mirror of
https://github.com/Mrdabup/LocaleSpanish.git
synced 2025-12-06 14:23:00 -06:00
2704 lines
197 KiB
JSON
2704 lines
197 KiB
JSON
{
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"localeCode": "zh-cn",
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"authors": ["Melnus", "Holy_Water", "huang825172", "modimobeikete", "WARCRAFT11","flower-elf"],
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"messages": {
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"General.OK": "确定",
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"General.Start": "开始",
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"General.Finish": "结束",
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"General.Cancel": "取消",
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"General.Continue": "继续",
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"General.Next": "下一步",
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"General.Previous": "返回",
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"General.Back": "上一步",
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"General.Confirm": "确定吗?",
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"General.Loading": "正在加载...",
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"General.Processing": "正在处理...",
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"General.FAILED": "失败",
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"General.Reset": "重置",
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"General.WorldOpenConfirm": "真的开放吗?",
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"General.Save": "保存",
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"General.Saving": "正在保存...",
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"General.Saved": "保存成功",
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"General.Done": "完成",
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"General.Close": "关闭",
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"General.CopyToClipboard": "复制到剪贴板",
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"General.CopiedToClipboard": "已复制",
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"General.CopiedToClipboardLong": "已复制到剪贴板",
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"General.Create": "创建",
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"General.Creating": "正在创建...",
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"General.Buy": "购买",
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"General.Yes": "是",
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"General.No": "否",
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"General.ClearSelection" : "清除选择",
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"General.Off": "禁用",
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"General.On": "启用",
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"General.Understand": "我明白了",
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"General.Notice" : "注意",
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"General.UnderstandEnable" : "我明白了,启用吧",
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"General.Dismiss": "关闭",
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"General.Edit": "编辑",
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"General.UI.SearchPrompt": "搜索...",
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"General.UI.SearchPromptLong": "输入搜索内容...",
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"General.UI.ToggleEditMode": "编辑模式开关",
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"General.UI.ToggleSubtitles": "字幕开关",
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"General.UI.Subtitles.On" : "字幕:启用",
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"General.UI.Subtitles.Off" : "字幕:禁用",
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"General.UI.MusicVolumeLocal": "音乐音量(本地):",
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"General.UI.VoiceVolumeLocal": "语音音量(本地):",
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"General.UI.SoundVolumeLocal": "音效音量(本地):",
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"General.UI.PressToBegin": "按键开始",
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"General.Sort.Ascending": "升序",
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"General.Sort.Descending": "降序",
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"General.Units.Metric" : "米制",
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"General.Units.Imperial" : "英制单位",
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"Worlds.Home" : "家",
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"Worlds.Tutorial" : "教程",
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"Locomotion.Noclip.Name": "穿墙",
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"Locomotion.Noclip.Description": "穿墙飞行模式,适合编辑。",
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"Locomotion.Teleport.Name": "传送",
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"Locomotion.Teleport.Description": "使用弹道路径传送,移动舒适。",
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"Locomotion.Fly.Name": "飞行",
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"Locomotion.Fly.Description": "飞行模式",
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"Locomotion.WalkRun.Name": "步行/奔跑",
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"Locomotion.WalkRun.Description": "物理步行,跑步和跳跃。",
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"Locomotion.WalkRunGripping.Name": "步行/跑步(爬坡)",
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"Locomotion.WalkRunGripping.Description": "走路,奔跑,跳跃和攀登。",
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"Locomotion.ZeroG.Name": "零重力",
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"Locomotion.ZeroG.Description": "无重力状态",
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"Locomotion.GrabWorld.Name": "抓握世界",
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"Locomotion.GrabWorld.Description": "创建参照世界锚,并将用户相对于世界锚移动。",
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"Locomotion.Slide.Name": "滑动",
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"Locomotion.Slide.Description": "简单的滑动运动(如果存在)会捕捉到表面,否则会飞行。",
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"Interaction.Destroy": "删除",
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"Interaction.Duplicate": "复制",
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"Interaction.SaveToInventory": "保存到物品栏",
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"Interaction.SaveToInventory.NotLoggedIn": "你必须登录才能保存物品。",
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"Interaction.SaveToInventory.NoWritePermission": "无法保存到当前物品栏文件夹。",
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"Interaction.Undo": "撤消",
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"Interaction.Redo": "重做",
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"Interaction.EquipTool": "装备",
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"Interaction.DequipTool": "取消装备",
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"Interaction.ScalingEnabled": "启用缩放",
