "y], and index [code]2[/code] is the same as [member z].\n" "[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " "[i]not[/i] the columns. For the same behavior as scripting languages, use " "the [code]set_column[/code] and [code]get_column[/code] methods." msgstr "" #: doc/classes/BitMap.xml msgid "Boolean matrix." msgstr "" #: doc/classes/BitMap.xml msgid "" "A two-dimensional array of boolean values, can be used to efficiently store " "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" #: doc/classes/BitMap.xml msgid "" "Returns an image of the same size as the bitmap and with a [enum " "Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of " "the bitmap are being converted into white pixels, and [code]false[/code] " "bits into black." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [param threshold] or less, and [code]true[/code] " "in other case." msgstr "" #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." msgstr "" #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "" #: doc/classes/BitMap.xml msgid "" "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Applies morphological dilation or erosion to the bitmap. If [param pixels] " "is positive, dilation is applied to the bitmap. If [param pixels] is " "negative, erosion is applied to the bitmap. [param rect] defines the area " "where the morphological operation is applied. Pixels located outside the " "[param rect] are unaffected by [method grow_mask]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " "It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker " "(RDP) reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] is passed to RDP to control how accurately the polygons " "cover the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" #: doc/classes/BitMap.xml msgid "Resizes the image to [param new_size]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" #: doc/classes/Bone2D.xml msgid "A joint used with [Skeleton2D] to control and animate other nodes." msgstr "" #: doc/classes/Bone2D.xml msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" "You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created " "with the [Polygon2D] UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Resets the bone to the rest pose. This is equivalent to setting [member " "Node2D.transform] to [member rest]." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " "[Bone2D] children, then it cannot autocalculate these values and will print " "a warning." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the angle of the bone in the [Bone2D].\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " "angle is the rotation of the bone shown by the gizmo, which is unaffected by " "the [Bone2D]'s [member Node2D.transform]." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" #: doc/classes/Bone2D.xml msgid "Returns the length of the bone in the [Bone2D] node." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the node's [member rest] [Transform2D] if it doesn't have a parent, " "or its rest pose relative to its parent." msgstr "" #: doc/classes/Bone2D.xml msgid "" "When set to [code]true[/code], the [Bone2D] node will attempt to " "automatically calculate the bone angle and length using the first child " "[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " "automatically calculate these values and will print a warning." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " "angle is the rotation of the bone shown by the gizmo, which is unaffected by " "the [Bone2D]'s [member Node2D.transform]." msgstr "" #: doc/classes/Bone2D.xml msgid "Sets the length of the bone in the [Bone2D]." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in " "its parent [Skeleton3D]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " "that the [BoneAttachment3D] node will either dynamically copy or override " "the 3D transform of the selected bone." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Returns the parent or external [Skeleton3D] node if it exists, otherwise " "returns [code]null[/code]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "A function that is called automatically when the [Skeleton3D] is updated. " "This function is where the [BoneAttachment3D] node updates its position so " "it is correctly bound when it is [i]not[/i] set to override the bone pose." msgstr "" #: doc/classes/BoneAttachment3D.xml doc/classes/SpringBoneCollision3D.xml msgid "The index of the attached bone." msgstr "" #: doc/classes/BoneAttachment3D.xml doc/classes/SpringBoneCollision3D.xml msgid "The name of the attached bone." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "The [NodePath] to the external [Skeleton3D] node." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Whether the [BoneAttachment3D] node will override the bone pose of the bone " "it is attached to. When set to [code]true[/code], the [BoneAttachment3D] " "node can change the pose of the bone. When set to [code]false[/code], the " "[BoneAttachment3D] will always be set to the bone's transform.\n" "[b]Note:[/b] This override performs interruptively in the skeleton update " "process using signals due to the old design. It may cause unintended " "behavior when used at the same time with [SkeletonModifier3D]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Whether the [BoneAttachment3D] node will use an external [Skeleton3D] node " "rather than attempting to use its parent node as the [Skeleton3D]. When set " "to [code]true[/code], the [BoneAttachment3D] node will use the external " "[Skeleton3D] node set in [member external_skeleton]." msgstr "" #: doc/classes/BoneConstraint3D.xml msgid "" "A node that may modify Skeleton3D's bone with associating the two bones." msgstr "" #: doc/classes/BoneConstraint3D.xml msgid "" "Base class of [SkeletonModifier3D] that modifies the bone set in [method " "set_apply_bone] based on the transform of the bone retrieved by [method " "get_reference_bone]." msgstr "" #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "Clear all settings." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "Returns the apply amount of the setting at [param index]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "" "Returns the apply bone of the setting at [param index]. This bone will be " "modified." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "" "Returns the apply bone name of the setting at [param index]. This bone will " "be modified." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneConstraint3D.xml msgid "" "Returns the reference bone of the setting at [param index].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" #: doc/classes/BoneConstraint3D.xml msgid "" "Returns the reference bone name of the setting at [param index].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "Returns the number of settings in the modifier." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "" "Sets the apply amount of the setting at [param index] to [param amount]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the apply bone of the setting at [param index] to [param bone]. This " "bone will be modified." msgstr "" #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the apply bone of the setting at [param index] to [param bone_name]. " "This bone will be modified." msgstr "" #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the reference bone of the setting at [param index] to [param bone].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the reference bone of the setting at [param index] to [param " "bone_name].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "Sets the number of settings in the modifier." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/BoneMap.xml msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." msgstr "" #: doc/classes/BoneMap.xml msgid "" "This class contains a dictionary that uses a list of bone names in " "[SkeletonProfile] as key names.\n" "By assigning the actual [Skeleton3D] bone name as the key value, it maps the " "[Skeleton3D] to the [SkeletonProfile]." msgstr "" #: doc/classes/BoneMap.xml doc/classes/SkeletonProfile.xml #: doc/classes/SkeletonProfileHumanoid.xml msgid "Retargeting 3D Skeletons" msgstr "" #: doc/classes/BoneMap.xml msgid "" "Returns a profile bone name having [param skeleton_bone_name]. If not found, " "an empty [StringName] will be returned.\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" #: doc/classes/BoneMap.xml msgid "" "Returns a skeleton bone name is mapped to [param profile_bone_name].\n" "In the retargeting process, the returned bone name is the bone name of the " "source skeleton." msgstr "" #: doc/classes/BoneMap.xml msgid "" "Maps a skeleton bone name to [param profile_bone_name].\n" "In the retargeting process, the setting bone name is the bone name of the " "source skeleton." msgstr "" #: doc/classes/BoneMap.xml msgid "" "A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are " "synchronized with it." msgstr "" #: doc/classes/BoneMap.xml msgid "" "This signal is emitted when change the key value in the [BoneMap]. This is " "used to validate mapping and to update [BoneMap] editor." msgstr "" #: doc/classes/BoneMap.xml msgid "" "This signal is emitted when change the value in profile or change the " "reference of profile. This is used to update key names in the [BoneMap] and " "to redraw the [BoneMap] editor." msgstr "" #: doc/classes/bool.xml msgid "A built-in boolean type." msgstr "" #: doc/classes/bool.xml msgid "" "The [bool] is a built-in [Variant] type that may only store one of two " "values: [code]true[/code] or [code]false[/code]. You can imagine it as a " "switch that can be either turned on or off, or as a binary digit that can " "either be 1 or 0.\n" "Booleans can be directly used in [code]if[/code], and other conditional " "statements:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" "\tlaunch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" "\tLaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "All comparison operators return booleans ([code]==[/code], [code]>[/code], " "[code]<=[/code], etc.). As such, it is not necessary to compare booleans " "themselves. You do not need to add [code]== true[/code] or [code]== false[/" "code].\n" "Booleans can be combined with the logical operators [code]and[/code], " "[code]or[/code], [code]not[/code] to create complex conditions:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" "\tlaunch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" "\tplay_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" "\tLaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" "\tPlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In modern programming languages, logical operators are " "evaluated in order. All remaining conditions are skipped if their result " "would have no effect on the final value. This concept is known as " "[url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit " "evaluation[/url] and can be useful to avoid evaluating expensive conditions " "in some performance-critical cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" #: doc/classes/bool.xml msgid "Constructs a [bool] set to [code]false[/code]." msgstr "" #: doc/classes/bool.xml msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "" #: doc/classes/bool.xml msgid "" "Cast a [float] value to a boolean value. Returns [code]false[/code] if " "[param from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" #: doc/classes/bool.xml msgid "" "Cast an [int] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0[/code], and [code]true[/code] for all other values." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the two booleans are not equal. That is, one is " "[code]true[/code] and the other is [code]false[/code]. This operation can be " "seen as a logical XOR." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the two booleans are equal. That is, both are " "[code]true[/code] or both are [code]false[/code]. This operation can be seen " "as a logical EQ or XNOR." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "Adds a [Control] node to the box as a spacer. If [param begin] is " "[code]true[/code], it will insert the [Control] node in front of all other " "children." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The alignment of the container's children (must be one of [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "If [code]true[/code], the [BoxContainer] will arrange its children " "vertically, rather than horizontally.\n" "Can't be changed when using [HBoxContainer] and [VBoxContainer]." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The child controls will be arranged at the beginning of the container, i.e. " "top if orientation is vertical, left if orientation is horizontal (right for " "RTL layout)." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "The child controls will be centered in the container." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The child controls will be arranged at the end of the container, i.e. bottom " "if orientation is vertical, right if orientation is horizontal (left for RTL " "layout)." msgstr "" #: doc/classes/BoxContainer.xml msgid "The space between the [BoxContainer]'s elements, in pixels." msgstr "" #: doc/classes/BoxMesh.xml msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "" #: doc/classes/BoxMesh.xml msgid "" "Generate an axis-aligned box [PrimitiveMesh].\n" "The box's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" "[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" #: doc/classes/BoxMesh.xml doc/classes/BoxShape3D.xml #: modules/csg/doc_classes/CSGBox3D.xml msgid "The box's width, height and depth." msgstr "" #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "" #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "" #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "" #: doc/classes/BoxOccluder3D.xml msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" #: doc/classes/BoxOccluder3D.xml msgid "" "[BoxOccluder3D] stores a cuboid shape that can be used by the engine's " "occlusion culling system.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" #: doc/classes/BoxOccluder3D.xml msgid "The box's size in 3D units." msgstr "" #: doc/classes/BoxShape3D.xml msgid "A 3D box shape used for physics collision." msgstr "" #: doc/classes/BoxShape3D.xml msgid "" "A 3D box shape, intended for use in physics. Usually used to provide a shape " "for a [CollisionShape3D].\n" "[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " "faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " "[SphereShape3D]." msgstr "" #: doc/classes/BoxShape3D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance3D.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" msgstr "" #: doc/classes/Button.xml msgid "A themed button that can contain text and an icon." msgstr "" #: doc/classes/Button.xml msgid "" "[Button] is the standard themed button. It can contain text and an icon, and " "it will display them according to the current [Theme].\n" "[b]Example:[/b] Create a button and connect a method that will be called " "when the button is pressed:\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\tvar button = Button.new()\n" "\tbutton.text = \"Click me\"\n" "\tbutton.pressed.connect(_button_pressed)\n" "\tadd_child(button)\n" "\n" "func _button_pressed():\n" "\tprint(\"Hello world!\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\tvar button = new Button();\n" "\tbutton.Text = \"Click me\";\n" "\tbutton.Pressed += ButtonPressed;\n" "\tAddChild(button);\n" "}\n" "\n" "private void ButtonPressed()\n" "{\n" "\tGD.Print(\"Hello world!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] Buttons do not detect touch input and therefore don't support " "multitouch, since mouse emulation can only press one button at a given time. " "Use [TouchScreenButton] for buttons that trigger gameplay movement or " "actions." msgstr "" #: doc/classes/Button.xml doc/classes/Dictionary.xml #: doc/classes/GridContainer.xml doc/classes/OS.xml #: doc/classes/PackedStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "Operating System Testing Demo" msgstr "" #: doc/classes/Button.xml msgid "Text alignment policy for the button's text." msgstr "" #: doc/classes/Button.xml doc/classes/RichTextLabel.xml msgid "" "If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " "gets wrapped inside the node's bounding rectangle." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/RichTextLabel.xml msgid "" "Autowrap space trimming flags. See [constant " "TextServer.BREAK_TRIM_START_EDGE_SPACES] and [constant " "TextServer.BREAK_TRIM_END_EDGE_SPACES] for more info." msgstr "" #: doc/classes/Button.xml msgid "" "If [code]true[/code], text that is too large to fit the button is clipped " "horizontally. If [code]false[/code], the button will always be wide enough " "to hold the text. The text is not vertically clipped, and the button's " "height is not affected by this property." msgstr "" #: doc/classes/Button.xml msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." msgstr "" #: doc/classes/Button.xml msgid "Flat buttons don't display decoration." msgstr "" #: doc/classes/Button.xml msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [theme_item h_separation] theme " "property and [code]content_margin_*[/code] properties of the used " "[StyleBox]es." msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " "center of a button. Uses the same [enum HorizontalAlignment] constants as " "the text alignment. If centered horizontally and vertically, text will draw " "on top of the icon." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LinkButton.xml doc/classes/MenuBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "" "Language code used for line-breaking and text shaping algorithms, if left " "empty current locale is used instead." msgstr "" #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LineEdit.xml doc/classes/LinkButton.xml doc/classes/MenuBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml #: doc/classes/TextMesh.xml msgid "Base text writing direction." msgstr "" #: doc/classes/Button.xml msgid "" "Sets the clipping behavior when the text exceeds the node's bounding " "rectangle." msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned vertically to the top, bottom, or " "center of a button. Uses the same [enum VerticalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered and pressed." msgstr "" #: doc/classes/Button.xml msgid "The tint of text outline of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "رنگ [Color] هنگامی که [Button] دارد فشرده می‌شود." #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "Icon modulate [Color] used when the [Button] is focused. Only replaces the " "normal modulate color of the button. Disabled, hovered, and pressed states " "take precedence over this color." msgstr "" #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "" "Icon modulate [Color] used when the [Button] is being hovered and pressed." msgstr "" #: doc/classes/Button.xml msgid "Default icon modulate [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "" "This constant acts as a boolean. If [code]true[/code], the minimum size of " "the button and text/icon alignment is always based on the largest stylebox " "margins, otherwise it's based on the current button state stylebox margins." msgstr "" #: doc/classes/Button.xml msgid "" "The horizontal space between [Button]'s icon and text. Negative values will " "be treated as [code]0[/code] when used." msgstr "" #: doc/classes/Button.xml msgid "" "The maximum allowed width of the [Button]'s icon. This limit is applied on " "top of the default size of the icon, or its expanded size if [member " "expand_icon] is [code]true[/code]. The height is adjusted according to the " "icon's ratio. If the button has additional icons (e.g. [CheckBox]), they " "will also be limited." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LabelSettings.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml doc/classes/TextMesh.xml #: doc/classes/TextParagraph.xml msgid "" "Additional vertical spacing between lines (in pixels), spacing is added to " "line descent. This value can be negative." msgstr "" #: doc/classes/Button.xml doc/classes/LineEdit.xml doc/classes/LinkButton.xml #: doc/classes/MenuBar.xml doc/classes/ProgressBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml doc/classes/Tree.xml msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member " "FontFile.multichannel_signed_distance_field] enabled, its [member " "FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of " "[theme_item outline_size] for outline rendering to look correct. Otherwise, " "the outline may appear to be cut off earlier than intended." msgstr "" #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "" #: doc/classes/Button.xml msgid "Font size of the [Button]'s text." msgstr "" #: doc/classes/Button.xml msgid "" "Default icon for the [Button]. Appears only if [member icon] is not assigned." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is disabled (for right-to-left layouts)." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is focused. The [theme_item focus] " "[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " "transparent [StyleBox] should be used to ensure the base [StyleBox] remains " "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " "harm keyboard/controller navigation usability, so this is not recommended " "for accessibility reasons." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being hovered (for right-to-left " "layouts)." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time (for right-to-left layouts)." msgstr "" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed (for right-to-left " "layouts)." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "A group of buttons that doesn't allow more than one button to be pressed at " "a time." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " "treated like radio buttons: No more than one button can be pressed at a " "time. Some types of buttons (such as [CheckBox]) may have a special " "appearance in this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Emitted when one of the buttons of the group is pressed." msgstr "" #: doc/classes/Callable.xml msgid "A built-in type representing a method or a standalone function." msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " "either be a method within an [Object] instance, or a custom callable used " "for different purposes (see [method is_custom]). Like all [Variant] types, " "it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[codeblocks]\n" "[gdscript]\n" "func print_args(arg1, arg2, arg3 = \"\"):\n" "\tprints(arg1, arg2, arg3)\n" "\n" "func test():\n" "\tvar callable = Callable(self, \"print_args\")\n" "\tcallable.call(\"hello\", \"world\") # Prints \"hello world \".\n" "\tcallable.call(Vector2.UP, 42, callable) # Prints \"(0.0, -1.0) 42 " "Node(node.gd)::print_args\"\n" "\tcallable.call(\"invalid\") # Invalid call, should have at least 2 " "arguments.\n" "[/gdscript]\n" "[csharp]\n" "// Default parameter values are not supported.\n" "public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" "{\n" "\tGD.PrintS(arg1, arg2, arg3);\n" "}\n" "\n" "public void Test()\n" "{\n" "\t// Invalid calls fail silently.\n" "\tCallable callable = new Callable(this, MethodName.PrintArgs);\n" "\tcallable.Call(\"hello\", \"world\"); // Default parameter values are not " "supported, should have 3 arguments.