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"Interaction.ScalingDisabled": "禁用缩放",
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"Interaction.ResetScale": "重设比例",
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"Interaction.LaserEnabled": "启用激光",
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"Interaction.LaserDisabled": "禁用激光",
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"Interaction.Grab.Palm": "抓取:手掌",
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"Interaction.Grab.Precision": "抓取:精准",
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"Interaction.Grab.Auto": "抓取:自动",
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"Interaction.Grab.Off": "抓取:仅激光",
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"Interaction.Locomotion": "移动模式",
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"Interaction.Locomotion.None": "无",
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"Interaction.NamedEquipTool": "装备{name}",
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"Interaction.NamedEquipTool.Default": "工具",
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"Interaction.EnterAnchor": "进入座位",
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"Interaction.ExitAnchor": "退出座位",
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"Interaction.EquipAvatar": "装备虚拟形象",
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"Interaction.SaveAsScreenshot": "另存为屏幕截图",
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"Interaction.ExportScreenshot": "导出截图",
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"Interaction.ImportFile": "导入文件",
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"Interaction.ExportFile": "导出文件",
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"Interaction.CopyLink": "复制链接",
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"Interaction.CopyImage": "复制图片",
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"Inventory.OpenWorld": "打开世界",
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"Inventory.Equip": "装备",
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"Inventory.Delete": "删除",
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"Inventory.CreateDirectory": "新建文件夹",
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"Inventory.SaveHeld": "保存所持",
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"Inventory.GetURL": "获取URL",
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"Inventory.Inventories": "物品列表",
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"Inventory.Share": "分享",
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"Inventory.Unshare": "取消分享",
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"Inventory.SaveAvatar": "保存虚拟形象",
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"Inventory.Favorite.Home": "设为家",
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"Inventory.Favorite.ProgressBar": "设为进度条",
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"Inventory.Favorite.AudioStreamController": "设为音频流控制器",
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"Inventory.Favorite.TextDisplay": "设为文字显示",
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"Inventory.Favorite.VideoPlayer": "设为视频播放器",
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"Inventory.Favorite.AudioPlayer": "设为音频播放器",
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"Inventory.Favorite.InteractiveCamera": "设为相机",
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"Inventory.Favorite.Keyboard": "设为键盘",
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"Inventory.Favorite.Avatar": "设为虚拟形象",
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"Inventory.Favorite.WorldLoadingIndicator": "设为加载指示器",
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"Inventory.Favorite.ColorDialog": "设为色盘",
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"Inventory.Favorite.Hyperlink": "设为超链接显示",
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"Inventory.Favorite.Document": "设为文档显示",
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"Inventory.SpawnFacet": "生成Facet",
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"Dash.Screens.Home": "主界面",
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"Dash.Screens.Worlds": "世界",
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"Dash.Screens.Contacts": "好友",
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"Dash.Screens.Inventory": "物品栏",
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"Dash.Screens.Desktop": "桌面",
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"Dash.Screens.Session": "会话",
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"Dash.Screens.FileBrowser": "<nobr>文件浏览器",
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"Dash.Screens.Settings": "设置",
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"Dash.Screens.Exit": "结束",
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"Dash.Actions.PasteFromClipboard": "从剪贴板粘贴内容",
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"Dash.Actions.TurnOffUIEdit": "退出UI编辑模式",
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"Dash.Actions.CloudHome": "回家",
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"Dash.Exit.Header": "退出{appName}",
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"Dash.Exit.ExitAndSave": "退出并保存世界",
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"Dash.Exit.ExitAndDiscard": "退出并丢弃世界编辑",
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"Dash.Exit.Sponsor": "为{name}对此项目的支持表示由衷感谢!",
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"Dash.Exit.Sponsor.You": "你",
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"Dash.Exit.Shoutouts": "同时,也感谢以下支持者们:",
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"Dash.Exit.Shoutouts.AndMore" : " 以及其他很多人!",
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"Dash.Exit.Shoutouts.You" : "{name}(谢谢你!谢谢你!)",
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"Dash.Exit.ThankYou": "感谢你使用 {appName}!",
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"Dash.Exit.SubmittedBy": "提交者: {name}",
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"Facets.FPS": "{fps}<size=61.803%> 帧每秒</size>",
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"World.Waiting": "正在等候...",
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"World.HostIsStarting": "房主正在开始会话",
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"World.Loading": "正在载入...",
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"World.LoadingFailed": "失败",
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"World.LoadedAssets": "已加载{assets}个资产,共{total_assets}个",
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"World.Downloading": "正在下载{total_bytes}个{bytes}资产",
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"World.Loaded": "加载完成",
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"World.Connection.EstablishingConnection": "正在连接",
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"World.Connection.RequestingJoin": "申请加入",
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"World.Connection.Authenticating": "验证中",
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"World.Connection.Connected": "连接成功",
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"World.Connection.SyncingInitialState": "同步初始世界状态",
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"World.Connection.LNL.DirectIP": "LNL IP 直连",
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"World.Connection.LNL.NATPunchthrough": "LNL NAT 穿透 {n}",
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"World.Connection.LNL.Relay": "LNL 中继",
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"World.Connection.SteamNetworkingSockets": "Steam 网络通讯",
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"World.Error.AccessDenied": "拒绝访问",
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"World.Error.SecurityViolation": "发生安全违例",
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"World.Error.OnlyRegisteredUsers": "只允许注册用户加入",
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"World.Error.OnlyContacts": "仅允许房主的好友加入",
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"World.Error.OnlyContactsOfContacts": "仅允许在会话中的用戶的好友加入",
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"World.Error.Private": "本会话仅允许私人加入",
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"World.Error.SessionEnded": "会话已关闭",
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"World.Error.UserLimitReached": "会话达到了用户数限制",
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"World.Error.FailedAuthentication": "身份验证失败",
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"World.Error.FailedUserID": "认证用户标识失败",
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"World.Error.FailedFetchingAuthentication": "无法获取身份验证信息",
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"World.Error.JoinAlreadyRequested": "已请求加入",
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"World.Error.FailedConnectToRelay": "连接中继失败",
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"World.Error.FailedToConnect": "连接失败",
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"World.Error.InvalidAddress": "无效地址",
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"World.Error.NoPort": "未指定端口",
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"World.Error.IncompatibleVersion": "不兼容的版本",
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"World.Error.HostBlocked": "房主被屏蔽",
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"World.Error.HostBlockedDetail": "你已屏蔽该房主",
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"World.Error.WorldCrash": "世界崩溃了",
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"World.Error.WorldCrashDetail" : "在尝试更新该世界时遭遇了致命错误",
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"World.Error.Unknown": "未知错误",
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"World.Config.Name": "世界名:",
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"World.Config.Description": "描述:",
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"World.Config.MaxUsers": "最大用户数:",
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"World.Config.MobileFriendly": "移动端友好",
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"World.Config.SaveOptionsHeader": "保存这个世界:",
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"World.Config.EditMode": "编辑模式:",
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"World.Config.AccessLevelHeader": "谁可以加入这个世界?",
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"World.Config.AutoKickAFK": "自动踢出AFK用户:",
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"World.Config.AutoKickAFKMinutes": "最长AFK时长(分):",
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"World.Config.HideFromListing": "不显示在会话列表中",
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"World.Config.Autosave": "自动保存(将覆盖上一次保存):",
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"World.Config.AutosaveInterval": "自动保存间隔(分钟):",
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"World.Config.CleanupAssets": "清理未使用的资产:",
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"World.Config.CleanupInterval": "清理间隔(秒):",
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"World.Actions.StartSession": "开始会话",
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"World.Actions.Join": "加入",
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"World.Actions.Focus": "聚焦",
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"World.Actions.Close": "关闭世界",
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"World.Actions.Leave": "离开世界",
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"World.Actions.Save": "保存更改",
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"World.Actions.SaveAs": "另存为...",
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"World.Actions.SaveCopy": "保存副本...",
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"World.Actions.SaveHere": "保存到这里",
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"World.Actions.SaveToInventory": "保存到物品栏",
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"World.Actions.Saving": "正在保存...",
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"World.Actions.Discard": "放弃更改",
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"World.Actions.Clone": "克隆世界",
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"World.Actions.Delete": "删除世界",
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"World.Actions.ConfirmDelete": "确认删除",
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"World.Actions.ReallyConfirmDelete": "永久删除",
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"World.Actions.Overwrite": "用{name}覆盖",
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"World.Actions.ConfirmOverwrite": "确认覆盖",
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"World.Actions.Overwriting": "正在覆盖...",
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"World.Actions.ClosePrompt": "关闭世界?",
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"World.Actions.LeavePrompt": "离开世界?",
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"World.Actions.CloseConfirm": "关闭",
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"World.Actions.LeaveConfirm": "离开",
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"World.Actions.CannotClose": "(无法关闭这个世界)",
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"World.Actions.GuestWarning": "",
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"World.Actions.HostingWarning": "你目前在主持这个世界。如果继续,所有的用户都会从此会话断开连接。",
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"World.Actions.GetWorldOrb": "获取世界球体",
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"World.Actions.CopyWorldURL": "复制世界URL",
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"World.Actions.CopyRecordURL": "复制记录URL",
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"World.Actions.StartCustomSession": "开始自定义会话",
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"World.Actions.ModifyMetadata": "编辑元数据",
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"World.Actions.GetSessionOrb": "获取会话球",
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"World.Actions.CopySessionURL": "复制会话URL",
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"World.Indicator.NoData": "没有数据",