\n" "\tcallable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 " "Node(Node.cs)::PrintArgs\"\n" "\tcallable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, it's possible to create lambda functions within a method. " "Lambda functions are custom callables that are not associated with an " "[Object] instance. Optionally, lambda functions can also be named. The name " "will be displayed in the debugger, or when calling [method get_method].\n" "[codeblock]\n" "func _init():\n" "\tvar my_lambda = func (message):\n" "\t\tprint(message)\n" "\n" "\t# Prints \"Hello everyone!\"\n" "\tmy_lambda.call(\"Hello everyone!\")\n" "\n" "\t# Prints \"Attack!\", when the button_pressed signal is emitted.\n" "\tbutton_pressed.connect(func(): print(\"Attack!\"))\n" "[/codeblock]\n" "In GDScript, you can access methods and global functions as [Callable]s:\n" "[codeblock]\n" "tween.tween_callback(node.queue_free) # Object methods.\n" "tween.tween_callback(array.clear) # Methods of built-in types.\n" "tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" "[/codeblock]\n" "[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " "keys.\n" "[codeblock]\n" "var dictionary = {\"hello\": \"world\"}\n" "\n" "# This will not work, `clear` is treated as a key.\n" "tween.tween_callback(dictionary.clear)\n" "\n" "# This will work.\n" "tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "" #: doc/classes/Callable.xml msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " "specified [param object].\n" "[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " "instead." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied " "by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound, reading " "them from an array. When called, the bound arguments are passed [i]after[/i] " "the arguments supplied by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable] in deferred mode, i.e. at " "the end of the current frame. Arguments can be passed and should match the " "method's signature.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\tgrab_focus.call_deferred()\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\tCallable.From(GrabFocus).CallDeferred();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " "mainly at the end of process and physics frames. In it, deferred calls will " "be run until there are none left, which means you can defer calls from other " "deferred calls and they'll still be run in the current idle time cycle. This " "means you should not call a method deferred from itself (or from a method " "called by it), as this causes infinite recursion the same way as if you had " "called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " "specified [param variant]. To represent a method of a built-in [Variant] " "type, a custom callable is used (see [method is_custom]). If [param variant] " "is [Object], then a standard callable will be created instead.\n" "[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " "property syntax is used to access its entries. You may also use this method " "when [param variant]'s type is not known in advance (for polymorphism)." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the total number of arguments this [Callable] should take, including " "optional arguments. This means that any arguments bound with [method bind] " "are [i]subtracted[/i] from the result, and any arguments unbound with " "[method unbind] are [i]added[/i] to the result." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the array of arguments bound via successive [method bind] or [method " "unbind] calls. These arguments will be added [i]after[/i] the arguments " "passed to the call, from which [method get_unbound_arguments_count] " "arguments on the right have been previously excluded.\n" "[codeblock]\n" "func get_effective_arguments(callable, call_args):\n" "\tassert(call_args.size() - callable.get_unbound_arguments_count() >= 0)\n" "\tvar result = call_args.slice(0, call_args.size() - " "callable.get_unbound_arguments_count())\n" "\tresult.append_array(callable.get_bound_arguments())\n" "\treturn result\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the total amount of arguments bound via successive [method bind] or " "[method unbind] calls. This is the same as the size of the array returned by " "[method get_bound_arguments]. See [method get_bound_arguments] for details.\n" "[b]Note:[/b] The [method get_bound_arguments_count] and [method " "get_unbound_arguments_count] methods can both return positive values." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or [code]" "\"\"[/code]." msgstr "" #: doc/classes/Callable.xml msgid "Returns the object on which this [Callable] is called." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the ID of this [Callable]'s object (see [method " "Object.get_instance_id])." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the total amount of arguments unbound via successive [method bind] " "or [method unbind] calls. See [method get_bound_arguments] for details.\n" "[b]Note:[/b] The [method get_bound_arguments_count] and [method " "get_unbound_arguments_count] methods can both return positive values." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the 32-bit hash value of this [Callable]'s object.\n" "[b]Note:[/b] [Callable]s with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the callables are equal, because different " "callables can have identical hash values due to hash collisions. The engine " "uses a 32-bit hash algorithm for [method hash]." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " "callables are used:\n" "- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" "- for representing methods of built-in [Variant] types (see [method " "create]);\n" "- for representing global, lambda, and RPC functions in GDScript;\n" "- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the " "method on. Equivalent to [code]callable == Callable()[/code].\n" "[b]Note:[/b] This is [i]not[/i] the same as [code]not is_valid()[/code] and " "using [code]not is_null()[/code] will [i]not[/i] guarantee that this " "callable can be called. Use [method is_valid] instead." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a standard callable. This " "method is the opposite of [method is_custom]. Returns [code]false[/code] if " "this callable is a lambda function." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if the callable's object exists and has a valid " "method name assigned, or is a custom callable." msgstr "" #: doc/classes/Callable.xml msgid "" "Perform an RPC (Remote Procedure Call) on all connected peers. This is used " "for multiplayer and is normally not available, unless the function being " "called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " "[method Node.rpc_config]). Calling this method on unsupported functions will " "result in an error. See [method Node.rpc]." msgstr "" #: doc/classes/Callable.xml msgid "" "Perform an RPC (Remote Procedure Call) on a specific peer ID (see " "multiplayer documentation for reference). This is used for multiplayer and " "is normally not available unless the function being called has been marked " "as [i]RPC[/i] (using [annotation @GDScript.@rpc] or [method " "Node.rpc_config]). Calling this method on unsupported functions will result " "in an error. See [method Node.rpc_id]." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " "callable in a context that attempts to pass more arguments than this " "callable can handle, e.g. a signal with a fixed number of arguments. See " "also [method bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" "func _ready():\n" "\tfoo.unbind(1).call(1, 2) # Calls foo(1).\n" "\tfoo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it " "does not change the arguments from bind.\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if both [Callable]s invoke the same custom target." msgstr "" #: doc/classes/CallbackTweener.xml msgid "Calls the specified method after optional delay." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method Tween.tween_callback] for more usage information.\n" "The tweener will finish automatically if the callback's target object is " "freed.\n" "[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " "[CallbackTweener]. Any [CallbackTweener] created manually will not function " "correctly." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "Makes the callback call delayed by given time in seconds.\n" "[b]Example:[/b] Call [method Node.queue_free] after 2 seconds:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." msgstr "گرهٔ دوربین برای صحنه‌های دوبعدی." #: doc/classes/Camera2D.xml msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "Cameras register themselves in the nearest [Viewport] node (when ascending " "the tree). Only one camera can be active per viewport. If no viewport is " "available ascending the tree, the camera will register in the global " "viewport.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method " "Node.get_viewport]).\n" "Note that the [Camera2D] node's [member Node2D.global_position] doesn't " "represent the actual position of the screen, which may differ due to applied " "smoothing or limits. You can use [method get_screen_center_position] to get " "the real position. Same for the node's [member Node2D.global_rotation] which " "may be different due to applied rotation smoothing. You can use [method " "get_screen_rotation] to get the current rotation of the screen." msgstr "" #: doc/classes/Camera2D.xml doc/classes/TileMap.xml #: doc/classes/TileMapLayer.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" msgstr "" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "" #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " "and [member drag_right_margin]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the center of the screen from this camera's point of view, in global " "coordinates.\n" "[b]Note:[/b] The exact targeted position of the camera may be different. See " "[method get_target_position]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the current screen rotation from this camera's point of view.\n" "[b]Note:[/b] The screen rotation can be different from [member " "Node2D.global_rotation] if the camera is rotating smoothly due to [member " "rotation_smoothing_enabled]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns this camera's target position, in global coordinates.\n" "[b]Note:[/b] The returned value is not the same as [member " "Node2D.global_position], as it is affected by the drag properties. It is " "also not the same as the current position if [member " "position_smoothing_enabled] is [code]true[/code] (see [method " "get_screen_center_position])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " "[method Viewport.get_camera_2d])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Forces this [Camera2D] to become the current active one. [member enabled] " "must be [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " "and [member drag_right_margin]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" #: doc/classes/Camera2D.xml #, fuzzy msgid "The Camera2D's anchor point." msgstr "ترادیسی لایه." #: doc/classes/Camera2D.xml msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "(left and right) drag margins. If [code]false[/code], the camera moves " "horizontally regardless of margins." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The relative horizontal drag offset of the camera between the right " "([code]-1[/code]) and left ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial horizontal drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_horizontal_enabled] is [code]true[/code] or the drag " "margins are changed." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The relative vertical drag offset of the camera between the bottom " "([code]-1[/code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " "are changed." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Controls whether the camera can be active or not. If [code]true[/code], the " "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " "[code]false[/code], the next enabled [Camera2D] in the scene tree will " "become active." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the limits will be enabled. Disabling this will allow " "the camera to focus anywhere, when the four [code]limit_*[/code] properties " "will not work." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member position_smoothing_enabled] is " "[code]false[/code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's relative offset. Useful for looking around or camera shake " "animations. The offsetted camera can go past the limits defined in [member " "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's view smoothly moves towards its target " "position at [member position_smoothing_speed]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml #, fuzzy msgid "The camera's process callback." msgstr "اندازهٔ لایه." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's view smoothly rotates, via asymptotic " "smoothing, to align with its target rotation at [member " "rotation_smoothing_speed].\n" "[b]Note:[/b] This property has no effect if [member ignore_rotation] is " "[code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen " "in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size " "seen in the viewport.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " "zoom into account. This means that zooming in/out will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless " "the font is part of a [CanvasLayer] that makes it ignore camera zoom. To " "ensure text remains crisp regardless of zoom, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera updates during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera updates during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/Camera3D.xml msgid "Camera node, displays from a point of view." msgstr "" #: doc/classes/Camera3D.xml msgid "" "[Camera3D] is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If this is the current camera, remove it from being current. If [param " "enable_next] is [code]true[/code], request to make the next camera current, " "if any." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" #: doc/classes/Camera3D.xml msgid "Returns the camera's RID from the [RenderingServer]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) " "and horizontal ([member h_offset]) offsets; and any other adjustments made " "to the position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the RID of a pyramid shape encompassing the camera's view frustum, " "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://" "raw.githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member cull_mask], given a [param layer_number] between 1 and 20." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and " "the [param z_near] and [param z_far] clip planes in world space units. See " "also [member frustum_offset]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param " "z_near] and [param z_far] clip planes in world space units. (As a hint, 2D " "games often use this projection, with values specified in pixels.)" msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle " "in degrees, and the [param z_near] and [param z_far] clip planes in world " "space units." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " "use [method is_position_behind] to prevent them from appearing if the 3D " "point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not " "get_viewport().get_camera_3d().is_position_behind(global_transform.origin)\n" "control.position = " "get_viewport().get_camera_3d().unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera3D.xml msgid "The [CameraAttributes] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml msgid "The [Compositor] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " "the engine and aren't exposed in the editor. Setting [member cull_mask] " "using a script allows you to toggle those reserved layers, which can be " "useful for editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " "into account to determine what contributes to global illumination. If this " "is an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member " "Light3D.light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to " "exclude them from global illumination." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera3D] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods." msgstr "" #: doc/classes/Camera3D.xml msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis. Higher values allow the camera to see further away, while " "decreasing [member far] can improve performance if it results in objects " "being partially or fully culled." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [member fov] " "sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" "- ~101.67 degrees in a 16:10 viewport\n" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" #: doc/classes/Camera3D.xml msgid "The horizontal (X) offset of the camera viewport." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis. Lower values allow the camera to see objects more up close to " "its origin, at the cost of lower precision across the [i]entire[/i] range. " "Values lower than the default can lead to increased Z-fighting." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's size in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" #: doc/classes/Camera3D.xml msgid "The vertical (Y) offset of the camera viewport." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/CameraAttributes.xml msgid "Parent class for camera settings." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Controls camera-specific attributes such as depth of field and exposure " "override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Multiplier for the exposure amount. A higher value results in a brighter " "image." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image.\n" "If [member auto_exposure_enabled] is [code]true[/code], this can be used as " "a method of exposure compensation, doubling the value will increase the " "exposure value (measured in EV100) by 1 stop.\n" "[b]Note:[/b] Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "Physically-based camera settings." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "[CameraAttributesPhysical] is used to set rendering settings based on a " "physically-based camera's settings. It is responsible for exposure, auto-" "exposure, and depth of field.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], " "[member Camera3D.near], [member Camera3D.fov], and [member " "Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], " "only the exposure settings will be used.\n" "The default settings are intended for use in an outdoor environment, tips " "for settings for use in an indoor environment can be found in each setting's " "documentation.\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "Physical light and camera units" msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Returns the vertical field of view that corresponds to the [member " "frustum_focal_length]. This value is calculated internally whenever [member " "frustum_focal_length] is changed." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing below a " "certain brightness, resulting in a cut off point where the scene will remain " "bright." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "The minimum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing above a " "certain brightness, resulting in a cut off point where the scene will remain " "dark." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of " "the aperture. A high aperture setting will result in a smaller aperture " "which leads to a dimmer image and sharper focus. A low aperture results in a " "wide aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/" "code] seconds. A higher value will allow less light (leading to a darker " "image), while a lower value will allow more light (leading to a brighter " "image).\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Override value for [member Camera3D.far]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member " "Camera3D.attributes], it will override the [member Camera3D.far] property." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " "objects will be in focus. A smaller focal length will result in a wider " "field of view and a larger depth of field meaning more objects will be in " "focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it " "will override the [member Camera3D.fov] property and the [member " "Camera3D.keep_aspect] property." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Distance from camera of object that will be in focus, measured in meters. " "Internally this will be clamped to be at least 1 millimeter larger than " "[member frustum_focal_length]." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Override value for [member Camera3D.near]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member " "Camera3D.attributes], it will override the [member Camera3D.near] property." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "Camera settings in an easy to use format." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Controls camera-specific attributes such as auto-exposure, depth of field, " "and exposure override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing below a " "certain brightness, resulting in a cut off point where the scene will remain " "bright." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing above a " "certain brightness, resulting in a cut off point where the scene will remain " "dark." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Sets the maximum amount of blur. When using physically-based blur amounts, " "will instead act as a multiplier. High values lead to an increased amount of " "blurriness, but can be much more expensive to calculate. It is best to keep " "this as low as possible for a given art style." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " "dof_blur_amount]. When negative, uses physically-based scaling so depth of " "field effect will scale from 0 at [member dof_blur_far_distance] and will " "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " "uses physically-based scaling so depth of field effect will scale from 0 at " "[member dof_blur_near_distance] and will increase in a physically accurate " "way as objects get closer to the [Camera3D]." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background.\n" "[b]Note:[/b] This class is currently only implemented on Linux, Android, " "macOS, and iOS. On other platforms no [CameraFeed]s will be available. To " "get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required." msgstr "" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Called when the camera feed is activated." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CameraFeed.xml msgid "Called when the camera feed is deactivated." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns feed image data type." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the unique ID for this feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the camera's name." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the position of camera on the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Returns the texture backend ID (usable by some external libraries that need " "a handle to a texture to write data)." msgstr "" #: doc/classes/CameraFeed.xml msgid "Sets the feed as external feed provided by another library." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Sets the feed format parameters for the given index in the [member formats] " "array. Returns [code]true[/code] on success. By default YUYV encoded stream " "is transformed to FEED_RGB. YUYV encoded stream output format can be changed " "with [param parameters].output value:\n" "[code]separate[/code] will result in FEED_YCBCR_SEP\n" "[code]grayscale[/code] will result in desaturated FEED_RGB\n" "[code]copy[/code] will result in FEED_YCBCR" msgstr "" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Sets the camera's name." msgstr "زمان‌سنج را می‌ایستاند." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Sets the position of this camera." msgstr "زمان یک کلید موجود را می‌نشاند." #: doc/classes/CameraFeed.xml msgid "Sets RGB image for this feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "Sets YCbCr image for this feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." msgstr "" #: doc/classes/CameraFeed.xml msgid "The transform applied to the camera's image." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Formats supported by the feed. Each entry is a [Dictionary] describing " "format parameters." msgstr "" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Emitted when the format has changed." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Emitted when a new frame is available." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CameraFeed.xml msgid "No image set for the feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies external image." msgstr "" #: doc/classes/CameraFeed.xml msgid "Unspecified position." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: doc/classes/CameraServer.xml msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on Linux, Android, " "macOS, and iOS. On other platforms no [CameraFeed]s will be available. To " "get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required." msgstr "" #: doc/classes/CameraServer.xml msgid "Adds the camera [param feed] to the camera server." msgstr "" #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml msgid "" "Returns the [CameraFeed] corresponding to the camera with the given [param " "index]." msgstr "" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml msgid "Removes the specified camera [param feed]." msgstr "" #: doc/classes/CameraServer.xml msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " "actively accessing the camera." msgstr "" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "" #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" #: doc/classes/CanvasGroup.xml msgid "Merges several 2D nodes into a single draw operation." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It " "allows to e.g. draw overlapping translucent 2D nodes without blending (set " "[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this " "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " "overrides the builtin shader. To duplicate the behavior of the builtin " "shader in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" "\tvec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" "\tif (c.a > 0.0001) {\n" "\t\tc.rgb /= c.a;\n" "\t}\n" "\n" "\tCOLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both " "utilize the backbuffer, children of a [CanvasGroup] who have their [member " "CanvasItem.clip_children] set to anything other than [constant " "CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " "the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer " "used which can increase performance, however if [member use_mipmaps] is " "enabled, a small margin may result in mipmap errors at the edge of the " "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Sets the size of a margin used to expand the drawable rect of this " "[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect " "around its children then expanding that rect by [member fit_margin]. This " "increases both the backbuffer area used and the area covered by the " "[CanvasGroup] both of which can reduce performance. This should be kept as " "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " "the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] " "attached to the [CanvasGroup]. Generating mipmaps has a performance cost so " "this should not be enabled unless required." msgstr "" #: doc/classes/CanvasItem.xml msgid "Abstract base class for everything in 2D space." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Abstract base class for everything in 2D space. Canvas items are laid out in " "a tree; children inherit and extend their parent's transform. [CanvasItem] " "is extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " "objects.\n" "Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request a redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " "functions). However, they can only be used inside [method _draw], its " "corresponding [method Object._notification] or methods connected to the " "[signal draw] signal.\n" "Canvas items are drawn in tree order on their canvas layer. By default, " "children are on top of their parents, so a root [CanvasItem] will be drawn " "behind everything. This behavior can be changed on a per-item basis.\n" "A [CanvasItem] can be hidden, which will also hide its children. By " "adjusting various other properties of a [CanvasItem], you can also modulate " "its color (via [member modulate] or [member self_modulate]), change its Z-" "index, blend mode, and more.\n" "Note that properties like transform, modulation, and visibility are only " "propagated to [i]direct[/i] [CanvasItem] child nodes. If there is a non-" "[CanvasItem] node in between, like [Node] or [AnimationPlayer], the " "[CanvasItem] nodes below will have an independent position and [member " "modulate] chain. See also [member top_level]." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/SubViewport.xml #: doc/classes/Viewport.xml msgid "Viewport and canvas transforms" msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Called when [CanvasItem] has been requested to redraw (after [method " "queue_redraw] is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml msgid "" "Subsequent drawing commands will be ignored unless they fall within the " "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " "[param width]). The larger the value of [param point_count], the smoother " "the curve. See also [method draw_circle].\n" "If [param width] is negative, it will be ignored and the arc will be drawn " "using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " "the CanvasItem is scaled, the arc will remain thin. If this behavior is not " "desired, then pass a positive [param width] like [code]1.0[/code].\n" "The arc is drawn from [param start_angle] towards the value of [param " "end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " "and counter-clockwise otherwise. Passing the same angles but in reversed " "order will produce the same arc. If absolute difference of [param " "start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " "radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a string first character using a custom font. If [param oversampling] " "is greater than zero, it is used as font oversampling factor, otherwise " "viewport oversampling settings are used." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a string first character outline using a custom font. If [param " "oversampling] is greater than zero, it is used as font oversampling factor, " "otherwise viewport oversampling settings are used." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a circle. See also [method draw_arc], [method draw_polyline], and " "[method draw_polygon].\n" "If [param filled] is [code]true[/code], the circle will be filled with the " "[param color] specified. If [param filled] is [code]false[/code], the circle " "will be drawn as a stroke with the [param color] and [param width] " "specified.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " "polygon.\n" "[b]Note:[/b] If you frequently redraw the same polygon with a large number " "of vertices, consider pre-calculating the triangulation with [method " "Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " "draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a dashed line from a 2D point to another, with a given color and " "width. See also [method draw_line], [method draw_multiline], and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the line parts will remain thin. If this behavior is not desired, then pass " "a positive [param width] like [code]1.0[/code].\n" "[param dash] is the length of each dash in pixels, with the gap between each " "dash being the same length. If [param aligned] is [code]true[/code], the " "length of the first and last dashes may be shortened or lengthened to allow " "the line to begin and end at the precise points defined by [param from] and " "[param to]. Both ends are always symmetrical when [param aligned] is " "[code]true[/code]. If [param aligned] is [code]false[/code], all dashes will " "have the same length, but the line may appear incomplete at the end due to " "the dash length not dividing evenly into the line length. Only full dashes " "are drawn when [param aligned] is [code]false[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " "subsequent drawing commands will be visible). If you don't care about this " "particular use case, usage of this function after submitting the slices is " "not required." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region of the font texture with LCD subpixel anti-" "aliasing at a given position, optionally modulated by a color.\n" "Texture is drawn using the following blend operation, blend mode of the " "[CanvasItemMaterial] is ignored:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " "modulate.a);\n" "dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" "[/codeblock]" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_dashed_line], [method " "draw_multiline], and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region of the multi-channel signed distance field " "texture at a given position, optionally modulated by a color. See [member " "FontFile.multichannel_signed_distance_field] for more information and " "caveats about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " "distance field texture generation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " "array, i.e. i-th segment consists of [code]points[2 * i][/code], " "[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw interconnected lines, use [method draw_polyline] instead.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [param width] and segment-" "by-segment coloring. Each segment is defined by two consecutive points from " "[param points] array and a corresponding color from [param colors] array, " "i.e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i " "+ 1][/code] endpoints and has [code]colors[i][/code] color. When drawing " "large amounts of lines, this is faster than using individual [method " "draw_line] calls. To draw interconnected lines, use [method " "draw_polyline_colors] instead.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " "at the [param pos] (top-left corner). The text will have its color " "multiplied by [param modulate]. If [param width] is greater than or equal to " "0, the text will be clipped if it exceeds the specified width. If [param " "oversampling] is greater than zero, it is used as font oversampling factor, " "otherwise viewport oversampling settings are used." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Breaks [param text] to the lines and draws text outline using the specified " "[param font] at the [param pos] (top-left corner). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width. If " "[param oversampling] is greater than zero, it is used as font oversampling " "factor, otherwise viewport oversampling settings are used." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a solid polygon of any number of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " "draw_polyline_colors]. If you need more flexibility (such as being able to " "use bones), use [method RenderingServer.canvas_item_add_triangle_array] " "instead.\n" "[b]Note:[/b] If you frequently redraw the same polygon with a large number " "of vertices, consider pre-calculating the triangulation with [method " "Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " "draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param " "width]). When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline] instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [param width], point-by-" "point coloring, and optional antialiasing (supported only for positive " "[param width]). Colors assigned to line points match by index between [param " "points] and [param colors], i.e. each line segment is filled with a gradient " "between the colors of the endpoints. When drawing large amounts of lines, " "this is faster than using individual [method draw_line] calls. To draw " "disconnected lines, use [method draw_multiline_colors] instead. See also " "[method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle, and 4 points for a quad. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " "will be filled with the [param color] specified. If [param filled] is " "[code]false[/code], the rectangle will be drawn as a stroke with the [param " "color] and [param width] specified. See also [method draw_texture_rect].\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " "display perfectly. For example, corners may be missing or brighter due to " "overlapping lines (for a translucent [param color])." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " "ensure text remains crisp regardless of scale, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws [param text] using the specified [param font] at the [param pos] " "(bottom-left corner using the baseline of the font). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width. If " "[param oversampling] is greater than zero, it is used as font oversampling " "factor, otherwise viewport oversampling settings are used.\n" "[b]Example:[/b] Draw \"Hello world\", using the project's default font:\n" "[codeblocks]\n" "[gdscript]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = ThemeDB.fallback_font\n" "var default_font_size = ThemeDB.fallback_font_size\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" "[/gdscript]\n" "[csharp]\n" "// If using this method in a script that redraws constantly, move the\n" "// `default_font` declaration to a member variable assigned in `_Ready()`\n" "// so the Control is only created once.\n" "Font defaultFont = ThemeDB.FallbackFont;\n" "int defaultFontSize = ThemeDB.FallbackFontSize;\n" "DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method Font.draw_string]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] (bottom-left corner using the baseline of the font). The text will have " "its color multiplied by [param modulate]. If [param width] is greater than " "or equal to 0, the text will be clipped if it exceeds the specified width. " "If [param oversampling] is greater than zero, it is used as font " "oversampling factor, otherwise viewport oversampling settings are used." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a styled rectangle." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a texture at a given position." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [param transpose] is [code]true[/code], the texture will have its " "X and Y coordinates swapped. See also [method draw_rect] and [method " "draw_texture_rect_region]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle from a texture's region (specified by [param " "src_rect]) at a given position, optionally modulated by a color. If [param " "transpose] is [code]true[/code], the texture will have its X and Y " "coordinates swapped. See also [method draw_texture_rect]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" "[b]Note:[/b] For performance reasons, transform changes are usually " "accumulated and applied [i]once[/i] at the end of the frame. The update " "propagates through [CanvasItem] children, as well. Therefore, use this " "method only when you need an up-to-date transform (such as during physics " "operations)." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the [RID] of the [World2D] canvas where this node is registered to, " "used by the [RenderingServer]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the internal canvas item [RID] used by the [RenderingServer] for " "this node." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " "the node is not in any [CanvasLayer]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform of this node, converted from its registered canvas's " "coordinate system to its viewport's coordinate system. See also [method " "Node.get_viewport]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns mouse cursor's global position relative to the [CanvasLayer] that " "contains this node.\n" "[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " "[Popup]), you can use [method DisplayServer.mouse_get_position]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item, i.e. the combined " "transform up to the topmost [CanvasItem] node. The topmost item is a " "[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it " "has [member top_level] enabled." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " "to the [Viewport]s coordinate system." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/GeometryInstance3D.xml msgid "Get the value of a shader parameter as set on this instance." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform of this [CanvasItem] in global screen coordinates " "(i.e. taking window position into account). Mostly useful for editor " "plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "Returns the transform matrix of this [CanvasItem]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CanvasItem.xml msgid "" "Returns this node's viewport boundaries as a [Rect2]. See also [method " "Node.get_viewport]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform of this node, converted from its registered canvas's " "coordinate system to its viewport embedder's coordinate system. See also " "[method Viewport.get_final_transform] and [method Node.get_viewport]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns [code]true[/code] if the layer at the given index is set in [member " "visibility_layer]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CanvasItem.xml msgid "" "Returns the [World2D] this node is registered to.\n" "Usually, this is the same as this node's viewport (see [method " "Node.get_viewport] and [method Viewport.find_world_2d])." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node receives [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] whenever its local transform changes. " "This is enabled with [method set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node receives [constant " "NOTIFICATION_TRANSFORM_CHANGED] whenever its global transform changes. This " "is enabled with [method set_notify_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its ancestors are " "also visible. If any ancestor is hidden, this node will not be visible in " "the scene tree, and is therefore not drawn (see [method _draw]).\n" "Visibility is checked only in parent nodes that inherit from [CanvasItem], " "[CanvasLayer], and [Window]. If the parent is of any other type (such as " "[Node], [AnimationPlayer], or [Node3D]), it is assumed to be visible.\n" "[b]Note:[/b] This method does not take [member visibility_layer] into " "account, so even if this method returns [code]true[/code], the node might " "end up not being rendered." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Transforms [param viewport_point] from the viewport's coordinates to this " "node's local coordinates.\n" "For the opposite operation, use [method get_global_transform_with_canvas].\n" "[codeblock]\n" "var viewport_point = get_global_transform_with_canvas() * local_point\n" "[/codeblock]" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns a copy of the given [param event] with its coordinates converted " "from global space to this [CanvasItem]'s local space. If not possible, " "returns the same [InputEvent] unchanged." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node below its siblings, usually causing the node to draw on top " "of its siblings. Does nothing if this node does not have a parent. See also " "[method Node.move_child]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Set the value of a shader uniform for this instance only ([url=$DOCS_URL/" "tutorials/shaders/shader_reference/shading_language.html#per-instance-" "uniforms]per-instance uniform[/url]). See also [method " "ShaderMaterial.set_shader_parameter] to assign a uniform on all instances " "using the same [ShaderMaterial].\n" "[b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, " "it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than " "[code]uniform ...[/code] in the shader code.\n" "[b]Note:[/b] [param name] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector)." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the node will receive [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] whenever its local transform changes.\n" "[b]Note:[/b] Many canvas items such as [Bone2D] or [CollisionShape2D] " "automatically enable this in order to function correctly." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the node will receive [constant " "NOTIFICATION_TRANSFORM_CHANGED] whenever global transform changes.\n" "[b]Note:[/b] Many canvas items such as [Camera2D] or [Light2D] automatically " "enable this in order to function correctly." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to " "setting [member visible] to [code]true[/code].\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The mode in which this node clips its children, acting as a mask.\n" "[b]Note:[/b] Clipping nodes cannot be nested or placed within a " "[CanvasGroup]. If an ancestor of this node clips its children or is a " "[CanvasGroup], then this node's clip mode should be set to [constant " "CLIP_CHILDREN_DISABLED] to avoid unexpected behavior." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" #: doc/classes/CanvasItem.xml msgid "The material applied to this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The color applied to this [CanvasItem]. This property does affect child " "[CanvasItem]s, unlike [member self_modulate] which only affects the node " "itself." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The color applied to this [CanvasItem]. This property does [b]not[/b] affect " "child [CanvasItem]s, unlike [member modulate] which affects both the node " "itself and its children.\n" "[b]Note:[/b] Internal children are also not affected by this property (see " "the [code]include_internal[/code] parameter in [method Node.add_child]). For " "built-in nodes this includes sliders in [ColorPicker], and the tab bar in " "[TabContainer]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "If [code]true[/code], this node draws behind its parent." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CanvasItem.xml msgid "The filtering mode used to render this [CanvasItem]'s texture(s)." msgstr "" #: doc/classes/CanvasItem.xml msgid "The repeating mode used to render this [CanvasItem]'s texture(s)." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its " "transform from parent [CanvasItem]s. Its draw order will also be changed to " "make it draw on top of other [CanvasItem]s that do not have [member " "top_level] set to [code]true[/code]. The [CanvasItem] will effectively act " "as if it was placed as a child of a bare [Node]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] is used as " "this node's material." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CanvasItem.xml msgid "" "The rendering layer in which this [CanvasItem] is rendered by [Viewport] " "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " "[CanvasItem] ancestors. In other words: this [CanvasItem] will be drawn when " "[method is_visible_in_tree] returns [code]true[/code] and all [CanvasItem] " "ancestors share at least one [member visibility_layer] with this " "[CanvasItem].\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this and child [CanvasItem] nodes with a higher Y " "position are rendered in front of nodes with a lower Y position. If " "[code]false[/code], this and child [CanvasItem] nodes are rendered normally " "in scene tree order.\n" "With Y-sorting enabled on a parent node ('A') but disabled on a child node " "('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc.) " "render together on the same Y position as the child node ('B'). This allows " "you to organize the render order of a scene without changing the scene " "tree.\n" "Nodes sort relative to each other only if they are on the same [member " "z_index]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this node's final Z index is relative to its parent's " "Z index.\n" "For example, if [member z_index] is [code]2[/code] and its parent's final Z " "index is [code]3[/code], then this node's final Z index will be [code]5[/" "code] ([code]2 + 3[/code])." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The order in which this node is drawn. A node with a higher Z index will " "display in front of others. Must be between [constant " "RenderingServer.CANVAS_ITEM_Z_MIN] and [constant " "RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).\n" "[b]Note:[/b] The Z index does [b]not[/b] affect the order in which " "[CanvasItem] nodes are processed or the way input events are handled. This " "is especially important to keep in mind for [Control] nodes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " "[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " "is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when this node becomes hidden, i.e. it's no longer visible in the " "tree (see [method is_visible_in_tree])." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem]'s boundaries (position or size) change, or " "when an action took place that may have affected these boundaries (e.g. " "changing [member Sprite2D.texture])." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Emitted when the [CanvasItem]'s visibility changes, either because its own " "[member visible] property changed or because its visibility in the tree " "changed (see [method is_visible_in_tree]).\n" "This signal is emitted [i]after[/i] the related [constant " "NOTIFICATION_VISIBILITY_CHANGED] notification." msgstr "" "هنگامی که گره از درخت بیرون شده و دیگر فعال نیست گسیلیده می‌شود.\n" "این سیگنال [i]پس از[/i] اعلان [constant NOTIFICATION_EXIT_TREE] مربوط " "گسیلیده می‌شود." #: doc/classes/CanvasItem.xml msgid "" "Notification received when this node's global transform changes, if [method " "is_transform_notification_enabled] is [code]true[/code]. See also [method " "set_notify_transform] and [method get_transform].\n" "[b]Note:[/b] Many canvas items such as [Camera2D] or [CollisionObject2D] " "automatically enable this in order to function correctly." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Notification received when this node's transform changes, if [method " "is_local_transform_notification_enabled] is [code]true[/code]. This is not " "received when a parent [Node2D]'s transform changes. See also [method " "set_notify_local_transform].\n" "[b]Note:[/b] Many canvas items such as [Camera2D] or [CollisionShape2D] " "automatically enable this in order to function correctly." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Node3D.xml #, fuzzy msgid "" "Notification received when this node's visibility changes (see [member " "visible] and [method is_visible_in_tree]).\n" "This notification is received [i]before[/i] the related [signal " "visibility_changed] signal." msgstr "" "اعلان هنگامی که گره درون [SceneTree] شود دریافت می‌شود. [method _enter_tree] " "را ببینید.\n" "این اعلان [i]پیش از[/i] سیگنال [signal tree_entered] مربوط دریافت می‌شود." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Notification received when this [CanvasItem] is registered to a new " "[World2D] (see [method get_world_2d])." msgstr "" "اعلان هنگامی که گره آماده باشد دریافت می‌شود. [method _ready] را ببینید." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look pixelated from up close, and smooth from a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look smooth from up close, and smooth from a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " "the angle between the surface and the camera view. This makes the texture " "look pixelated from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this " "case." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "The texture does not repeat." msgstr "گونهٔ بافت." #: doc/classes/CanvasItem.xml msgid "The texture repeats when exceeding the texture's size." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture repeats when the exceeding the texture's size in a \"2×2 tiled " "mode\". Repeated textures at even positions are mirrored." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "" #: doc/classes/CanvasItem.xml msgid "Children are drawn over this node and are not clipped." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "This node is used as a mask and is [b]not[/b] drawn. The mask is based on " "this node's alpha channel: Opaque pixels are kept, transparent pixels are " "discarded, and semi-transparent pixels are blended in according to their " "opacity. Children are clipped to this node's drawn area." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "This node is used as a mask and is also drawn. The mask is based on this " "node's alpha channel: Opaque pixels are kept, transparent pixels are " "discarded, and semi-transparent pixels are blended in according to their " "opacity. Children are clipped to the parent's drawn area." msgstr "" #: doc/classes/CanvasItem.xml msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting " "behaviors for textures. Use a [ShaderMaterial] to more fully customize a " "material's interactions with a [CanvasItem]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The number of columns in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The number of rows in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member " "ParticleProcessMaterial.anim_speed_max] or [member " "CPUParticles2D.anim_speed_max] should also be set to a positive value for " "the animation to play.\n" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "" #: doc/classes/CanvasLayer.xml msgid "A node used for independent rendering of objects within a 2D scene." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " "[CanvasLayer] will be drawn in that layer. The layer is a numeric index that " "defines the draw order. The default 2D scene renders with index [code]0[/" "code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, " "and a [CanvasLayer] with index [code]1[/code] will be drawn above. This " "order will hold regardless of the [member CanvasItem.z_index] of the nodes " "within each layer.\n" "[CanvasLayer]s can be hidden and they can also optionally follow the " "viewport. This makes them useful for HUDs like health bar overlays (on " "layers [code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] " "and lower).\n" "[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " "[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " "embedded windows.\n" "[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " "cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " "When using multiple [Viewport]s, for example in a split-screen game, you " "need to create an individual [CanvasLayer] for each [Viewport] you want it " "to be drawn on." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Canvas layers" msgstr "لایه‌های بوم" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Returns the transform from the [CanvasLayer]s coordinate system to the " "[Viewport]s coordinate system." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "If enabled, the [CanvasLayer] maintains its position in world space. If " "disabled, the [CanvasLayer] stays in a fixed position on the screen.\n" "Together with [member follow_viewport_scale], this can be used for a " "pseudo-3D effect." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Layer index for draw order. Lower values are drawn behind higher values.\n" "[b]Note:[/b] If multiple CanvasLayers have the same layer index, " "[CanvasItem] children of one CanvasLayer are drawn behind the [CanvasItem] " "children of the other CanvasLayer. Which CanvasLayer is drawn in front is " "non-deterministic.\n" "[b]Note:[/b] The layer index should be between [constant " "RenderingServer.CANVAS_LAYER_MIN] and [constant " "RenderingServer.CANVAS_LAYER_MAX] (inclusive). Any other value will wrap " "around." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "چرخش لایه به رادیان." #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "اندازهٔ لایه." #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "ترادیسی لایه." #: doc/classes/CanvasLayer.xml msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "" #: doc/classes/CanvasModulate.xml msgid "A node that applies a color tint to a canvas." msgstr "" #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " "be used to tint a canvas, but [CanvasLayer]s can be used to render things " "independently." msgstr "" #: doc/classes/CanvasModulate.xml doc/classes/DirectionalLight2D.xml #: doc/classes/Light2D.xml doc/classes/LightOccluder2D.xml #: doc/classes/PointLight2D.xml msgid "2D lights and shadows" msgstr "" #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "" #: doc/classes/CanvasTexture.xml msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " "[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter " "and repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " "correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " "[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." msgstr "" #: doc/classes/CanvasTexture.xml msgid "2D Lights and Shadows" msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The diffuse (color) texture to use. This is the main texture you want to set " "in most cases." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The multiplier for specular reflection colors. The [Light2D]'s color is also " "taken into account when determining the reflection color. Only has a visible " "effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The specular exponent for [Light2D] specular reflections. Higher values " "result in a more glossy/\"wet\" look, with reflections becoming more " "localized and less visible overall. The default value of [code]1.0[/code] " "disables specular reflections entirely. Only has a visible effect if " "[Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " "grayscale or colored texture, with brighter areas resulting in a higher " "[member specular_shininess] value. Using a colored [member specular_texture] " "allows controlling specular shininess on a per-channel basis. Only has a " "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "The texture repeat mode to use when drawing this [CanvasTexture]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Total height of the capsule mesh (including the hemispherical ends)." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of radial segments on the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Radius of the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "A 2D capsule shape used for physics collision." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, " "but it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "The capsule's full height, including the semicircles." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "" "The capsule's height, excluding the semicircles. This is the height of the " "central rectangular part in the middle of the capsule, and is the distance " "between the centers of the two semicircles. This is a wrapper for [member " "height]." msgstr "" #: doc/classes/CapsuleShape2D.xml doc/classes/CapsuleShape3D.xml #: doc/classes/SpringBoneCollisionCapsule3D.xml msgid "The capsule's radius." msgstr "" #: doc/classes/CapsuleShape3D.xml msgid "A 3D capsule shape used for physics collision." msgstr "" #: doc/classes/CapsuleShape3D.xml msgid "" "A 3D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" #: doc/classes/CapsuleShape3D.xml doc/classes/SpringBoneCollisionCapsule3D.xml msgid "The capsule's full height, including the hemispheres." msgstr "" #: doc/classes/CapsuleShape3D.xml doc/classes/SpringBoneCollisionCapsule3D.xml msgid "" "The capsule's height, excluding the hemispheres. This is the height of the " "central cylindrical part in the middle of the capsule, and is the distance " "between the centers of the two hemispheres. This is a wrapper for [member " "height]." msgstr "" #: doc/classes/CenterContainer.xml msgid "A container that keeps child controls in its center." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "[CenterContainer] is a container that keeps all of its child controls in its " "center at their minimum size." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "A 2D physics body specialized for characters moved by script." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "[CharacterBody2D] is a specialized class for physics bodies that are meant " "to be user-controlled. They are not affected by physics at all, but they " "affect other physics bodies in their path. They are mainly used to provide " "high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody2D.move_and_collide]. This makes it useful " "for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody2D] is simpler to configure." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "Kinematic character (2D)" msgstr "" #: doc/classes/CharacterBody2D.xml msgid "Using CharacterBody2D" msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml #: doc/classes/TileMapLayer.xml doc/classes/TileSet.xml msgid "2D Kinematic Character Demo" msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Allows to manually apply a snap to the floor regardless of the body's " "velocity. This function does nothing when [method is_on_floor] returns " "[code]true[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector2.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the collision normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_floor] " "returns [code]true[/code].\n" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last " "call to [method move_and_slide]. The movement can be split into multiple " "motions when sliding occurs, and this method return the last one, which is " "useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the linear velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the travel (position delta) that occurred during the last call to " "[method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the current real velocity since the last call to [method " "move_and_slide]. For example, when you climb a slope, you will move " "diagonally even though the velocity is horizontal. This method returns the " "diagonal movement, as opposed to [member velocity] which returns the " "requested velocity." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1).\n" "[b]Example:[/b] Iterate through the collisions with a [code]for[/code] " "loop:\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" "\tvar collision = get_slide_collision(i)\n" "\tprint(\"Collided with: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" "\tKinematicCollision2D collision = GetSlideCollision(i);\n" "\tGD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the collision normal of the wall at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_wall] " "returns [code]true[/code].\n" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided only with the floor on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided only with a wall on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Moves the body based on [member velocity]. If the body collides with " "another, it will slide along the other body (by default only on floor) " "rather than stop immediately. If the other body is a [CharacterBody2D] or " "[RigidBody2D], it will also be affected by the motion of the other body. You " "can use this to make moving and rotating platforms, or to make nodes push " "other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "The general behavior and available properties change according to the " "[member motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "بدن را بر پایهٔ [member velocity] (سرعت) می‌جنباند. اگر بدن با بدنی دیگر " "برخورد کند، بجای آنکه بی‌درنگ بایستد، در راستای بدنِ دیگر (پیش‌فرضانه تنها روی " "زمین) سُر خواهد خورد. اگر بدنِ دیگر یک [CharacterBody2D] یا [RigidBody2D] " "باشد، جنبشِ بدنِ دیگر نیز بر آن اثرگذار خواهد بود. می‌توانید این را برای ساختِ " "سکوهای چرخنده و جنبنده بکار ببرید، یا گره‌ها را برای هل دادنِ دیگر گره‌ها " "توانمند سازید.\n" "اگر از سُرخوردن برخوردی رخ دهد [member velocity] را دگرگون می‌کند. برای دریافتِ " "آخرین برخورد [method get_last_slide_collision] را فراخوانید و برای اطلاعاتِ " "مُفَصَل دربارهٔ برخوردهایی که رخ دادند، [method get_slide_collision] را بکار " "ببرید.\n" "هنگامی که بدن یک سکوی جنبان را لمس می‌کند، سرعتِ سکو خودکارانه به جنبشِ بدن " "افزوده می‌شود. اگر برخوردی بخاطرِ جنبشِ سکو رخ دهد، در برخوردهای حاصل از " "سُرخوردگی همیشه نخست خواهد بود.\n" "رفتارِ کلّی و ویژگی‌های در دسترس هماهنگ با [member motion_mode] دگرگون می‌شوند.\n" "اگر بدن برخورد [code]true[/code] را برمی‌گرداند، وگرنه، [code]false[/code] را " "برمی‌گرداند." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], the body will be able to move on the floor only. This " "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]false[/code] (by default), the body will move faster on downward " "slopes and slower on upward slopes.\n" "If [code]true[/code], the body will always move at the same speed on the " "ground no matter the slope. Note that you need to use [member " "floor_snap_length] to stick along a downward slope at constant speed." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " "ceiling), rather than a wall, when calling [method move_and_slide]. The " "default value equals 45 degrees." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets a snapping distance. When set to a value different from [code]0.0[/" "code], the body is kept attached to slopes when calling [method " "move_and_slide]. The snapping vector is determined by the given distance " "along the opposite direction of the [member up_direction].\n" "As long as the snapping vector is in contact with the ground and the body " "moves against [member up_direction], the body will remain attached to the " "surface. Snapping is not applied if the body moves along [member " "up_direction], meaning it contains vertical rising velocity, so it will be " "able to detach from the ground when jumping or when the body is pushed up by " "something. If you want to apply a snap without taking into account the " "velocity, use [method apply_floor_snap]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], the body will not slide on slopes when calling [method " "move_and_slide] when the body is standing still.\n" "If [code]false[/code], the body will slide on floor's slopes when [member " "velocity] applies a downward force." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Maximum number of times the body can change direction before it stops when " "calling [method move_and_slide]. Must be greater than zero." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets the motion mode which defines the behavior of [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is applied." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all wall bodies are ignored." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Extra margin used for collision recovery when calling [method " "move_and_slide].\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of character " "bodies." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], during a jump against the ceiling, the body will " "slide, if [code]false[/code] it will be stopped and will fall vertically." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Vector pointing upwards, used to determine what is a wall and what is a " "floor (or a ceiling) when calling [method move_and_slide]. Defaults to " "[constant Vector2.UP]. As the vector will be normalized it can't be equal to " "[constant Vector2.ZERO], if you want all collisions to be reported as walls, " "consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Current velocity vector in pixels per second, used and modified during calls " "to [method move_and_slide]." msgstr "" "بردار کنونی سرعت به پیکسل بر ثانیه، هنگام فراخوان [method move_and_slide] " "دگرگون شده و بکار می‌رود." #: doc/classes/CharacterBody2D.xml msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. This property only " "affects movement when [member motion_mode] is [constant " "MOTION_MODE_FLOATING]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode " "the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for top-down games." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform, but any downward motion is ignored. It's useful to keep " "full jump height even when the platform is moving down." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "Do nothing when leaving a platform." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "A 3D physics body specialized for characters moved by script." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "[CharacterBody3D] is a specialized class for physics bodies that are meant " "to be user-controlled. They are not affected by physics at all, but they " "affect other physics bodies in their path. They are mainly used to provide " "high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody3D.move_and_collide]. This makes it useful " "for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody3D] is simpler to configure." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector3.