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"World.Indicator.LocalWorld": "本地机器",
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"World.Indicator.Author": "作者: {name}",
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"World.Indicator.Host": "主持: {name}",
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"World.Indicator.Hosting": "主持中",
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"World.Indicator.Sessions": "{n,plural, other {# 会话}}",
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"World.Indicator.Users": "用户",
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"World.Indicator.Users.None": "(找不到活跃的会话)",
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"World.Indicator.Description": "描述",
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"World.Indicator.Description.None": "(没有提供描述)",
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"World.Indicator.Visited": "(造访过)",
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||
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"World.Detail.ActiveSessions": "活动的会话:",
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"World.Detail.ActiveUsers": "活跃用户:",
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"World.Detail.NewSession": "<新会话>",
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"World.Detail.DescriptionHeader": "描述: ",
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"World.Detail.SessionInformationHeader": "会话信息",
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"World.Detail.Uptime": "运行时间",
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"World.Detail.AccessLevel": "能见度",
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"World.Detail.Users": "用户",
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||
"World.Detail.Users.Count": "{active}{away, select, 0 {} other { (+{away} 离开)}} / {max}",
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||
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"World.Detail.WorldInformationHeader": "世界信息",
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||
"World.Detail.PublishDate": "已发表",
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||
"World.Detail.ModifyDate": "最后更新",
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||
"World.Detail.Visits": "来访",
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||
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||
"World.Detail.Tags": "标签",
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||
"World.Detail.ActionsHeader": "动作:",
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||
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"World.Category.Everything": "所有",
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"World.Category.Featured": "精选",
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"World.Category.PublishedWorlds": "发布的世界",
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||
"World.Category.ActiveSessions": "活跃会话",
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||
"World.Category.ContactsSessions": "好友的会话",
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||
"World.Category.HeadlessSessions": "云端会话",
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||
"World.Category.Social": "社交",
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||
"World.Category.Games": "游戏类",
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||
"World.Category.Art": "艺术",
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||
"World.Category.Tutorials": "教程",
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||
"World.Category.Educational": "教育",
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||
"World.Category.Random": "随机",
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||
"World.Category.MyWorlds": "我的世界",
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||
"World.Category.Custom": "自定义",
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||
"World.Category.GroupWorlds": "群组世界",
|
||
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||
"World.AccessLevel.Anyone": "任何人",
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||
"World.AccessLevel.RegisteredUsers": "注册用户",
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||
"World.AccessLevel.Contacts": "仅好友",
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||
"World.AccessLevel.ContactsPlus": "好友+",
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||
"World.AccessLevel.LAN": "局域网",
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||
"World.AccessLevel.Private": "私人(仅邀请)",
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||
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||
"World.SortParameter.SearchScore": "搜索分数",
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||
"World.SortParameter.Name": "名称",
|
||
"World.SortParameter.OpenedWorldCount": "开放的世界数",
|
||
"World.SortParameter.TotalSessionCount": "总会话数",
|
||
"World.SortParameter.TotalUserCount": "总用户数",
|
||
"World.SortParameter.CreationDate": "创建日期",
|
||
"World.SortParameter.LastUpdateDate": "修改日期",
|
||
"World.SortParameter.FirstPublishTime": "发布日期",
|
||
"World.SortParameter.TotalVisits": "总访问次数",
|
||
"World.SortParameter.LastVisit": "最近访问",
|
||
"World.SortParameter.Random": "随机",
|
||
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||
"World.Filter.DataSources": "数据源:",
|
||
"World.Filter.OpenedWorlds": "开放的世界",
|
||
"World.Filter.ActiveSessions": "活动会话",
|
||
"World.Filter.PublishedWorlds": "发布的世界",
|
||
"World.Filter.LocalWorlds": "本地世界",
|
||
"World.Filter.BaseSearch": "基础搜索:",
|
||
"World.Filter.ByOwner": "所有者:",
|
||
"World.Filter.UserOwner": "所有者是用户",
|
||
"World.Filter.GroupOwner": "所有者是组",
|
||
"World.Filter.SubmittedToGroup": "提交给组:",
|
||
"World.Filter.Featured": "仅精选",
|
||
"World.Filter.MyWorlds": "我的世界",
|
||
"World.Filter.SessionFiltering": "会话过滤:",
|
||
"World.Filter.MinimumUsers": "最低人数: <b>{n}</b>",
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||
"World.Filter.MinimumContacts": "最低好友数: <b>{n}</b>",
|
||
"World.Filter.OnlyHeadless": "仅云端主机",
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||
"World.Filter.MaxAccessLevel": "最大访问权限级别:",
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||
"World.Filter.MinimumUptime": "最小运行时间:",
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||
"World.Filter.Sorting": "排序:",
|
||
|
||
"World.Edit.Title": "编辑世界元数据",
|
||
"World.Edit.Name": "世界名称:",
|
||
"World.Edit.Description": "描述:",
|
||
"World.Edit.Tags": "标签(以逗号分隔):",
|
||
"World.Edit.Path": "世界路径:",
|
||
"World.Edit.AccessLevelHeader": "谁可以打开这个世界?",
|
||
"World.Edit.AccessPrivate": "只有我",
|
||
"World.Edit.AccessPatreon": "Patreon的支持者",
|
||
"World.Edit.AccessPublic": "任何人(公开)",
|
||
|
||
"Tools.AvatarCreator": "虚拟形象创建器",
|
||
"Tools.FullBodyCalibrator": "全身/虚拟形象校准器",
|
||
"Tools.CameraStreaming": "相机/流媒体",
|
||
"Tools.CreateNewWorld": "创建新世界",
|
||
"Tools.Debug": "调试",
|
||
"Tools.StreamAudio": "流音频",
|
||
"Tools.Setup2FA": "设置2FA",
|
||
|
||
"Tools.StreamAudio.Dialog.Title" : "创建音频流",
|
||
"Tools.StreamAudio.Start": "开始流式传输",
|
||
"Tools.StreamAudio.Bitrate": "比特率: {bitrate} kbps",
|
||
"Tools.StreamAudio.Title": "{username} 音频流",
|
||
"Tools.StreamAudio.Spatialized": "空间化",
|
||
"Tools.StreamAudio.Broadcast": "广播",
|
||
"Tools.StreamAudio.PlayForOwner.Off": "为拥有者播放: 禁用",
|
||
"Tools.StreamAudio.PlayForOwner.On": "为拥有者播放: 启用",
|
||
|
||
"Options.FreeformDash.On": "自由冲刺:启用",
|
||
"Options.FreeformDash.Off": "自由冲刺:禁用",
|
||
"Options.SeatedMode.On": "坐姿模式:启用",
|
||
"Options.SeatedMode.Off": "坐姿模式:禁用",
|
||
"Options.Nameplates.All": "铭牌: 显示所有铭牌",
|
||
"Options.Nameplates.NonContacts": "铭牌: 隐藏朋友的铭牌",
|
||
"Options.Nameplates.Hide": "铭牌: 隐藏所有铭牌",
|
||
"Options.Nameplates.DefaultStyle": "仅使用默认铭牌风格",
|
||
"Options.Nameplates.CustomStyle": "显示自定义铭牌",
|
||
|
||
"Indicator.OnlineUsers": "目前共有 <color=hero.yellow>{users}</color> 位用户在线 ",
|
||
"Indicator.OnlineUsersVR": "<color=hero.purple>{users}</color> 位用户在VR模式游玩",
|
||
"Indicator.OnlineUsersDesktop": "<color=hero.cyan>{users}</color> 位用户在桌面模式游玩",
|
||
|
||
"Indicator.ServerStatus.Status": "云服务状态",
|
||
"Indicator.ServerStatus.Good": "良好",
|
||
"Indicator.ServerStatus.Slow": "缓慢",
|
||
"Indicator.ServerStatus.Down": "较差",
|
||
"Indicator.ServerStatus.NoInternet": "无网络连接",
|
||
|
||
"Indicator.Sync.AllSynced": "已全部同步",
|
||
"Indicator.Sync.SyncingItems": "正在同步<br><size=61.8033%>{item_count, plural, one {# 项目} other {# 项目}}</size>",
|
||
"Indicator.Sync.UploadingVariants": "正在上传<br><size=61.8033%>资产</size>",
|
||
"Indicator.Sync.SyncError": "同步错误 <size=61.803%>查看日志了解细节</size>",
|
||
"Indicator.Sync.StorageFull": "存储已满 <size=61.803%>无法同步</size>",
|
||
|
||
"Indicator.Storage.StorageFull": "存储已满",
|
||
"Indicator.Storage.Usage": "已使用 {storage_used} 的存储 你共有 {storage_max}的存储空间<br><size=61.803%></size>",
|
||
|
||
"Indicator.LiveHiddenMessage": "(直播时信息已隐藏)",
|
||
|
||
"Login.InvalidCredentials": "登录信息无效",
|
||
"Login.InvalidCredentials.Description": "检查你的登录信息后再试一次,或者点击 \"忘记密码?\"来进行密码重置",
|
||
|
||
"Login.InvalidLogin": "登录信息无效",
|
||
"Login.InvalidLogin.Description": "检查你的登录信息后再试一次,或者点击 \"忘记密码?\"来进行密码重置",
|
||
|
||
"Login.MalformedUID": "设备信息无效",
|
||
"Login.MalformedUID.Description": "尝试重新安装Resonite, 或者在 {supportUrl}联系支持人员。",
|
||
|
||
"Login.MissingUID": "设备信息缺失",
|
||
"Login.MissingUID.Description": "尝试重新安装Resonite, 或者在 {supportUrl}联系支持人员。",
|
||
|
||
"Login.MissingSecretMachineId": "机器码缺失",
|
||
"Login.MissingSecretMachineId.Description": "尝试重新安装Resonite, 或者在 {supportUrl}联系支持人员。",
|
||
|
||
"Login.MalformedSecretMachineId": "机器码无效",
|
||
"Login.MalformedSecretMachineId.Description": "尝试重新安装Resonite, 或者在 {supportUrl}联系支持人员。",
|
||
|
||
"Register.MissingUID": "设备信息无效",
|
||
"Register.MissingUID.Description": "尝试重新安装Resonite, 或者在 {supportUrl}联系支持人员。",
|
||
|
||
"Register.MalformedUID": "设备信息无效",
|
||
"Register.MalformedUID.Description": "尝试重新安装Resonite, 或者在 {supportUrl}联系支持人员。",
|
||
|
||
"Login.MissingLogin": "未提供凭据",
|
||
"Login.MissingLogin.Description": "你是不是忘了填写你的登录信息了?",
|
||
|
||
"Login.InvalidRecoveryCode": "无效恢复码",
|
||
"Login.InvalidRecoveryCode.Description": "检查你的恢复码后再试一次。",
|
||
|
||
"Login.UnsupportedAuthentication": "不支持的认证方式",
|
||
"Login.UnsupportedAuthentication.Description": "我们并不支持这种验证方式,请尝试另外一个。",
|
||
|
||
"Login.EmailNotVerified": "邮箱未验证",
|
||
"Login.EmailNotVerified.Description": "你的邮箱还没验证,请在邮箱里查找我们给你发的邮件。如果没有,确保你检查过垃圾箱。",
|
||
|
||
"Login.AccountTempLocked": "你的账户已被锁定。",
|
||
"Login.AccountTempLocked.Description": "请在:{moderationUrl}联系支持人员。",
|
||
|
||
"Login.AccountBanned": "你的账户已被封禁。",
|
||
"Login.AccountBanned.Description": "请在:{moderationUrl}联系支持人员。",
|
||
|
||
"Login.DuplicateAccount": "重复的账号",
|
||
"Login.DuplicateAccount.Description": "请在:{moderationUrl}联系支持人员。",
|
||
|
||
"Login.UnknownError": "未知错误",
|
||
"Login.UnknownError.Description": "在登录时发生了未知错误。请在 {supportUrl}联系支持人员。",
|
||
|
||
"Register.MissingRequest": "未输入详细注册信息",
|
||
"Register.MissingRequest.Description": "我们无法找到任何注册信息。请确保你在注册时填入了所需的信息。",
|
||
|
||
"Register.InvalidEmail": "无效邮箱地址",
|
||
"Register.InvalidEmail.Description": "你的邮箱地址有误",
|
||
|
||
"Register.MissingUsername": "未输入用户名",
|
||
"Register.MissingUsername.Description": "你似乎没有填写你的用户名",
|
||
|
||
"Register.MissingEmail": "未输入电子邮箱",
|
||
"Register.MissingEmail.Description": "你似乎没有填写你的邮箱",
|
||
|
||
"Register.UsernameTooLong": "用户名过长",
|
||
"Register.UsernameTooLong.Description": "我们最多允许长达32个字符的用户名",
|
||
|
||
"Register.UsernameContainsAmpersand": "用户名不能含有 @",
|
||
"Register.UsernameContainsAmpersand.Description": "你的用户名不能含有 @。",
|
||
|
||
"Register.UsernameStartsWithU": "用户名不能以 U- 开头",
|
||
"Register.UsernameStartsWithU.Description": "用户名不能以 U- 开头.",
|
||
|
||
"Register.InvalidUsername": "无效用户名",
|
||
"Register.InvalidUsername.Description": "你的用户名无效",
|
||
|
||
"Register.InvalidDateOfBirth": "无效出生日期",
|
||
"Register.InvalidDateOfBirth.Description": "你的出生日期无效",
|
||
|
||
"Register.UsernameContainsBlockedTerms": "用户名含有屏蔽词",
|
||
"Register.UsernameContainsBlockedTerms.Description": "你的用户名含有屏蔽词。 如果你认为这是一个错误,请在 {supportUrl}联系支持人员。",
|
||
|
||
"Register.MissingPassword": "未输入密码",
|
||
"Register.MissingPassword.Description": "你似乎没有提供密码",
|
||
|
||
"Register.InvalidPassword": "无效密码",
|
||
"Register.InvalidPassword.Description": "你的密码无效。 密码必须至少包含 8 个字符,包括 1 个数字、1 个大写字母和 1 个小写字母。",
|
||
|
||
"Register.EmailAlreadyRegistered": "此邮箱已注册",
|
||
"Register.EmailAlreadyRegistered.Description": "使用此电子邮件的账户已经存在, 如果你忘记了密码,可以点击\"忘记密码?\"。 或者通过 {supportUrl} 联系支持人员。",
|
||
|
||
"Register.UsernameAlreadyRegistered": "此用户名已注册",
|
||
"Register.UsernameAlreadyRegistered.Description": "使用此用户名的帐户已经存在, 如果你忘记了密码,可以点击\"忘记密码?\"。 或者通过 {supportUrl} 联系支持人员。",
|
||
|
||
"Register.ErrorCheckingUserId": "检查用户ID时出错",
|
||
"Register.ErrorCheckingUserId.Description": "请在 {supportUrl}联系支持人员。",
|
||
|
||
"Recovery.MissingEmail": "未输入电子邮箱",
|
||
"Recovery.MissingEmail.Description": "你似乎没有填写你的邮箱",
|
||
|
||
"Recovery.IncorrectEmail": "电子邮箱错误",
|
||
"Recovery.IncorrectEmail.Description": "你填写了一个错误的用于恢复密码的邮箱。 请检查细节后再试一次。",
|
||
|
||
"Recovery.NoPasswordSetup": "未设置密码",
|
||
"Recovery.NoPasswordSetup.Description": "请在:{supportUrl}联系支持人员。",
|
||
|
||
"Register.UnknownError": "未知错误",
|
||
"Register.UnknownError.Description": "在注册时发生了未知的错误。 请在 {supportUrl}联系支持人员。",
|
||
|
||
"Account.Login": "登录",
|
||
"Account.Logout": "登出",
|
||
"Account.Register": "注册",
|
||
"Account.Saml2" : "使用 SAML 2.0 登录",
|
||
"Account.LoginOrRegister": "登录 / 注册",
|
||
"Account.LogoutConfirm": "确认登出?",
|
||
"Account.LoggingIn": "正在登录...",
|
||
"Account.LoggingOut": "正在登出...",
|
||
"Account.Registering": "正在注册...",
|
||
"Account.Anonymous": "匿名",
|
||
"Account.Username": "用户名:",
|
||
"Account.Email": "电子邮件:",
|
||
"Account.RememberMe": "记住我<br><size=50%>(30天无活动后将登出)</size>",
|
||
"Account.RepeatEmail": "重复电子邮件:",
|
||
"Account.UsernameOrEmail": "用户名或电子邮件:",
|
||
"Account.Password": "密码:",
|
||
"Account.RepeatPassword": "重复输入密码:",
|
||
"Account.RecoverPassword": "忘记密码?",
|
||
"Account.LiveEmailWarning": "<color=#f00>警告:</color> live.com,hotmail.com,Outlook.com和其他Microsoft托管的服务最多可能需要1-2天才能接收到该电子邮件。",
|
||
"Account.PasswordRules": "(至少8个字符,1个数字,1个小写字母,1个大写字母)",
|
||
"Account.LostPassword": "忘记密码",
|
||
"Account.SendRecoveryCode": "发送恢复码",