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns the last motion applied to the [CharacterBody3D] during the last " "call to [method move_and_slide]. The movement can be split into multiple " "motions when sliding occurs, and this method return the last one, which is " "useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns a [KinematicCollision3D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Moves the body based on [member velocity]. If the body collides with " "another, it will slide along the other body rather than stop immediately. If " "the other body is a [CharacterBody3D] or [RigidBody3D], it will also be " "affected by the motion of the other body. You can use this to make moving " "and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " "get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "بدن را بر پایهٔ [member velocity] (سرعت) می‌جنابند. اگر بدن با بدنی دیگر " "برخورد کند، بجای آنکه بی‌درنگ بایستد، در راستای بدنِ دیگر (پیش‌فرضانه تنها روی " "زمین) سُر خواهد خورد. اگر بدنِ دیگر یک [CharacterBody3D] یا [RigidBody3D] " "باشد، جنبشِ بدنِ دیگر نیز بر آن اثرگذار خواهد بود. می‌توانید این را برای ساختِ " "سکوهای چرخنده و جنبنده بکار ببرید، یا گره‌ها را برای هل دادنِ دیگر گره‌ها " "توانمند سازید.\n" "اگر از سُرخوردن برخوردی رخ دهد [member velocity] را دگرگون می‌کند. برای دریافتِ " "آخرین برخورد [method get_last_slide_collision] را فراخوانید و برای اطلاعاتِ " "مُفَصَل دربارهٔ برخوردهایی که رخ دادند، [method get_slide_collision] را بکار " "ببرید.\n" "هنگامی که بدن یک سکوی جنبان را لمس می‌کند، سرعتِ سکو خودکارانه به جنبشِ بدن " "افزوده می‌شود. اگر برخوردی بخاطرِ جنبشِ سکو رخ دهد، در برخوردهای حاصل از " "سُرخوردگی همیشه نخست خواهد بود.\n" "اگر بدن برخورد [code]true[/code] را برمی‌گرداند، وگرنه، [code]false[/code] را " "برمی‌گرداند." #: doc/classes/CharacterBody3D.xml msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all wall bodies are ignored." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Vector pointing upwards, used to determine what is a wall and what is a " "floor (or a ceiling) when calling [method move_and_slide]. Defaults to " "[constant Vector3.UP]. As the vector will be normalized it can't be equal to " "[constant Vector3.ZERO], if you want all collisions to be reported as walls, " "consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Current velocity vector (typically meters per second), used and modified " "during calls to [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. When [member " "motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if " "[member floor_block_on_wall] is [code]true[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode " "the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for games without ground like " "space games." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member " "Node.process_mode]). Resets when the text in the [RichTextLabel] is " "changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "[TextServer] RID of the font used to render glyph, this value can be used " "with [code]TextServer.font_*[/code] methods to retrieve font information.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " "glyph of a cluster.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Glyph flags. See [enum TextServer.GraphemeFlag] for more info.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Glyph index specific to the [member font]. If you want to replace this " "glyph, use [method TextServer.font_get_glyph_index] with [member font] to " "get a new glyph index for a single character." msgstr "" #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "If [code]true[/code], FX transform is called for outline drawing.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CharFXTransform.xml msgid "" "Absolute character range in the string, corresponding to the glyph.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The character offset of the glyph, relative to the current [RichTextEffect] " "custom block.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " "alter the existing value to apply transforms on top of other effects." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "A button that represents a binary choice." msgstr "" #: doc/classes/CheckBox.xml msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " "similar to [CheckButton] in functionality, but it has a different " "appearance. To follow established UX patterns, it's recommended to use " "[CheckBox] when toggling it has [b]no[/b] immediate effect on something. For " "example, it could be used when toggling it will only do something once a " "confirmation button is pressed.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The color of the checked icon when the checkbox is pressed." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml #, fuzzy msgid "The color of the unchecked icon when the checkbox is not pressed." msgstr "رنگ [Color] هنگامی که [Button] دارد فشرده می‌شود." #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is checked and is disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button and is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button, is disabled, and is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button and is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " "when pressing it shows or hides advanced settings, without asking the user " "to confirm this action.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked and disabled (for left-" "to-right layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked and disabled (for " "right-to-left layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked (for right-to-left " "layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked (for left-to-right " "layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "left-to-right layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "right-to-left layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked (for right-to-left " "layouts)." msgstr "" #: doc/classes/CircleShape2D.xml msgid "A 2D circle shape used for physics collision." msgstr "" #: doc/classes/CircleShape2D.xml msgid "" "A 2D circle shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " "is faster than [RectangleShape2D] and [CapsuleShape2D]." msgstr "" #: doc/classes/CircleShape2D.xml msgid "The circle's radius." msgstr "شعاع دایره." #: doc/classes/ClassDB.xml msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml msgid "Provides access to metadata stored for every available class." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Calls a static method on a class." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether the specified [param class] is available or not." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "Returns the API type of the specified [param class]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns an array with all the enums of [param class] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns which enum the integer constant [param name] of [param class] or its " "ancestry belongs to." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with the names all the integer constants of [param class] " "or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the number of arguments of the method [param method] of [param " "class] or its ancestry if [param no_inheritance] is [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the methods of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is " "a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the value of [param property] of [param object] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the default value of [param property] of [param class] or its " "ancestor classes." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the getter method name of [param property] of [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the setter method name of [param property] of [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the signals of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is " "a [Dictionary] as described in [method class_get_signal]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has an enum called [param " "name] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has an integer constant called " "[param name] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] (or its ancestry if [param no_inheritance] is " "[code]false[/code]) has a method called [param method] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has a signal called [param " "signal] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the parent class of [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "Creates an instance of [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether this [param class] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] (or its ancestor classes if [param " "no_inheritance] is [code]false[/code]) has an enum called [param enum] that " "is a bitfield." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "Native Core class type." msgstr "" #: doc/classes/ClassDB.xml msgid "Native Editor class type." msgstr "" #: doc/classes/ClassDB.xml msgid "GDExtension class type." msgstr "" #: doc/classes/ClassDB.xml msgid "GDExtension Editor class type." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "Unknown class type." msgstr "دستگاه ناشناس." #: doc/classes/CodeEdit.xml msgid "A multiline text editor designed for editing code." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " "numbers, line folding, code completion, indent management, and string/" "comment management.\n" "[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use " "left-to-right text direction to correctly display source code." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Override this method to define how the selected entry should be inserted. If " "[param replace] is [code]true[/code], any existing text should be replaced." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" "Both [param candidates] and the return is a [Array] of [Dictionary], see " "[method get_code_completion_option] for [Dictionary] content." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Override this method to define what happens when the user requests code " "completion. If [param force] is [code]true[/code], any checks should be " "bypassed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Submits an item to the queue of potential candidates for the autocomplete " "menu. Call [method update_code_completion_options] to update the list.\n" "[param location] indicates location of the option relative to the location " "of the code completion query. See [enum CodeEdit.CodeCompletionLocation] for " "how to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Adds a comment delimiter from [param start_key] to [param end_key]. Both " "keys should be symbols, and [param start_key] must not be shared with other " "delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Defines a string delimiter from [param start_key] to [param end_key]. Both " "keys should be symbols, and [param start_key] must not be shared with other " "delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is foldable. A line is foldable " "if it is the start of a valid code region (see [method " "get_code_region_start_tag]), if it is the start of a comment or string " "block, or if the next non-empty line is more indented (see [method " "TextEdit.get_indent_level])." msgstr "" #: doc/classes/CodeEdit.xml msgid "Cancels the autocomplete menu." msgstr "" #: doc/classes/CodeEdit.xml msgid "Clears all bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Clears all breakpointed lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes all comment delimiters." msgstr "" #: doc/classes/CodeEdit.xml msgid "Clears all executed lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes all string delimiters." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Inserts the selected entry into the text. If [param replace] is [code]true[/" "code], any existing text is replaced rather than merged." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" "Values of [code]-1[/code] convert the entire text." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Creates a new code region with the selection. At least one single line " "comment delimiter have to be defined (see [method add_comment_delimiter]).\n" "A code region is a part of code that is highlighted when folded and can help " "organize your script.\n" "Code region start and end tags can be customized (see [method " "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " "line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/" "code])" msgstr "" #: doc/classes/CodeEdit.xml msgid "Deletes all lines that are selected or have a caret on them." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If there is no selection, indentation is inserted at the caret. Otherwise, " "the selected lines are indented like [method indent_lines]. Equivalent to " "the [member ProjectSettings.input/ui_text_indent] action. The indentation " "characters used depend on [member indent_use_spaces] and [member " "indent_size]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Duplicates all lines currently selected with any caret. Duplicates the " "entire line beneath the current one no matter where the caret is within the " "line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Duplicates all selected text and duplicates all lines with a caret on them." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Folds all lines that are possible to be folded (see [method can_fold_line])." msgstr "" #: doc/classes/CodeEdit.xml msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the matching auto brace close key for [param open_key]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets all bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets all breakpointed lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Gets the completion option at [param index]. The return [Dictionary] has the " "following key-values:\n" "[code]kind[/code]: [enum CodeCompletionKind]\n" "[code]display_text[/code]: Text that is shown on the autocomplete menu.\n" "[code]insert_text[/code]: Text that is to be inserted when this item is " "selected.\n" "[code]font_color[/code]: Color of the text on the autocomplete menu.\n" "[code]icon[/code]: Icon to draw on the autocomplete menu.\n" "[code]default_value[/code]: Value of the symbol." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Gets all completion options, see [method get_code_completion_option] for " "return content." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the index of the current selected completion option." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns the code region end tag (without comment delimiter)." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns the code region start tag (without comment delimiter)." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the end key for a string or comment region index." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [param line] [param column] is in a string or comment, returns the end " "position of the region. If not or no end could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the start key for a string or comment region index." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [param line] [param column] is in a string or comment, returns the start " "position of the region. If not or no start could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets all executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns all lines that are currently folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the cursor location." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the specified " "location." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if close key [param close_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if open key [param open_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if comment [param start_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Indents all lines that are selected or have a caret on them. Uses spaces or " "a tab depending on [member indent_use_spaces]. See [method unindent_lines]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the delimiter index if [param line] [param column] is in a string. " "If [param column] is not provided, will return the delimiter index if the " "entire [param line] is a string. Otherwise [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given line is bookmarked. See [method " "set_line_as_bookmarked]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given line is breakpointed. See [method " "set_line_as_breakpoint]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given line is a code region end. See " "[method set_code_region_tags]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given line is a code region start. See " "[method set_code_region_tags]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given line is marked as executing. See " "[method set_line_as_executing]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given line is folded. See [method " "fold_line]." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml msgid "Moves all lines down that are selected or have a caret on them." msgstr "" #: doc/classes/CodeEdit.xml msgid "Moves all lines up that are selected or have a caret on them." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes the comment delimiter with [param start_key]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes the string delimiter with [param start_key]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emits [signal code_completion_requested], if [param force] is [code]true[/" "code] will bypass all checks. Otherwise will check that the caret is in a " "word or in front of a prefix. Will ignore the request if all current options " "are of type file path, node path, or signal." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the current selected completion option." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the code hint text. Pass an empty string to clear." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the code hint will draw below the main caret. If " "[code]false[/code], the code hint will draw above the main caret. See " "[method set_code_hint]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the given line as bookmarked. If [code]true[/code] and [member " "gutters_draw_bookmarks] is [code]true[/code], draws the [theme_item " "bookmark] icon in the gutter for this line. See [method " "get_bookmarked_lines] and [method is_line_bookmarked]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the given line as a breakpoint. If [code]true[/code] and [member " "gutters_draw_breakpoints_gutter] is [code]true[/code], draws the [theme_item " "breakpoint] icon in the gutter for this line. See [method " "get_breakpointed_lines] and [method is_line_breakpointed]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the given line as executing. If [code]true[/code] and [member " "gutters_draw_executing_lines] is [code]true[/code], draws the [theme_item " "executing_line] icon in the gutter for this line. See [method " "get_executing_lines] and [method is_line_executing]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "" #: doc/classes/CodeEdit.xml msgid "Toggle the folding of the code block at the given line." msgstr "" #: doc/classes/CodeEdit.xml msgid "Toggle the folding of the code block on all lines with a caret on them." msgstr "" #: doc/classes/CodeEdit.xml msgid "Unfolds all lines that are folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Unfolds the given line if it is folded or if it is hidden under a folded " "line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Unindents all lines that are selected or have a caret on them. Uses spaces " "or a tab depending on [member indent_use_spaces]. Equivalent to the [member " "ProjectSettings.input/ui_text_dedent] action. See [method indent_lines]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " "popup, if [param force] is [code]true[/code].\n" "[b]Note:[/b] This will replace all current candidates." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], uses [member auto_brace_completion_pairs] to " "automatically insert the closing brace when the opening brace is inserted by " "typing or autocompletion. Also automatically removes the closing brace when " "using backspace on the opening brace." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], highlights brace pairs when the caret is on either " "one, using [member auto_brace_completion_pairs]. If matching, the pairs will " "be underlined. If a brace is unmatched, it is colored with [theme_item " "brace_mismatch_color]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the brace pairs to be autocompleted. For each entry in the dictionary, " "the key is the opening brace and the value is the closing brace that matches " "it. A brace is a [String] made of symbols. See [member " "auto_brace_completion_enabled] and [member " "auto_brace_completion_highlight_matching]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the [member ProjectSettings.input/" "ui_text_completion_query] action requests code completion. To handle it, see " "[method _request_code_completion] or [signal code_completion_requested]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets prefixes that will trigger code completion." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the comment delimiters. All existing comment delimiters will be removed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the string delimiters. All existing string delimiters will be removed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], bookmarks are drawn in the gutter. This gutter is " "shared with breakpoints and executing lines. See [method " "set_line_as_bookmarked]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], breakpoints are drawn in the gutter. This gutter is " "shared with bookmarks and executing lines. Clicking the gutter will toggle " "the breakpoint for the line, see [method set_line_as_breakpoint]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], executing lines are marked in the gutter. This gutter " "is shared with breakpoints and bookmarks. See [method set_line_as_executing]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the fold gutter is drawn. In this gutter, the " "[theme_item can_fold_code_region] icon is drawn for each foldable line (see " "[method can_fold_line]) and the [theme_item folded_code_region] icon is " "drawn for each folded line (see [method is_line_folded]). These icons can be " "clicked to toggle the fold state, see [method toggle_foldable_line]. [member " "line_folding] must be [code]true[/code] to show icons." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the line number gutter is drawn. Line numbers start at " "[code]1[/code] and are incremented for each line of text. Clicking and " "dragging in the line number gutter will select entire lines of text." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], line numbers drawn in the gutter are zero padded based " "on the total line count. Requires [member gutters_draw_line_numbers] to be " "set to [code]true[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], an extra indent is automatically inserted when a new " "line is added and a prefix in [member indent_automatic_prefixes] is found. " "If a brace pair opening key is found, the matching closing brace will be " "moved to another new line (see [member auto_brace_completion_pairs])." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Prefixes to trigger an automatic indent. Used when [member indent_automatic] " "is set to [code]true[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If " "[member indent_use_spaces] is enabled the number of spaces to use." msgstr "" #: doc/classes/CodeEdit.xml msgid "Use spaces instead of tabs for indentation." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], lines can be folded. Otherwise, line folding methods " "like [method fold_line] will not work and [method can_fold_line] will always " "return [code]false[/code]. See [member gutters_draw_fold_gutter]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Draws vertical lines at the provided columns. The first entry is considered " "a main hard guideline and is drawn more prominently." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " "[signal symbol_lookup] should be emitted." msgstr "" #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], the [signal symbol_hovered] signal is emitted when " "hovering over a word." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CodeEdit.xml msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "removed via backspace, a signal is emitted at the old line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user requests code completion. This signal will not be sent " "if [method _request_code_completion] is overridden or [member " "code_completion_enabled] is [code]false[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user hovers over a symbol. Unlike [signal " "Control.mouse_entered], this signal is not emitted immediately, but when the " "cursor is over the symbol for [member ProjectSettings.gui/timers/" "tooltip_delay_sec] seconds.\n" "[b]Note:[/b] [member symbol_tooltip_on_hover] must be [code]true[/code] for " "this signal to be emitted." msgstr "" #: doc/classes/CodeEdit.xml msgid "Emitted when the user has clicked on a valid symbol." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user hovers over a symbol. The symbol should be validated " "and responded to, by calling [method set_symbol_lookup_word_as_valid].\n" "[b]Note:[/b] [member symbol_lookup_on_click] must be [code]true[/code] for " "this signal to be emitted." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a class." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a function." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a Godot signal." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a variable." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a member." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as an enum entry." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a constant." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a Godot node path." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a file path." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as unclassified or plain text." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is local to the location of the code completion query - e.g. a " "local variable. Subsequent value of location represent options from the " "outer class, the exact value represent how far they are (in terms of inner " "classes)." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " "depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " "parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " "option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from user code which is not local and not in a derived class " "(e.g. Autoload Singletons)." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from other engine code, not covered by the other enum " "constants - e.g. built-in classes." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the text to highlight mismatched braces." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] for all icons related to line folding." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the background [Color] for the code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the scrollbar in the code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Background highlight [Color] for the current selected option item in the " "code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the executing icon for executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of background line highlight for folded code region." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "[Color] of the main line length guideline, secondary guidelines will have " "50% alpha applied." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the [Color] of line numbers." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Max number of options to display in the code completion popup at any one " "time." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Max width of options in the code completion popup. Options longer than this " "will be cut off." msgstr "" #: doc/classes/CodeEdit.xml msgid "Width of the scrollbar in the code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked " "lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " "lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line can " "be folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region can be folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Background panel for the color preview box in autocompletion (visible when " "the color is translucent)." msgstr "" #: doc/classes/CodeEdit.xml msgid "Icon to draw in the executing gutter for executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line is " "folded and can be unfolded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region is folded and can be unfolded." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "" #: doc/classes/CodeEdit.xml msgid "[StyleBox] for the code completion popup." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "A syntax highlighter intended for code." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "By adjusting various properties of this resource, you can change the colors " "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Adds a color region (such as for comments or strings) from [param start_key] " "to [param end_key]. Both keys should be symbols, and [param start_key] must " "not be shared with other delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color for a member keyword.\n" "The member keyword cannot contain any symbols except '_'.\n" "It will not be highlighted if preceded by a '.'." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes all color regions." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes all keywords." msgstr "همهٔ کلیدواژه‌ها را برمی‌چیند." #: doc/classes/CodeHighlighter.xml msgid "Removes all member keywords." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Returns the color for a keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Returns the color for a member keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the start key exists, else [code]false[/code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the keyword exists, else [code]false[/code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the member keyword exists, else [code]false[/" "code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes the color region that uses that start key." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes the keyword." msgstr "کلیدواژه را برمی‌چیند." #: doc/classes/CodeHighlighter.xml msgid "Removes the member keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color regions. All existing regions will be removed. The " "[Dictionary] key is the region start and end key, separated by a space. The " "value is the region color." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets color for functions. A function is a non-keyword string followed by a " "'('." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the keyword colors. All existing keywords will be removed. The " "[Dictionary] key is the keyword. The value is the keyword color." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the member keyword colors. All existing member keyword will be removed. " "The [Dictionary] key is the member keyword. The value is the member keyword " "color." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets color for member variables. A member variable is non-keyword, non-" "function string proceeded with a '.'." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Sets the color for numbers." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Sets the color for symbols." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Abstract base class for 2D physics objects." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " "number of [Shape2D]s for collision. Each shape must be assigned to a " "[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " "editor, but are accessible through code using the [code]shape_owner_*[/code] " "methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the " "clicked [Shape2D]. Connect to [signal input_event] to easily pick up these " "events.\n" "[b]Note:[/b] [method _input_event] requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be called." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be called." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" "Returns whether or not the specified layer of the [member collision_layer] " "is enabled, given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/RayCast2D.xml #: doc/classes/RayCast3D.xml doc/classes/ShapeCast2D.xml #: doc/classes/ShapeCast3D.xml doc/classes/SoftBody3D.xml msgid "" "Returns whether or not the specified layer of the [member collision_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the object's [RID]." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [param owner_id]." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_layer], given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/RayCast2D.xml #: doc/classes/RayCast3D.xml doc/classes/ShapeCast2D.xml #: doc/classes/ShapeCast3D.xml doc/classes/SoftBody3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_mask], given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Adds a [Shape2D] to the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes all shapes from the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the parent object of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the [Shape2D] with the given ID from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the child index of the [Shape2D] with the given ID from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the shape owner's [Transform2D]." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes a shape from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "If [param enable] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [param owner_id] to [param margin] pixels." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Sets the [Transform2D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The priority used to solve colliding when occurring penetration. The higher " "the priority is, the lower the penetration into the object will be. This can " "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: doc/classes/SoftBody3D.xml #, fuzzy msgid "" "Defines the behavior in physics when [member Node.process_mode] is set to " "[constant Node.PROCESS_MODE_DISABLED]." msgstr "" "اعلان هنگامی که گره ازکارافتاده باشد دریافت می‌شود. [constant " "PROCESS_MODE_DISABLED] را ببینید." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" "Automatically re-added to the physics simulation when the [Node] is " "processed again." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. " "[PhysicsBody2D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody2D] back to its original mode when the [Node] " "is processed again." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: doc/classes/SoftBody3D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], do not affect the physics simulation." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Abstract base class for 3D physics objects." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " "number of [Shape3D]s for collision. Each shape must be assigned to a " "[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " "editor, but are accessible through code using the [code]shape_owner_*[/code] " "methods.\n" "[b]Warning:[/b] With a non-uniform scale, this node will likely not behave " "as expected. It is advised to keep its scale the same on all axes and adjust " "its collision shape(s) instead." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Receives unhandled [InputEvent]s. [param event_position] is the location in " "world space of the mouse pointer on the surface of the shape with index " "[param shape_idx] and [param normal] is the normal vector of the surface at " "that point. Connect to the [signal input_event] signal to easily pick up " "these events.\n" "[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to " "be [code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Adds a [Shape3D] to the shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Returns the [Shape3D] with the given ID from the given shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Returns the child index of the [Shape3D] with the given ID from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Returns the shape owner's [Transform3D]." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Sets the [Transform3D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "The physics layers this CollisionObject3D [b]is in[/b]. Collision objects " "can exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "The physics layers this CollisionObject3D [b]scans[/b]. Collision objects " "can scan one or more of 32 different layers. See also [member " "collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param " "event_position] is the location in world space of the mouse pointer on the " "surface of the shape with index [param shape_idx] and [param normal] is the " "normal vector of the surface at that point." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" "Automatically re-added to the physics simulation when the [Node] is " "processed again." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. " "[PhysicsBody3D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody3D] back to its original mode when the [Node] " "is processed again." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "A node that provides a polygon shape to a [CollisionObject2D] parent and " "allows to edit it. The polygon can be concave or convex. This can give a " "detection shape to an [Area2D], turn [PhysicsBody2D] into a solid object, or " "give a hollow shape to a [StaticBody2D].\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionPolygon2D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its polygon instead." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Collision build mode." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "The polygon's list of vertices. Each point will be connected to the next, " "and the final point will be connected to the first.\n" "[b]Note:[/b] The returned vertices are in the local coordinate space of the " "given [CollisionPolygon2D]." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without " "the overhead of multiple nodes)." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "Collisions will only include the polygon edges. In this mode the node has " "the same effect as a single [ConcavePolygonShape2D] made of segments, with " "the restriction that each segment (after the first one) starts where the " "previous one ends, and the last one ends where the first one starts (forming " "a closed but hollow polygon)." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area3D] or turn " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" #: doc/classes/CollisionPolygon3D.xml doc/classes/CollisionShape2D.xml #: doc/classes/CollisionShape3D.xml msgid "" "The collision shape color that is displayed in the editor, or in the running " "project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of " "the editor.\n" "[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" "collision/shape_color]. The [code]Color(0, 0, 0, 0)[/code] value documented " "here is a placeholder, and not the actual default debug color." msgstr "" #: doc/classes/CollisionPolygon3D.xml doc/classes/CollisionShape3D.xml #, fuzzy msgid "" "If [code]true[/code], when the shape is displayed, it will show a solid fill " "color in addition to its wireframe." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CollisionPolygon3D.xml msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its 2D polygon." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "If [code]true[/code], no collision will be produced." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "The collision margin for the generated [Shape3D]. See [member " "Shape3D.margin] for more details." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "Array of vertices which define the 2D polygon in the local XY plane." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " "to edit it. This can give a detection shape to an [Area2D] or turn a " "[PhysicsBody2D] into a solid object." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml #: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsBody3D.xml #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml #: doc/classes/PhysicsDirectSpaceState2D.xml #: doc/classes/PhysicsDirectSpaceState3D.xml doc/classes/RigidBody3D.xml #: doc/classes/Shape2D.xml doc/classes/Shape3D.xml msgid "Physics introduction" msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml msgid "The actual shape owned by this collision shape." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "" "A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " "to edit it. This can give a detection shape to an [Area3D] or turn a " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its [member shape] resource instead." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "" #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/ShapeCast3D.xml msgid "Use [signal Resource.changed] instead." msgstr "" #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/RenderingDevice.xml doc/classes/RenderingServer.xml #: doc/classes/ShapeCast3D.xml doc/classes/TextEdit.xml msgid "This method does nothing." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "A disabled collision shape has no effect in the world." msgstr "" #: doc/classes/Color.xml msgid "A color represented in RGBA format." msgstr "" #: doc/classes/Color.xml msgid "" "A color represented in RGBA format by a red ([member r]), green ([member " "g]), blue ([member b]), and alpha ([member a]) component. Each component is " "a 32-bit floating-point value, usually ranging from [code]0.0[/code] to " "[code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may " "support values greater than [code]1.0[/code], for overbright or HDR (High " "Dynamic Range) colors.\n" "Colors can be created in various ways: By the various [Color] constructors, " "by static methods such as [method from_hsv], and by using a name from the " "set of standardized colors based on [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url] with the addition of [constant " "TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " "integers from [code]0[/code] to [code]255[/code] and doesn't support " "overbright colors.\n" "Color data may be stored in many color spaces and encodings. The [method " "srgb_to_linear] and [method linear_to_srgb] methods can convert between " "nonlinear sRGB encoding and linear RGB encoding.\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "2D GD Paint Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Interpolation Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a default [Color] from opaque black. This is the same as " "[constant BLACK].\n" "[b]Note:[/b] In C#, this constructs a [Color] with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name, with [param alpha] on the range of 0.0 to 1.0. The supported " "color names are the same as the constants." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " "a] is set to 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, " "255, 178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, " "204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to " "`Color.Color8(51, 255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " "painted over this color (including alpha).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n" "Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color with all components clamped between the components of " "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color darker by the specified " "[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an [url=https://en.wikipedia.org/wiki/" "HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), " "and value ([param v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param " "s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), " "blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value.\n" "[codeblock]\n" "var red = Color.from_rgba8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color.from_rgba8(0, 0, 51) # Same as Color(0, 0, " "0.2).\n" "var my_color = Color.from_rgba8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, " "0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method from_rgba8] compared to " "the standard [Color] constructor, a color created with [method from_rgba8] " "will generally not be equal to the same color created with the standard " "[Color] constructor. Use [method is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" #: doc/classes/Color.xml msgid "" "Decodes a [Color] from an RGBE9995 format integer. See [constant " "Image.FORMAT_RGBE9995]." msgstr "" #: doc/classes/Color.xml msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " "color cannot be inferred from the string.\n" "If you want to create a color from String in a constant expression, use the " "equivalent constructor instead (i.e. [code]Color(\"color string\")[/code])." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " "(inclusive). This is useful when determining light or dark color. Colors " "with a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " "linear color space first." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel). This method is the inverse of [method " "to_rgba32].\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]\n" "If you want to use hex notation in a constant expression, use the equivalent " "constructor instead (i.e. [code]Color(0xRRGGBBAA)[/code])." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the [Color] associated with the provided [param hex] integer in 64-" "bit RGBA format (16 bits per channel). This method is the inverse of [method " "to_rgba64].\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])." msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " "[param rgba] is not case-sensitive, and may be prefixed by a hash sign " "([code]#[/code]).\n" "[param rgba] must be a valid three-digit or six-digit hexadecimal color " "string, and may contain an alpha channel value. If [param rgba] does not " "contain an alpha channel value, an alpha channel value of 1.0 is applied. If " "[param rgba] is invalid, returns an empty color.\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, " "1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " "string. The string must be a hexadecimal value (case-insensitive) of either " "3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " "This method is identical to [method String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Returns true\n" "Color.html_is_valid(\"#55AAFF20\") # Returns true\n" "Color.html_is_valid(\"55AAFF\") # Returns true\n" "Color.html_is_valid(\"#F2C\") # Returns true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Returns false\n" "Color.html_is_valid(\"#55aaFF5\") # Returns false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" "Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#F2C\"); // Returns true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, " "0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" "اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " "گرداند.