|
||
"Account.ResetPasswordHeader": "重置你的密码",
|
||
"Account.ResetPasswordInstructions": "恢复码已发送到你的电子邮件。将其复制到下方输入框,然后继续:",
|
||
"Account.RecoveryCode": "恢复码:",
|
||
"Account.NewPassword": "新密码:",
|
||
"Account.ResetPassword": "设置新密码",
|
||
"Account.Requesting": "正在请求...",
|
||
"Account.ErrorPasswordMismatch": "密码不匹配!",
|
||
"Account.ErrorEmailMismatch": "电子邮件不匹配!",
|
||
"Account.ErrorLoginError": "登录错误:",
|
||
"Account.RegistrationSuccess": "<size=120%>成功!</size><br><br>验证链接已通过电子邮件发送到{email}。<br><br>保持此会话打开并单击此链接后,你将自动登录。<br><br>如果遇到问题,请通过 {appEmail} 或 {appCommunity} 与我们联系。",
|
||
"Account.BirthMonth": "出生月份:",
|
||
"Account.BirthDay": "出生日:",
|
||
"Account.BirthYear": "出生年份:",
|
||
"Account.PoliciesAgreement": "我同意 <color=#22B2FF>服务条款</color> 与 <color=#22B2FF>隐私政策</color>",
|
||
"Account.AlternateMethods" : "使用第三方服务登录:",
|
||
|
||
"Account.Saml2.Title" : "SAML 2.0",
|
||
"Account.Saml2.Select" : "请选择你想使用的 SAML 2.0 服务商:",
|
||
"Account.Saml2.LoggingIn" : "正在等待登录完成(请查看你的浏览器)...",
|
||
|
||
"Account.TOTP.Title" : "两步验证(2FA)",
|
||
"Account.TOTP.Initializing": "正在检查你账户的 2FA 状态...",
|
||
"Account.TOTP.Code.Header": "安全码",
|
||
"Account.TOTP.Code.Description": "首先,你需要将一个安全码输入你的 TOTP 认证应用,例如 <b>Authy</b> 或者 <b>Google Authenticator</b>.<br><br>我们建议以扫描二维码的方式输入,但你也可以手动输入。 <b>千万不要告诉他人你的安全码。</b><br><br>如果你正在VR模式下,你可以通过按下 F8 切换到桌面模式。",
|
||
"Account.TOTP.Code.QRCode": "扫描二维码",
|
||
"Account.TOTP.Code.Key": "安全码:",
|
||
"Account.TOTP.RecoveryCodes.Header": "恢复码",
|
||
"Account.TOTP.RecoveryCodes.Description": "把这些代码保存在安全的地方。它们可以在你的手机丢失或损坏后,帮助你再次访问你的账户。每条代码只能使用一次。<b>千万不要告诉他人这些代码。</b> 如果你弄丢了它们,你将会 <color=red>永远</color> 失去对你账户的访问权。",
|
||
"Account.TOTP.RecoveryCodes.Codes": "恢复码:",
|
||
"Account.TOTP.Activate.Header": "激活 2FA",
|
||
"Account.TOTP.Activate.Description": "要在你的账户上激活 2FA, 请使用你认证应用所产生的六位数字口令来确保一切工作正常。<br><br>一旦激活,你将需要这些代码来进行特定操作。",
|
||
"Account.TOTP.Activate.Token": "六位数字口令:",
|
||
"Account.TOTP.Activate.TokenField": "在此处输入口令...",
|
||
"Account.TOTP.Activate.Activate": "激活",
|
||
"Account.TOTP.Activate.Activating": "激活中...",
|
||
"Account.TOTP.Activate.InvalidToken": "无效口令!",
|
||
"Account.TOTP.Message.AlreadySetup": "你的账户已启用 2FA!",
|
||
"Account.TOTP.Message.Error": "遭遇意外错误!请稍后重试。",
|
||
"Account.TOTP.Message.SetupComplete": "<size=150%>恭喜!</size><br><br>你的账户已启用 2FA 并享受其带来的额外保护!<br><br>你还可以用 /enableLogin2FA 指令启用此账户登录时的 2FA。",
|
||
"Account.TOTP.Deactivate.Header": "取消 2FA",
|
||
"Account.TOTP.Deactivate.Description": "目前 2FA 已 <b><color=green>在你的账户上设置并激活</color></b>。如果你需要取消它(例如:你丢失了手机或者恢复码遭泄漏),你可以在此处进行操作。<br><br>取消 2FA 后,你可以再次设置启用它,这将生成一个全新的安全码与一套新的恢复码。<br><br>如果你丢失了手机,且需要再次设置激活 2FA,我们 <b>强烈</b> 建议你马上进行这项操作,因为每条恢复码只能被使用一次,当其耗尽后,你将永远无法访问你的账户。",
|
||
"Account.TOTP.Deactivate.Deactivate": "取消",
|
||
"Account.TOTP.Deactivate.Deactivating": "取消中...",
|
||
"Account.TOTP.Message.DeactivationComplete": "你账户的 2FA 已被成功取消。<br><br>你的账户正因此面临更大的风险!<br><br>我们强烈建议你马上重新设置启用 2FA,特别是当你因丢失手机而使用了恢复码后。",
|
||
|
||
"Account.Type.Standard" : "标准账户",
|
||
"Account.Type.Business" : "商用账户",
|
||
"Account.Type.Patreon" : "Patreon 支持者",
|
||
"Account.Type.Mentor" : "{platform} 导师",
|
||
"Account.Type.Moderator" : "{platform} 管理员",
|
||
"Account.Type.Team" : "{platform} 团队",
|
||
|
||
"Avatar.Badge.Live" : "直播",
|
||
|
||
"2FA.Header": "2FA验证",
|
||
"2FA.Token": "6位令牌:",
|
||
|
||
"Profile.Status.Sociable" : "想社交",
|
||
"Profile.Status.Online": "在线",
|
||
"Profile.Status.Away": "离开",
|
||
"Profile.Status.Busy": "忙碌",
|
||
"Profile.Status.Invisible": "隐身",
|
||
"Profile.Status.Offline": "离线",
|
||
"Profile.Status.Headless": "云端主机",
|
||
|
||
"Session.Tab.Settings": "设定",
|
||
"Session.Tab.Users": "用户",
|
||
"Session.Tab.Permissions": "权限",
|
||
|
||
"Session.Permission.Anonymous": "匿名用户的默认权限:",
|
||
"Session.Permission.Vistor": "访客的默认权限:",
|
||
"Session.Permission.Contact": "好友的默认权限:",
|
||
"Session.Permission.Host": "主机的默认权限:",
|
||
"Session.Permission.PermissionOverrideCount": "权限覆盖: {n,select, -1 {---} other {{n}}}",
|
||
"Session.Permission.ClearOverrides": "清除权限覆盖项",
|
||
|
||
"Session.JoinVerifier.EnableHeader" : "激活自定义准入认证?",
|
||
"Session.JoinVerifier.EnableText" : "<color=red>警告:</color> 你将要启用自定义准入认证,其是当前世界的一部分。当你这样做之前,请确保你信任此世界的创建者。因为自定义准入认证器可以绕过标准会话访问规则,并使用其自己的规则允许或阻止用户进入。",
|
||
"Session.JoinVerifier.Label" : "使用自定义准入认证器: {name}",
|
||
"Session.JoinVerifier.ComponentWarning" : "<color=red>警告:</color> 目前,并没有机制可以在认证器启用后防止篡改。如果篡改用于认证的 ProtoFlux 设置可能导致问题, 请!不!要!使用这个功能且 不!要!在你的世界中激活它。",
|
||
"Session.JoinVerifier.SetCustomVerifier" : "设为自定义加入请求认证器",
|
||
|
||
"Permissions.NotAllowedToSpawn": "你不可以在此处生成物品",
|
||
"Permissions.NotAllowedToSave": "你无权在这个世界上保存项目。",
|
||
"Permissions.NotAllowedToSwapAvatar": "你不允许在此处切换到自定义虚拟形象。",
|
||
|
||
"User.Actions.Silence": "全局静音",
|
||
"User.Actions.Mute": "静音",
|
||
"User.Actions.Jump": "跳跃",
|
||
"User.Actions.Respawn": "重生",
|
||
"User.Actions.Kick": "踢出",
|
||
"User.Actions.Ban": "封禁",
|
||
|
||
"Contacts.Add": "添加好友",
|
||
"Contacts.Remove": "移除好友",
|
||
"Contacts.ConfirmRemove": "确认删除?",
|
||
"Contacts.AcceptRequest": "接受请求",
|
||
"Contacts.IgnoreRequest": "忽略请求",
|
||
"Contacts.Invite": "邀请",
|
||
"Contacts.RevokeInvite": "撤回邀请",
|
||
"Contacts.BanFromAllSessions": "禁止进入我主持的会话",
|
||
"Contacts.UnbanFromAllSessions": "取消禁止进入我主持的会话",
|
||
"Contacts.BanFromCurrentWorld": "禁止进入当前的世界",
|
||
"Contacts.UnbanFromCurrentWorld": "取消禁止进入当前的世界",
|
||
"Contacts.RecordingVoiceMessage": "正在录音...",
|
||
"Contacts.Unblocked" : "取消屏蔽",
|
||
"Contacts.AvatarBlock" : "屏蔽虚拟形象",
|
||
"Contacts.MutualBlock" : "相互屏蔽",
|
||
"Contacts.SelfAccount": "我的账户",
|
||
"Contacts.SearchPrompt": "搜索好友...",
|
||
"Contacts.WriteMessage": "编写消息...",
|
||
|
||
"Contacts.InSession": "在 {name}",
|
||
"Contacts.InPrivate": "在私人世界",
|
||
"Contacts.InContactsOnly": "在仅限好友的世界",
|
||
"Contacts.InHidden": "在隐藏的世界",
|
||
"Contacts.InHiddenContactsOnly": "在隐藏的,仅限好友的世界",
|
||
"Contacts.InHiddenContactsPlus": "在隐藏的,仅限好友+的世界",
|
||
"Contacts.InLAN": "在局域网世界",
|
||
"Contacts.UsingDifferentVersion": "使用版本: {version}",
|
||
"Contacts.RequestSent": "请求已发送",
|
||
"Contacts.RequestReceived": "好友请求",
|
||
"Contacts.RequestIgnored": "忽略的请求",
|
||
"Contacts.Blocked": "屏蔽",
|
||
"Contacts.SearchResult": "搜索结果",
|
||
"Contacts.Bot": "Bot帐户",
|
||
"Contacts.Migrated": "好友未迁移",
|
||
|
||
"Notifications.IsSociable" : "有社交意愿, 叫一下或者邀请他们!",
|
||
"Notifications.IsOnline": "上线了",
|
||
"Notifications.IsOnlineOnDifferentVersion": "上线了 <size=75%>(使用版本: {version})</size>",
|
||
"Notifications.ReceivedContactRequest": "发来一个好友请求",
|
||
"Notifications.ReceivedInvite": "邀请你:",
|
||
"Notifications.ReceivedItem": "发来一件物品:",
|
||
"Notifications.VoiceMessage": "发来一条语音消息",
|
||
"Notifications.SessionStarted": "开始的会话:",
|
||
"Notifications.UserJoined": "用户加入了",
|
||
"Notifications.UserLeft": "用户已离开",
|
||
|
||
"Undo.SetField": "将字段 {field_name} 设置为 {value}",
|
||
"Undo.SetReference": "将引用 {ref_name} 设置为 {ref_target}",
|
||
"Undo.Spawn": "生成 {name}",
|
||
"Undo.Destroy": "销毁 {name}",
|
||
"Undo.SpawnComponent": "在 {slot_name} 上附加 {component_type}",
|
||
"Undo.DuplicateComponent": "组件重复",
|
||
"Undo.DestroyComponent": "销毁 {slot_name} 上的 {component_type}",
|
||
"Undo.Transform": "{name} 已移动",
|
||
"Undo.Translate": "平移",
|
||
"Undo.TranslateAlongAxis": "沿轴平移",
|
||
"Undo.RotateAroundAxis": "绕轴旋转",
|
||
"Undo.ResetPosition": "重置位置",
|
||
"Undo.ResetRotation": "重置旋转",
|
||
"Undo.ResetScale": "重置缩放",
|
||
|
||
"Undo.GrabObjects": "抓取物体",
|
||
"Undo.DestroyGrabbed": "删除所持物体",
|
||
"Undo.DuplicateGrabbed": "复制所持物体",
|
||
|
||
"Undo.ChangeBoxSize": "变更盒子尺寸",
|
||
"Undo.BrushStroke": "笔触",
|
||
"Undo.ChangeColor": "换色",
|
||
"Undo.CloneComponent": "克隆组件",
|
||
"Undo.MoveIKBone": "移动IK骨骼",
|
||
"Undo.MoveSun": "移动太阳",
|
||
"Undo.ApplyMaterial": "应用材料",
|
||
"Undo.BakeMeshes": "烘焙 {name}",
|
||
"Undo.ChangeMesh": "更换网格",
|
||
"Undo.InsertParent": "为 {name} 插入父项",
|
||
"Undo.Wiggler": "有问题的物品",
|
||
|
||
"Undo.ExtractMaterialsFromHierarchy": "从层次结构提取材质",
|
||
"Undo.BatchConvertMaterials": "批量转换材质",
|
||
|
||
"Tooltips.Brush.ChangeColor" : "改变颜色",
|
||
"Tooltips.Brush.IncrementSize" : "增大",
|
||
"Tooltips.Brush.DecrementSize" : "缩小",
|
||
|
||
"Tooltips.Dev.CreateNew": "创建新的...",
|
||
"Tooltips.Dev.Selection": "选择: {mode}",
|
||
"Tooltips.Dev.DevMode.Off": "开发者模式:禁用",
|
||
"Tooltips.Dev.DevMode.On": "开发者模式:启用",
|
||
"Tooltips.Dev.OpenInspector": "打开查看器",
|
||
"Tooltips.Dev.DeselectAll": "全部取消选择",
|
||
"Tooltips.Dev.DestroySelected": "销毁所选",
|
||
"Tooltips.Dev.ConfirmDestroySelected": "确定销毁所选",
|
||
|
||
"Tooltips.Dev.GizmoOptions" : "Gizmo 选项",
|
||
"Tooltips.Dev.SelectParent" : "选择父级",
|
||
"Tooltips.Dev.LocalSpace" : "局部坐标",
|
||
"Tooltips.Dev.GlobalSpace" : "全局坐标",
|
||
"Tooltips.Dev.Translation" : "平移",
|
||
"Tooltips.Dev.Rotation" : "旋转",
|
||
"Tooltips.Dev.Scale" : "缩放",
|
||
|
||
"Tooltips.Dev.Selection.Single": "单选",
|
||
"Tooltips.Dev.Selection.Multi": "多选",
|
||
|
||
"Tooltips.Dev.Interaction.Tip": "提示",
|
||
"Tooltips.Dev.Interaction.Projection": "估算",
|
||
|
||
"Tooltip.Color.Picker": "选色器",
|
||
|
||
"Tooltip.GrabbableSetter.Scalable": "设为可缩放",
|
||
"Tooltip.GrabbableSetter.NonScalable": "设为不可缩放",
|
||
"Tooltip.GrabbableSetter.ApplyToRoot": "设为应用到根组件",
|
||
"Tooltip.GrabbableSetter.AppyToHit": "设为应用到命中组件",
|
||
|
||
"Tooltip.CharacterCollider.MarkGrippable": "标记为可抓取",
|
||
"Tooltip.CharacterCollider.DontMarkGrippable": "不要标记为可抓取",
|
||
"Tooltip.CharacterCollider.EnsureWalkRun": "确保步行/跑步运动",
|
||
"Tooltip.CharacterCollider.EnsureZeroG": "确保零重力运动",
|
||
"Tooltip.CharacterCollider.EnsurePhysicalFly": "确保物理飞行运动",
|
||
|
||
"Tooltip.Light.Point": "点光源",
|
||
"Tooltip.Light.Spot": "聚光灯",
|
||
"Tooltip.Light.Sun": "太阳",
|
||
|
||
"Tooltip.Light.Shadows.None": "无阴影",
|
||
"Tooltip.Light.Shadows.Hard": "深层阴影",
|
||
"Tooltip.Light.Shadows.Soft": "浅层阴影",
|
||
|
||
"Tooltip.MeshVisibility.KeepShadow": "保持阴影",
|
||
"Tooltip.MeshVisibility.ShadowOff": "禁用阴影",
|
||
"Tooltip.MeshVisibility.ShadowOn": "启用阴影",
|
||
"Tooltip.MeshVisibility.OnlyShadow": "设置为仅阴影",
|
||
"Tooltip.MeshVisibility.DoubleSidedShadow": "设置为双面阴影",
|
||
|
||
"Tooltip.Slicer.Add": "添加切片器",
|
||
"Tooltip.Slicer.Clear": "清除设定",
|
||
|
||
"Tooltip.Material.RayMode": "射线模式",
|
||
"Tooltip.Material.AreaMode": "区域模式",
|
||
"Tooltip.Material.ObjectMode": "对象全局模式",
|
||
"Tooltip.Material.SceneMode": "场景全局模式",
|
||
"Tooltip.Material.CreateCopy": "建立副本",
|
||
"Tooltip.Material.Edit": "编辑材料",
|
||
"Tooltip.Material.Convert": "转换为...",
|
||
"Tooltip.Material.ConvertAll": "把全部转换为...",
|
||
"Tooltip.Material.CreateNew": "创建新的",
|
||
|
||
"Tooltip.Mesh.Edit": "编辑网格",
|
||
|
||
"Tooltip.Cartridge.Eject": "取出球体",
|
||
|
||
"Tooltip.Microphone.Format.WAV": "WAV文件",
|
||
"Tooltip.Microphone.Format.Vorbis": "OGG文件",
|
||
"Tooltip.Microphone.Format.FLAC": "FLAC文件",
|
||
"Tooltip.Microphone.ModeHold": "按住以录制声音",
|
||
"Tooltip.Microphone.ModePress": "按下以开始/停止录制声音",
|
||
"Tooltip.Microphone.SourceRaw": "Raw文件",
|
||
"Tooltip.Microphone.SourceFiltered": "过滤并归一化",
|
||
|
||
"Tooltip.ProtoFlux.Drive" : "驱动",
|
||
"Tooltip.ProtoFlux.Source" : "源",
|
||
"Tooltip.ProtoFlux.Reference" : "参考",
|
||
"Tooltip.ProtoFlux.Write" : "写",
|
||
"Tooltip.ProtoFlux.Proxy" : "代理",
|
||
"Tooltip.ProtoFlux.CreateLocal" : "创建局部变量",
|
||
"Tooltip.ProtoFlux.CreateStore" : "创建变量",
|
||
"Tooltip.ProtoFlux.CreateDataModelStore" : "创建结构变量",
|
||
"Tooltip.ProtoFlux.Overview" : "切换概览",
|
||
"Tooltip.ProtoFlux.NodeBrowser" : "浏览节点",
|
||
"Tooltip.ProtoFlux.PackInPlace" : "就地打包",
|
||
"Tooltip.ProtoFlux.PackInto" : "打包为 <size=50%>{name}</size>",
|
||
"Tooltip.ProtoFlux.Unpack" : "将 <size=50%>{name}</size> 解包",
|
||
"Tooltip.ProtoFlux.ExplicitCast" : "显式转换\n<size=50%>(<color=red>警告:</color> 可能丢失数据)</size>",
|
||
|
||
"Tooltip.Meter.Mode.Ray": "模式: 激光",
|
||
"Tooltip.Meter.Mode.Perpendicular": "模式: 垂直",
|
||
"Tooltip.Meter.Mode.Drag": "模式: 拖拽",
|
||
|
||
"Tooltip.Meter.Points.Two": "两点",
|
||
"Tooltip.Meter.Points.Multiple": "多点",
|
||
|
||
"Tooltip.Meter.ObjectSpace": "在物体空间里测量",
|
||
"Tooltip.Meter.WorldSpace": "在世界空间里测量",
|
||
|
||
"Tooltip.Glue.Mode.BakeMeshes": "模式: 烘焙面数",
|
||
"Tooltip.Glue.Mode.BakeSkinnedMeshes": "模式: 烘焙上材质后的面",
|
||
"Tooltip.Glue.Mode.ParentObjects": "模式: 父级物体",
|
||
|
||
"Tooltip.RigTransfer.ClearSource": "清理源文件",
|
||
|
||
"Tooltip.ComponentClone.SingleInstanceOn": "单个实例: 启用",
|
||
"Tooltip.ComponentClone.SingleInstanceOff": "单个实例: 禁用",
|
||
"Tooltip.ComponentClone.ClearTemplate": "清除模板",
|
||
|
||
"ProtoFlux.UI.Call" : "调用",
|
||
"ProtoFlux.UI.AsyncCall" : "<size=50%>异步</size> 调用",
|
||
"ProtoFlux.UI.NodeBrowser.Title" : "ProtoFlux 节点",
|
||
|
||
"CreateNew.Back": "<<< <i>返回</i>",
|
||
"CreateNew.EmptyObject": "空对象",
|
||
"CreateNew.ParticleSystem": "粒子系统",
|
||
|
||
"CreateNew.Object": "对象",
|
||
"CreateNew.Object.AvatarCreator": "虚拟形象创建器",
|
||
"CreateNew.Object.Camera": "相机",
|
||
"CreateNew.Object.ReflectionProbe": "反射探针",
|
||
"CreateNew.Object.Mirror": "镜子",
|
||
"CreateNew.Object.Portal": "传送门",
|
||
"CreateNew.Object.VideoPlayer": "视频播放器",
|
||
"CreateNew.Object.SpawnArea": "出生区域",
|
||
"CreateNew.Object.SpawnPoint": "出生点",
|
||
"CreateNew.Object.UIXCanvas": "UIX画布",
|
||
"CreateNew.Object.Facet": "Facet",
|
||
|
||
"CreateNew.Object.FogVolume": "雾量",
|
||
"CreateNew.Object.FogVolume.Additive": "添加",
|
||
"CreateNew.Object.FogVolume.Alpha": "Alpha",
|
||
"CreateNew.Object.FogVolume.Multiplicative": "乘性",
|
||
"CreateNew.Object.FogVolume.Gradient": "梯度",
|
||
|
||
"CreateNew.Text": "文本",
|
||
"CreateNew.Text.Basic": "基本的",
|
||
"CreateNew.Text.Outline": "描边",
|
||
|
||
"CreateNew.Editor": "编辑器",
|
||
"CreateNew.Editor.UserInspector": "用户查看器",
|
||
"CreateNew.Editor.LightSourcesWizard": "世界光源设置向导",
|
||
"CreateNew.Editor.TextRendererWizard": "世界文字渲染器设置向导",
|
||
"CreateNew.Editor.AssetOptimizationWizard": "资产优化设置向导",
|
||
"CreateNew.Editor.CubemapCreator": "立方体贴图创建器",
|
||
"CreateNew.Editor.ReflectionProbes": "反射探针设置向导",
|
||
|
||
"CreateNew.3DModel": "3D模型",
|
||
"CreateNew.3DModel.Triangle": "三角形",
|
||
"CreateNew.3DModel.Box": "盒型",
|
||
"CreateNew.3DModel.Sphere": "球形",
|
||
"CreateNew.3DModel.Capsule": "胶囊",
|
||
"CreateNew.3DModel.Cone": "锥体",
|
||
"CreateNew.3DModel.Cylinder": "圆筒",
|
||
"CreateNew.3DModel.Quad": "四边形",