\n" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/Color.xml msgid "" "Returns the linear interpolation between this color's components and [param " "to]'s components. The interpolation factor [param weight] should be between " "0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color lighter by the " "specified [param amount], which should be a ratio from 0.0 to 1.0. See also " "[method darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 20% lighter than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" "SRGB]sRGB[/url] color space. This method assumes the original color is in " "the linear color space. See also [method srgb_to_linear] which performs the " "opposite operation.\n" "[b]Note:[/b] The color's [member a]lpha channel is not affected. The alpha " "channel is always stored with linear encoding, regardless of the color space " "of the other color channels." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to the linear color space. This method assumes " "the original color already is in the sRGB color space. See also [method " "linear_to_srgb] which performs the opposite operation.\n" "[b]Note:[/b] The color's [member a]lpha channel is not affected. The alpha " "channel is always stored with linear encoding, regardless of the color space " "of the other color channels." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " "component is 8 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Prints 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each " "component is 16 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Prints -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each " "component is 8 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Prints 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each " "component is 16 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Prints -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to an HTML hexadecimal color [String] in RGBA " "format, without the hash ([code]#[/code]) prefix.\n" "Setting [param with_alpha] to [code]false[/code], excludes alpha from the " "hexadecimal string, using RGB format instead of RGBA format.\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Returns \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # Returns \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each " "component is 8 bits). RGBA is Godot's default format. This method is the " "inverse of [method hex].\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // Prints 4286526463\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each " "component is 16 bits). RGBA is Godot's default format. This method is the " "inverse of [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // Prints -140736629309441\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque.\n" "[b]Note:[/b] The alpha channel is always stored with linear encoding, " "regardless of the color space of the other color channels. The [method " "linear_to_srgb] and [method srgb_to_linear] methods do not affect the alpha " "channel." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The OKHSL hue of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The OKHSL lightness of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The OKHSL saturation of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Alice blue color." msgstr "" #: doc/classes/Color.xml msgid "Antique white color." msgstr "" #: doc/classes/Color.xml msgid "Aqua color." msgstr "" #: doc/classes/Color.xml msgid "Aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Azure color." msgstr "" #: doc/classes/Color.xml msgid "Beige color." msgstr "‫رنگ بژ." #: doc/classes/Color.xml msgid "Bisque color." msgstr "" #: doc/classes/Color.xml msgid "Black color. In GDScript, this is the default value of any color." msgstr "" #: doc/classes/Color.xml msgid "Blanched almond color." msgstr "" #: doc/classes/Color.xml msgid "Blue color." msgstr "رنگ آبی." #: doc/classes/Color.xml msgid "Blue violet color." msgstr "" #: doc/classes/Color.xml msgid "Brown color." msgstr "رنگ قهوه‌ای." #: doc/classes/Color.xml msgid "Burlywood color." msgstr "" #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "" #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "" #: doc/classes/Color.xml msgid "Chocolate color." msgstr "رنگ شکلاتی." #: doc/classes/Color.xml msgid "Coral color." msgstr "" #: doc/classes/Color.xml msgid "Cornflower blue color." msgstr "" #: doc/classes/Color.xml msgid "Cornsilk color." msgstr "" #: doc/classes/Color.xml msgid "Crimson color." msgstr "" #: doc/classes/Color.xml msgid "Cyan color." msgstr "رنگ نیلی." #: doc/classes/Color.xml msgid "Dark blue color." msgstr "رنگ آبی تیره." #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "" #: doc/classes/Color.xml msgid "Dark goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Dark gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark green color." msgstr "رنگ سبز تیره." #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "رنگ خاکی تیره." #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "" #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "" #: doc/classes/Color.xml msgid "Dark orange color." msgstr "رنگ نارنجی تیره." #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "" #: doc/classes/Color.xml msgid "Dark red color." msgstr "رنگ قرمز تیره." #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "" #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Dark violet color." msgstr "" #: doc/classes/Color.xml msgid "Deep pink color." msgstr "" #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Dim gray color." msgstr "" #: doc/classes/Color.xml msgid "Dodger blue color." msgstr "" #: doc/classes/Color.xml msgid "Firebrick color." msgstr "" #: doc/classes/Color.xml msgid "Floral white color." msgstr "" #: doc/classes/Color.xml msgid "Forest green color." msgstr "" #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "" #: doc/classes/Color.xml msgid "Gainsboro color." msgstr "" #: doc/classes/Color.xml msgid "Ghost white color." msgstr "" #: doc/classes/Color.xml msgid "Gold color." msgstr "رنگ زرین." #: doc/classes/Color.xml msgid "Goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Gray color." msgstr "رنگ توسی." #: doc/classes/Color.xml msgid "Green color." msgstr "رنگ سبز." #: doc/classes/Color.xml msgid "Green yellow color." msgstr "" #: doc/classes/Color.xml msgid "Honeydew color." msgstr "" #: doc/classes/Color.xml msgid "Hot pink color." msgstr "رنگ صورتی جیغ." #: doc/classes/Color.xml msgid "Indian red color." msgstr "" #: doc/classes/Color.xml msgid "Indigo color." msgstr "" #: doc/classes/Color.xml msgid "Ivory color." msgstr "" #: doc/classes/Color.xml msgid "Khaki color." msgstr "رنگ خاکی." #: doc/classes/Color.xml msgid "Lavender color." msgstr "" #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "" #: doc/classes/Color.xml msgid "Lawn green color." msgstr "" #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "" #: doc/classes/Color.xml msgid "Light blue color." msgstr "رنگ آبی روشن." #: doc/classes/Color.xml msgid "Light coral color." msgstr "" #: doc/classes/Color.xml msgid "Light cyan color." msgstr "" #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Light gray color." msgstr "" #: doc/classes/Color.xml msgid "Light green color." msgstr "رنگ سبز روشن." #: doc/classes/Color.xml msgid "Light pink color." msgstr "رنگ صورتی روشن." #: doc/classes/Color.xml msgid "Light salmon color." msgstr "" #: doc/classes/Color.xml msgid "Light sea green color." msgstr "" #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Light yellow color." msgstr "رنگ زرد روشن." #: doc/classes/Color.xml msgid "Lime color." msgstr "رنگ لیمویی." #: doc/classes/Color.xml msgid "Lime green color." msgstr "رنگ سبز لیمویی." #: doc/classes/Color.xml msgid "Linen color." msgstr "" #: doc/classes/Color.xml msgid "Magenta color." msgstr "" #: doc/classes/Color.xml msgid "Maroon color." msgstr "" #: doc/classes/Color.xml msgid "Medium aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Medium blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "" #: doc/classes/Color.xml msgid "Medium purple color." msgstr "" #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "" #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "" #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "" #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "" #: doc/classes/Color.xml msgid "Mint cream color." msgstr "" #: doc/classes/Color.xml msgid "Misty rose color." msgstr "" #: doc/classes/Color.xml msgid "Moccasin color." msgstr "" #: doc/classes/Color.xml msgid "Navajo white color." msgstr "" #: doc/classes/Color.xml msgid "Navy blue color." msgstr "" #: doc/classes/Color.xml msgid "Old lace color." msgstr "" #: doc/classes/Color.xml msgid "Olive color." msgstr "رنگ زیتونی." #: doc/classes/Color.xml msgid "Olive drab color." msgstr "" #: doc/classes/Color.xml msgid "Orange color." msgstr "رنگ نارنجی." #: doc/classes/Color.xml msgid "Orange red color." msgstr "" #: doc/classes/Color.xml msgid "Orchid color." msgstr "" #: doc/classes/Color.xml msgid "Pale goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Pale green color." msgstr "" #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "" #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "" #: doc/classes/Color.xml msgid "Peach puff color." msgstr "" #: doc/classes/Color.xml msgid "Peru color." msgstr "" #: doc/classes/Color.xml msgid "Pink color." msgstr "رنگ صورتی." #: doc/classes/Color.xml msgid "Plum color." msgstr "" #: doc/classes/Color.xml msgid "Powder blue color." msgstr "" #: doc/classes/Color.xml msgid "Purple color." msgstr "رنگ بنفش." #: doc/classes/Color.xml msgid "Rebecca purple color." msgstr "" #: doc/classes/Color.xml msgid "Red color." msgstr "رنگ قرمز." #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "" #: doc/classes/Color.xml msgid "Royal blue color." msgstr "" #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "" #: doc/classes/Color.xml msgid "Salmon color." msgstr "رنگ سالمونی." #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "" #: doc/classes/Color.xml msgid "Sea green color." msgstr "" #: doc/classes/Color.xml msgid "Seashell color." msgstr "" #: doc/classes/Color.xml msgid "Sienna color." msgstr "" #: doc/classes/Color.xml msgid "Silver color." msgstr "رنگ نقره‌ای." #: doc/classes/Color.xml msgid "Sky blue color." msgstr "رنگ آبی آسمانی." #: doc/classes/Color.xml msgid "Slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Snow color." msgstr "رنگ برفی." #: doc/classes/Color.xml msgid "Spring green color." msgstr "" #: doc/classes/Color.xml msgid "Steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Tan color." msgstr "" #: doc/classes/Color.xml msgid "Teal color." msgstr "" #: doc/classes/Color.xml msgid "Thistle color." msgstr "" #: doc/classes/Color.xml msgid "Tomato color." msgstr "رنگ گوجه‌ای." #: doc/classes/Color.xml msgid "Transparent color (white with zero alpha)." msgstr "" #: doc/classes/Color.xml msgid "Turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Violet color." msgstr "" #: doc/classes/Color.xml msgid "Web gray color." msgstr "" #: doc/classes/Color.xml msgid "Web green color." msgstr "" #: doc/classes/Color.xml msgid "Web maroon color." msgstr "" #: doc/classes/Color.xml msgid "Web purple color." msgstr "" #: doc/classes/Color.xml msgid "Wheat color." msgstr "رنگ گندمی." #: doc/classes/Color.xml msgid "White color." msgstr "رنگ سپید." #: doc/classes/Color.xml msgid "White smoke color." msgstr "" #: doc/classes/Color.xml msgid "Yellow color." msgstr "رنگ زرد." #: doc/classes/Color.xml msgid "Yellow green color." msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if the colors are not exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Color.xml msgid "" "Multiplies each component of the [Color] by the components of the given " "[Color]." msgstr "" #: doc/classes/Color.xml msgid "Multiplies each component of the [Color] by the given [float]." msgstr "" #: doc/classes/Color.xml msgid "Multiplies each component of the [Color] by the given [int]." msgstr "" #: doc/classes/Color.xml msgid "" "Adds each component of the [Color] with the components of the given [Color]." msgstr "" #: doc/classes/Color.xml msgid "" "Subtracts each component of the [Color] by the components of the given " "[Color]." msgstr "" #: doc/classes/Color.xml msgid "" "Divides each component of the [Color] by the components of the given [Color]." msgstr "" #: doc/classes/Color.xml msgid "Divides each component of the [Color] by the given [float]." msgstr "" #: doc/classes/Color.xml msgid "Divides each component of the [Color] by the given [int]." msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if the colors are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Color.xml msgid "" "Access color components using their index. [code][0][/code] is equivalent to " "[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] " "is equivalent to [member b], and [code][3][/code] is equivalent to [member " "a]." msgstr "" #: doc/classes/Color.xml doc/classes/float.xml doc/classes/int.xml #: doc/classes/Plane.xml doc/classes/Quaternion.xml doc/classes/Vector2.xml #: doc/classes/Vector2i.xml doc/classes/Vector3.xml doc/classes/Vector3i.xml #: doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" "Returns the same value as if the [code]+[/code] was not there. Unary [code]+" "[/code] does nothing, but sometimes it can make your code more readable." msgstr "" #: doc/classes/Color.xml msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" #: doc/classes/ColorPalette.xml msgid "" "A resource class for managing a palette of colors, which can be loaded and " "saved using [ColorPicker]." msgstr "" #: doc/classes/ColorPalette.xml msgid "" "The [ColorPalette] resource is designed to store and manage a collection of " "colors. This resource is useful in scenarios where a predefined set of " "colors is required, such as for creating themes, designing user interfaces, " "or managing game assets. The built-in [ColorPicker] control can also make " "use of [ColorPalette] without additional code." msgstr "" #: doc/classes/ColorPalette.xml msgid "A [PackedColorArray] containing the colors in the palette." msgstr "" #: doc/classes/ColorPicker.xml msgid "A widget that provides an interface for selecting or modifying a color." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "A widget that provides an interface for selecting or modifying a color. It " "can optionally provide functionalities like a color sampler (eyedropper), " "color modes, and presets.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a popup." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color recent presets so that it can be " "picked later. Recent presets are the colors that were picked recently, a new " "preset is automatically created and added to recent presets when you pick a " "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color recent presets of this color " "picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the recent presets of the color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], it's possible to add presets under Swatches. If " "[code]false[/code], the button to add presets is disabled." msgstr "" #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "" #: doc/classes/ColorPicker.xml msgid "The currently selected color mode." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color mode buttons are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], shows an intensity slider. The intensity is applied as " "follows: multiply the color by [code]2 ** intensity[/code] in linear RGB " "space, and then convert it back to sRGB." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the hex color code input field is visible." msgstr "" #: doc/classes/ColorPicker.xml #, fuzzy msgid "The shape of the color space view." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the Swatches and Recent Colors presets are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color sampler and color preview are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color sliders are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Red/Green/Blue sliders in sRGB color space." msgstr "" #: doc/classes/ColorPicker.xml msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "This is replaced by [constant MODE_LINEAR]." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Red/Green/Blue sliders in linear color space." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" "OKHSL is a new color space similar to HSL but that better match perception " "by leveraging the Oklab color space which is designed to be simple to use, " "while doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" #: doc/classes/ColorPicker.xml msgid "HSV Color Model rectangle color space." msgstr "" #: doc/classes/ColorPicker.xml msgid "HSV Color Model rectangle color space with a wheel." msgstr "" #: doc/classes/ColorPicker.xml msgid "HSV Color Model circle color space. Use Saturation as a radius." msgstr "" #: doc/classes/ColorPicker.xml msgid "HSL OK Color Model circle color space." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The color space shape and the shape select button are hidden. Can't be " "selected from the shapes popup." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Color of rectangle or circle drawn when a picker shape part is focused but " "not editable via keyboard or joypad. Displayed [i]over[/i] the picker shape, " "so a partially transparent color should be used to ensure the picker shape " "remains visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "" #: doc/classes/ColorPicker.xml msgid "The minimum width of the color labels next to sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "" #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "" #: doc/classes/ColorPicker.xml msgid "The texture for the arrow grabber." msgstr "" #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the button that switches color text to hexadecimal." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for color preset drop down menu when expanded." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for color preset drop down menu when folded." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for color preset option menu." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The image displayed over the color box/circle (depending on the [member " "picker_shape]), marking the currently selected color." msgstr "" #: doc/classes/ColorPicker.xml msgid "The fill image displayed behind the picker cursor." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The icon for the revert button (visible on the middle of the \"old\" color " "when it differs from the currently selected color). This icon is modulated " "with a dark color if the \"old\" color is bright enough, so the icon should " "be bright to ensure visibility in both scenarios." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for circular picker shapes." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for rectangular picker shapes." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for rectangular wheel picker shapes." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The [StyleBox] used when the circle-shaped part of the picker is focused. " "Displayed [i]over[/i] the picker shape, so a partially transparent " "[StyleBox] should be used to ensure the picker shape remains visible. A " "[StyleBox] that represents an outline or an underline works well for this " "purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " "resource. Note that disabling the focus visual effect will harm keyboard/" "controller navigation usability, so this is not recommended for " "accessibility reasons." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The [StyleBox] used when the rectangle-shaped part of the picker is focused. " "Displayed [i]over[/i] the picker shape, so a partially transparent " "[StyleBox] should be used to ensure the picker shape remains visible. A " "[StyleBox] that represents an outline or an underline works well for this " "purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " "resource. Note that disabling the focus visual effect will harm keyboard/" "controller navigation usability, so this is not recommended for " "accessibility reasons." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The [StyleBox] used for the old color sample part when it is focused. " "Displayed [i]over[/i] the sample, so a partially transparent [StyleBox] " "should be used to ensure the picker shape remains visible. A [StyleBox] that " "represents an outline or an underline works well for this purpose. To " "disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note " "that disabling the focus visual effect will harm keyboard/controller " "navigation usability, so this is not recommended for accessibility reasons." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "A button that brings up a [ColorPicker] when pressed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member " "Control.custom_minimum_size] to a big enough value to give the button enough " "space." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" #: doc/classes/ColorPickerButton.xml #, fuzzy msgid "" "If [code]true[/code], the intensity slider in the displayed [ColorPicker] " "will be visible." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "" #: doc/classes/ColorRect.xml msgid "A control that displays a solid color rectangle." msgstr "" #: doc/classes/ColorRect.xml msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using a [Panel] instead." msgstr "" #: doc/classes/ColorRect.xml msgid "The fill color of the rectangle." msgstr "" #: doc/classes/Compositor.xml msgid "" "More customization of the rendering pipeline will be added in the future." msgstr "" #: doc/classes/Compositor.xml msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" "The compositor resource stores attributes used to customize how a [Viewport] " "is rendered." msgstr "" #: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml msgid "The Compositor" msgstr "" #: doc/classes/Compositor.xml msgid "" "The custom [CompositorEffect]s that are applied during rendering of " "viewports using this compositor." msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "The implementation may change as more of the rendering internals are exposed " "over time." msgstr "" #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "This resource defines a custom rendering effect that can be applied to " "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " "happens on the rendering thread. CompositorEffect is an abstract base class " "and must be extended to implement specific rendering logic." msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "Implement this function with your custom rendering code. [param " "effect_callback_type] should always match the effect callback type you've " "specified in [member effect_callback_type]. [param render_data] provides " "access to the rendering state, it is only valid during rendering and should " "not be stored." msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a color buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"color\")\n" "[/codeblock]" msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"depth\")\n" "[/codeblock]" msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "The type of effect that is implemented, determines at what stage of " "rendering the callback is called." msgstr "" #: doc/classes/CompositorEffect.xml #, fuzzy msgid "" "If [code]true[/code] this rendering effect is applied to any viewport it is " "added to." msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this triggers motion vectors being calculated during " "the opaque render state.\n" "[b]Note:[/b] In [method _render_callback], to access the motion vector " "buffer use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this triggers normal and roughness data to be output " "during our depth pre-pass, only applicable for the Forward+ renderer.\n" "[b]Note:[/b] In [method _render_callback], to access the roughness buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var roughness_buffer = " "render_scene_buffers.get_texture(\"forward_clustered\", " "\"normal_roughness\")\n" "[/codeblock]\n" "The raw normal and roughness buffer is stored in an optimized format, " "different than the one available in Spatial shaders. When sampling the " "buffer, a conversion function must be applied. Use this function, copied " "from [url=https://github.com/godotengine/godot/blob/" "da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/" "shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/" "url]:\n" "[codeblock]\n" "vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {\n" "\tfloat roughness = p_normal_roughness.w;\n" "\tif (roughness > 0.5) {\n" "\t\troughness = 1.0 - roughness;\n" "\t}\n" "\troughness /= (127.0 / 255.0);\n" "\treturn vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, " "roughness);\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this triggers specular data being rendered to a " "separate buffer and combined after effects have been applied, only " "applicable for the Forward+ renderer." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called before our opaque rendering pass, but after depth " "prepass (if applicable)." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called after our opaque rendering pass, but before our sky " "is rendered." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called after our sky is rendered, but before our back " "buffers are created (and if enabled, before subsurface scattering and/or " "screen space reflections)." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called before our transparent rendering pass, but after our " "sky is rendered and we've created our back buffers." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called after our transparent rendering pass, but before any " "built-in post-processing effects and output to our render target." msgstr "" #: doc/classes/CompositorEffect.xml msgid "Represents the size of the [enum EffectCallbackType] enum." msgstr "" #: doc/classes/CompressedCubemap.xml msgid "An optionally compressed [Cubemap]." msgstr "" #: doc/classes/CompressedCubemap.xml msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format " "is internal to Godot; it is created by importing other image formats with " "the import system. [CompressedCubemap] can use one of 4 compression " "methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" #: doc/classes/CompressedCubemapArray.xml msgid "An optionally compressed [CubemapArray]." msgstr "" #: doc/classes/CompressedCubemapArray.xml msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedCubemapArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" #: doc/classes/CompressedTexture2D.xml msgid "Texture with 2 dimensions, optionally compressed." msgstr "" #: doc/classes/CompressedTexture2D.xml msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" #: doc/classes/CompressedTexture2D.xml doc/classes/CompressedTexture3D.xml msgid "Loads the texture from the specified [param path]." msgstr "" #: doc/classes/CompressedTexture2D.xml msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file." msgstr "" #: doc/classes/CompressedTexture2DArray.xml msgid "Array of 2-dimensional textures, optionally compressed." msgstr "" #: doc/classes/CompressedTexture2DArray.xml msgid "" "A texture array that is loaded from a [code].ctexarray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "Texture with 3 dimensions, optionally compressed." msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of " "[ImageTexture3D]. The file extension for [CompressedTexture3D] files is " "[code].ctex3d[/code]. This file format is internal to Godot; it is created " "by importing other image formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " "using lossless compression. VRAM compression can exhibit noticeable " "artifacts and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "Base class for texture arrays that can optionally be compressed." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "" "Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "Loads the texture at [param path]." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "The path the texture should be loaded from." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "A 2D polyline shape used for physics collision." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "A 2D polyline shape, intended for use in physics. Used internally in " "[CollisionPolygon2D] when it's in [constant " "CollisionPolygon2D.BUILD_SEGMENTS] mode.\n" "Being just a collection of interconnected line segments, " "[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " "can be used to form polygons of any nature, or even shapes that don't " "enclose an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if " "the interconnected line segments do enclose an area, which often makes it " "unsuitable for physics or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " "work with static [CollisionShape2D] nodes like [StaticBody2D] and will " "likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode " "other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " "slowest 2D collision shape to check collisions against. Its use should " "generally be limited to level geometry. If the polyline is closed, " "[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can " "be used, which decomposes the polygon into convex ones; see " "[ConvexPolygonShape2D]'s documentation for instructions." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line " "segments. The array (of length divisible by two) is naturally divided into " "pairs (one pair for each segment); each pair consists of the starting point " "of a segment and the endpoint of a segment." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "A 3D trimesh shape used for physics collision." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "A 3D trimesh shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "Being just a collection of interconnected triangles, [ConcavePolygonShape3D] " "is the most freely configurable single 3D shape. It can be used to form " "polyhedra of any nature, or even shapes that don't enclose a volume. " "However, [ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected " "triangles do enclose a volume, which often makes it unsuitable for physics " "or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to " "work with static [CollisionShape3D] nodes like [StaticBody3D] and will " "likely not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode " "other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape3D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the " "slowest 3D collision shape to check collisions against. Its use should " "generally be limited to level geometry. For convex geometry, " "[ConvexPolygonShape3D] should be used. For dynamic physics bodies that need " "concave collision, several [ConvexPolygonShape3D]s can be used to represent " "its collision by using convex decomposition; see [ConvexPolygonShape3D]'s " "documentation for instructions." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array " "(of length divisible by three) is naturally divided into triples; each " "triple of vertices defines a triangle." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "Sets the faces of the trimesh shape from an array of vertices. The [param " "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates " "a ball-and-socket joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates " "a ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " "calculated as the middle of the X axes of the joint in the local space of " "the two physics bodies. Useful for limbs like shoulders and hips, lamps " "hanging off a ceiling, etc." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml #: doc/classes/PinJoint3D.xml msgid "Returns the value of the specified parameter." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml #: doc/classes/PinJoint3D.xml msgid "Sets the value of the specified parameter." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "The ease with which the joint starts to twist. If it's too low, it takes " "more force to start twisting the joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/Generic6DOFJoint3D.xml #: doc/classes/HingeJoint3D.xml doc/classes/Light3D.xml #: doc/classes/SliderJoint3D.xml msgid "Represents the size of the [enum Param] enum." msgstr "" #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " "and a key:\n" "[codeblock lang=text]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disc:\n" "[codeblocks]\n" "[gdscript]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// Create new ConfigFile object.\n" "var config = new ConfigFile();\n" "\n" "// Store some values.\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// Save it to a file (overwrite if already exists).\n" "config.Save(\"user://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "This example shows how the above file could be loaded:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" "\treturn\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" "\t# Fetch the data for each section.\n" "\tvar player_name = config.get_value(player, \"player_name\")\n" "\tvar player_score = config.get_value(player, \"best_score\")\n" "\tscore_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" "var score_data = new Godot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" "Error err = config.Load(\"user://scores.cfg\");\n" "\n" "// If the file didn't load, ignore it.\n" "if (err != Error.Ok)\n" "{\n" "\treturn;\n" "}\n" "\n" "// Iterate over all sections.\n" "foreach (String player in config.GetSections())\n" "{\n" "\t// Fetch the data for each section.\n" "\tvar player_name = (String)config.GetValue(player, \"player_name\");\n" "\tvar player_score = (int)config.GetValue(player, \"best_score\");\n" "\tscore_data[player_name] = player_score;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Any operation that mutates the ConfigFile such as [method set_value], " "[method clear], or [method erase_section], only changes what is loaded in " "memory. If you want to write the change to a file, you have to save the " "changes with [method save], [method save_encrypted], or [method " "save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are " "typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" #: doc/classes/ConfigFile.xml msgid "Removes the entire contents of the config." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Obtain the text version of this config file (the same text that would be " "written to a file)." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns an array of all defined section identifiers." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback [param " "default] value. If [param default] is not specified or set to [code]null[/" "code], an error is also raised." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called " "on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param key] to decrypt it. The file's contents are parsed and loaded in the " "[ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param password] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param key] to encrypt it. The " "output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param password] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "A dialog used for confirmation of actions." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "A dialog used for confirmation of actions. This window is similar to " "[AcceptDialog], but pressing its Cancel button can have a different outcome " "from pressing the OK button. The order of the two buttons varies depending " "on the host OS.\n" "To get cancel action, you can use:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(_on_canceled)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += OnCanceled;\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "" #: doc/classes/Container.xml msgid "Base class for all GUI containers." msgstr "کلاس پایه برای همهٔ گنجایه‌های میانای کاربری گرافیکی." #: doc/classes/Container.xml msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " "container types." msgstr "" "کلاس پایه برای همهٔ گنجایه‌های میانای کاربری گرافیکی. [Container]ها فرزندهای " "کنترل خود را به روش ویژه‌ای خودکارانه می‌آرایند. می‌توان از این کلاس ارث برده " "شود تا گونه‌های گنجایهٔ سفارشی‌شده ساخت." #: doc/classes/Container.xml msgid "" "Implement to return a list of allowed horizontal [enum Control.SizeFlags] " "for child nodes. This doesn't technically prevent the usages of any other " "size flags, if your implementation requires that. This only limits the " "options available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant " "Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" #: doc/classes/Container.xml msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant " "Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" #: doc/classes/Container.xml msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" #: doc/classes/Container.xml msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" #: doc/classes/Container.xml msgid "Emitted when children are going to be sorted." msgstr "هنگامی که فرزندان چیده خواهند شد می‌گسیلد." #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." msgstr "هنگامی که چینش فرزندها نیاز است می‌گسیلد." #: doc/classes/Container.xml msgid "" "Notification just before children are going to be sorted, in case there's " "something to process beforehand." msgstr "" "اعلان دقیقاً پیش از اینکه فرزندها چیده شوند دریافت می‌شود، در صورتی که شاید " "چیزی برای پرداختن پیش از آن باشد به کار می‌رود." #: doc/classes/Container.xml msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "اعلان هنگام چینش فرزندها دریافت می‌شود، باید درجا اطاعت شود." #: doc/classes/Control.xml msgid "" "Base class for all GUI controls. Adapts its position and size based on its " "parent control." msgstr "" #: doc/classes/Control.xml msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and offsets relative to the anchor. The offsets " "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], " "they share several concepts from the class such as the [member " "CanvasItem.z_index] and [member CanvasItem.visible] properties.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member " "SceneTree.root] is a [Window], this already happens automatically for all UI " "elements in your game.\n" "Input events are propagated through the [SceneTree] from the root node to " "all child nodes by calling [method Node._input]. For UI elements " "specifically, it makes more sense to override the virtual method [method " "_gui_input], which filters out unrelated input events, such as by checking z-" "order, [member mouse_filter], focus, or if the event was inside of the " "control's bounding box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" "Only one [Control] node can be in focus. Only the node in focus will receive " "events. To get the focus, call [method grab_focus]. [Control] nodes lose " "focus when another node grabs it, or if you hide the node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the control's appearance. The [member theme] of a " "[Control] node affects all of its direct and indirect children (as long as a " "chain of controls is uninterrupted). To override some of the theme items, " "call one of the [code]add_theme_*_override[/code] methods, like [method " "add_theme_font_override]. You can also override theme items in the " "Inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" "code] methods provided by this class." msgstr "" #: doc/classes/Control.xml msgid "GUI documentation index" msgstr "" #: doc/classes/Control.xml msgid "Control node gallery" msgstr "" #: doc/classes/Control.xml doc/classes/SceneTree.xml msgid "Multiple resolutions" msgstr "" #: doc/classes/Control.xml msgid "All GUI Demos" msgstr "" #: doc/classes/Control.xml msgid "" "Return the description of the keyboard shortcuts and other contextual help " "for this control." msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] " "is local to this control.\n" "This method should only be used to test the data. Process the data in " "[method _drop_data].\n" "[b]Note:[/b] If drag was initiated by keyboard shortcut or [method " "accessibility_drag], [param at_position] is set to [code]Vector2(INFINITY, " "INFINITY)[/code] and the currently selected item/text position should be " "used as drop position.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" "\t# Check position if it is relevant to you\n" "\t# Otherwise, just check data\n" "\treturn typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" "\t// Check position if it is relevant to you\n" "\t// Otherwise, just check data\n" "\treturn data.VariantType == Variant.Type.Dictionary && " "data.AsGodotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to pass you the [param data] from a control's " "[method _get_drag_data] result. Godot first calls [method _can_drop_data] to " "test if [param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[b]Note:[/b] If drag was initiated by keyboard shortcut or [method " "accessibility_drag], [param at_position] is set to [code]Vector2(INFINITY, " "INFINITY)[/code] and the currently selected item/text position should be " "used as drop position.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" "\treturn typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func _drop_data(position, data):\n" "\tvar color = data[\"color\"]\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" "\treturn data.VariantType == Variant.Type.Dictionary && " "data.AsGodotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" "\tColor color = data.AsGodotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no " "data to drag. Controls that want to receive drop data should implement " "[method _can_drop_data] and [method _drop_data]. [param at_position] is " "local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in " "this method.\n" "[b]Note:[/b] If drag was initiated by keyboard shortcut or [method " "accessibility_drag], [param at_position] is set to [code]Vector2(INFINITY, " "INFINITY)[/code] and the currently selected item/text position should be " "used as drop position.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" "\tvar mydata = make_data() # This is your custom method generating the drag " "data.\n" "\tset_drag_preview(make_preview(mydata)) # This is your custom method " "generating the preview of the drag data.\n" "\treturn mydata\n" "[/gdscript]\n" "[csharp]\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" "\tvar myData = MakeData(); // This is your custom method generating the drag " "data.\n" "\tSetDragPreview(MakePreview(myData)); // This is your custom method " "generating the preview of the drag data.\n" "\treturn myData;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " "minimum size via code. The actual minimum size will be the max value of " "these two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns the tooltip text for " "the position [param at_position] in control's local coordinates, which will " "typically appear when the cursor is resting over this control. See [method " "get_tooltip].\n" "[b]Note:[/b] If this method returns an empty [String] and [method " "_make_custom_tooltip] is not overridden, no tooltip is displayed." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Override this method to handle " "and accept inputs on UI elements. See also [method accept_event].\n" "[b]Example:[/b] Click on the control to print a message:\n" "[codeblocks]\n" "[gdscript]\n" "func _gui_input(event):\n" "\tif event is InputEventMouseButton:\n" "\t\tif event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" "\t\t\tprint(\"I've been clicked D:\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _GuiInput(InputEvent @event)\n" "{\n" "\tif (@event is InputEventMouseButton mb)\n" "\t{\n" "\t\tif (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" "\t\t{\n" "\t\t\tGD.Print(\"I've been clicked D:\");\n" "\t\t}\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "If the [param event] inherits [InputEventMouse], this method will [b]not[/b] " "be called when:\n" "- the control's [member mouse_filter] is set to [constant " "MOUSE_FILTER_IGNORE];\n" "- the control is obstructed by another control on top, that doesn't have " "[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "- the control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "- the control's parent has [member clip_contents] enabled and the [param " "event]'s position is outside the parent's rectangle;\n" "- the [param event]'s position is outside the control (see [method " "_has_point]).\n" "[b]Note:[/b] The [param event]'s position is relative to this control's " "origin." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. [param for_text] is " "the return value of [method get_tooltip].\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member tooltip_text] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member custom_minimum_size] " "to some non-zero value.\n" "[b]Note:[/b] The node (and any relevant children) should have their [member " "CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the " "viewport that instantiates it will not be able to calculate its minimum size " "reliably.\n" "[b]Note:[/b] If overridden, this method is called even if [method " "get_tooltip] returns an empty string. When this happens with the default " "tooltip, it is not displayed. To copy this behavior, return [code]null[/" "code] in this method when [param for_text] is empty.\n" "[b]Example:[/b] Use a constructed node as a tooltip:\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" "\tvar label = Label.new()\n" "\tlabel.text = for_text\n" "\treturn label\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" "\tvar label = new Label();\n" "\tlabel.Text = forText;\n" "\treturn label;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Example:[/b] Usa a scene instance as a tooltip:\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" "\tvar tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n" "\ttooltip.get_node(\"Label\").text = for_text\n" "\treturn tooltip\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" "\tNode tooltip = ResourceLoader.Load(\"res://" "some_tooltip_scene.tscn\").Instantiate();\n" "\ttooltip.GetNode