|
||
"CreateNew.3DModel.Grid": "网格",
|
||
"CreateNew.3DModel.Torus": "圆环面",
|
||
|
||
"CreateNew.Collider": "碰撞体",
|
||
"CreateNew.Collider.Box": "盒型",
|
||
"CreateNew.Collider.Sphere": "球形",
|
||
"CreateNew.Collider.Capsule": "胶囊",
|
||
"CreateNew.Collider.Cylinder": "圆筒",
|
||
"CreateNew.Collider.Cone": "锥体",
|
||
"CreateNew.Collider.Mesh": "网格",
|
||
|
||
"CreateNew.Light": "光照",
|
||
"CreateNew.Light.Point": "点光源",
|
||
"CreateNew.Light.Spot": "聚光灯",
|
||
"CreateNew.Light.Directional": "方向光",
|
||
|
||
"CreateNew.Materials": "材质",
|
||
|
||
"CreateNew.Directory.Title": "创建新目录:",
|
||
"CreateNew.Directory.Error.EmptyName": "请输入名称:",
|
||
"CreateNew.Directory.Error.LongName": "名称太长了:",
|
||
"CreateNew.Directory.Error.InvalidName": "无效名称:",
|
||
|
||
"AvatarCreator.Title": "虚拟形象创建器",
|
||
"AvatarCreator.Instructions": "将虚拟形象对象与头显和控制器参考对齐(可选),然后按创建将其转换为虚拟形象",
|
||
"AvatarCreator.UseSymmetry": "使用对称",
|
||
"AvatarCreator.ShowToolAnchors": "显示工具锚点",
|
||
"AvatarCreator.SetupVolumeMeter": "设置音量计",
|
||
"AvatarCreator.SetupEyes": "设置眼睛",
|
||
"AvatarCreator.SetupFaceTracking": "设置人脸追踪",
|
||
"AvatarCreator.ProtectAvatar": "保护虚拟形象",
|
||
"AvatarCreator.CalibrateFeet": "校准脚",
|
||
"AvatarCreator.CalibrateHips": "校准骨盆/臀部",
|
||
"AvatarCreator.AlignHeadForward": "头向前对齐",
|
||
"AvatarCreator.AlignHeadUp": "头向上对齐",
|
||
"AvatarCreator.AlignHeadRight": "头向右对齐",
|
||
"AvatarCreator.CenterHead": "居中头位置",
|
||
"AvatarCreator.TryAlignHands": "尝试对齐手",
|
||
"AvatarCreator.AlignToolAnchors": "对齐工具锚点",
|
||
"AvatarCreator.Create": "创建",
|
||
"AvatarCreator.ProtectionUnavailable": "<i>虚拟形象保护在该世界不可用。 请切换到另外一个世界来保护虚拟形象。</i>",
|
||
|
||
"Importer.General.AsRawFile": "Raw文件",
|
||
|
||
"Importer.Folder.Title": "文件夹导入器",
|
||
"Importer.Folder.Individual": "逐个导入",
|
||
"Importer.Folder.Individual.Description": "为文件夹中的每个受支持文件创建一个单独的导入对话框",
|
||
"Importer.Folder.Batch": "批量导入",
|
||
"Importer.Folder.Batch.Description": "为每种类型的文件以相同设置创建一个导入对话框",
|
||
"Importer.Folder.Minecraft": "Minecraft 中的世界",
|
||
"Importer.Folder.Minecraft.Description": "如果安装了 Mineways,导入 Minecraft 中的世界。",
|
||
|
||
"Importer.Image.Title": "图片导入器",
|
||
"Importer.Image.Prompt": "你要导入什么?",
|
||
"Importer.Image.Regular": "图像/纹理",
|
||
"Importer.Image.Screenshot": "<size=50%>(在这)</size> 截图",
|
||
"Importer.Image.PixelArt" : "像素艺术",
|
||
"Importer.Image.Sprite": "雪碧(Sprite)式图片",
|
||
"Importer.Image.360": "360度照片/天空盒",
|
||
"Importer.Image.StereoPhoto": "立体照片",
|
||
"Importer.Image.Stereo360": "立体360度照片",
|
||
"Importer.Image.180": "180度照片",
|
||
"Importer.Image.Stereo180": "立体180度照片",
|
||
"Importer.Image.LUT": "LUT",
|
||
|
||
"Importer.ImageVideo.LayoutPrompt": "它使用什么布局?",
|
||
"Importer.ImageVideo.LayoutHorizontalLR": "并排 LR",
|
||
"Importer.ImageVideo.LayoutHorizontalRL": "并排 RL",
|
||
"Importer.ImageVideo.LayoutVerticalLR": "上下 LR",
|
||
"Importer.ImageVideo.LayoutVerticalRL": "上下 RL",
|
||
|
||
"Importer.Model.Title": "模型导入器",
|
||
"Importer.Model.Prompt": "你要导入什么?",
|
||
"Importer.Model.Regular": "3D模型",
|
||
"Importer.Model.3DScan": "3D扫描",
|
||
"Importer.Model.CAD": "CAD模型",
|
||
"Importer.Model.PointCloud": "点云",
|
||
"Importer.Model.VertexColorModel": "顶点着色模型",
|
||
"Importer.Model.AdvancedSettings": "高级设置",
|
||
"Importer.Model.ModelKindPrompt": "什么样的3D模型?",
|
||
"Importer.Model.RegularKind": "常规/虚拟形象",
|
||
"Importer.Model.SeparableKind": "可分离的可吸附组件",
|
||
"Importer.Model.UnitsPrompt": "它的单位是什么?",
|
||
"Importer.Model.AutoScale": "自动缩放(未知缩放)",
|
||
"Importer.Model.AutoHumanoid": "自动人形高度",
|
||
"Importer.Model.Meters": "米(m)",
|
||
"Importer.Model.Millimeters": "毫米(mm)",
|
||
"Importer.Model.Centimeters": "厘米(cm)",
|
||
"Importer.Model.Inches": "英寸",
|
||
"Importer.Model.FinalizePrompt": "你确定要导入吗?",
|
||
"Importer.Model.RunImport": "运行导入!",
|
||
|
||
"Importer.Model.Advanced.Scale": "缩放:",
|
||
"Importer.Model.Advanced.AutoScale": "自动缩放",
|
||
"Importer.Model.Advanced.MaxTexSize": "最大纹理大小",
|
||
"Importer.Model.Advanced.ImageFormat": "图片格式: ",
|
||
"Importer.Model.Advanced.Material": "材质: ",
|
||
"Importer.Model.Advanced.PreferSpecular": "首选镜面",
|
||
"Importer.Model.Advanced.AlignAxis": "对齐轴: ",
|
||
|
||
"Importer.Model.Advanced.Normals": "计算法线",
|
||
"Importer.Model.Advanced.Tangents": "计算切线",
|
||
"Importer.Model.Advanced.VertexColors": "导入顶点颜色",
|
||
"Importer.Model.Advanced.Bones": "导入骨骼",
|
||
"Importer.Model.Advanced.Lights": "导入灯光",
|
||
"Importer.Model.Advanced.TextureAlpha": "计算纹理Alpha",
|
||
"Importer.Model.Advanced.AlbedoColor": "导入反射颜色",
|
||
"Importer.Model.Advanced.ImportEmissive": "导入发光属性",
|
||
|
||
"Importer.Model.Advanced.Colliders": "生成碰撞体",
|
||
"Importer.Model.Advanced.Animations": "导入动画",
|
||
"Importer.Model.Advanced.SetupSnappable": "设置为可吸附",
|
||
"Importer.Model.Advanced.SetupTimelapse": "设置为延时拍摄",
|
||
"Importer.Model.Advanced.ImportExternalTextures": "导入外部纹理",
|
||
"Importer.Model.Advanced.SkinnedMeshes": "导入蒙皮网格",
|
||
"Importer.Model.Advanced.SetupIK": "设置IK",
|
||
"Importer.Model.Advanced.VisualizeRig": "可视化绑定",
|
||
"Importer.Model.Advanced.ForceTpose": "强制T-Pose",
|
||
"Importer.Model.Advanced.ForcePointCloud": "作为点云",
|
||
|
||
"Importer.Model.Advanced.DualSided": "强制双面",
|
||
"Importer.Model.Advanced.FlatShaded": "强制平面着色",
|
||
"Importer.Model.Advanced.DeduplicateInstances": "删除重复实例(慢)",
|
||
"Importer.Model.Advanced.Optimize": "优化模型/场景",
|
||
"Importer.Model.Advanced.SplitSubmeshes": "分割子网格",
|
||
"Importer.Model.Advanced.RandomColors": "产生随机颜色",
|
||
"Importer.Model.Advanced.SpawnMaterialOrbs": "生成材质球",
|
||
"Importer.Model.Advanced.ImagesByName": "按名称导入图像",
|
||
"Importer.Model.Advanced.ForcePointFiltering": "强制过滤点",
|
||
"Importer.Model.Advanced.ForceNoMipMaps": "强制不使用 MipMaps",
|
||
"Importer.Model.Advanced.ForceUncompressed": "强制解压缩",
|
||
|
||
"Importer.Model.Advanced.Grabbable": "使可抓取",
|
||
"Importer.Model.Advanced.Scalable": "使可缩放",
|
||
"Importer.Model.Advanced.PositionAtOrigin": "置于原点",
|
||
"Importer.Model.Advanced.AssetsOnObject": "将资产放在对象上",
|
||
|
||
"Importer.Video.Title": "视频导入器",
|
||
"Importer.Video.Prompt": "你要导入什么?",
|
||
"Importer.Video.Regular": "视频",
|
||
"Importer.Video.360": "360度视频",
|
||
"Importer.Video.Stereo": "立体视频",
|
||
"Importer.Video.Stereo360": "立体360度视频",
|
||
"Importer.Video.Depth": "深度视频",
|
||
"Importer.Video.180": "180度视频",
|
||
"Importer.Video.Stereo180": "立体180度视频",
|
||
"Importer.Video.Depth.Prompt": "深度预设",
|
||
"Importer.Video.Depth.Default": "默认",
|
||
|
||
"Importer.Slices.Title": "将图像切片导入为体积纹理",
|
||
"Importer.Slices.TitleGrayscale": "将图像切片导入为体积纹理(灰度)",
|
||
"Importer.Slices.Description": "将文件夹中的所有图像文件合成为一个体积纹理",
|
||
|
||
"Exporter.Title": "导出",
|
||
"Exporter.FileName": "文件名:",
|
||
"Exporter.ExportAs": "导出为:",
|
||
"Exporter.Export": "导出",
|
||
"Exporter.Exporting": "导出中...",
|
||
|
||
"Export.PackageExportable.Package": "Resonite 包文件",
|
||
"Export.PackageExportable.PackageWithVariants": "Resonite 包文件 <size=50%>(+variants)</size>",
|
||
|
||
"Export.AudioExportable.OriginalFormat" : "音频 <size=75%>(original format)</size>",
|
||
|
||
"Export.VideoExportable.OriginalFormat" : "视频 <size=75%>(original format)</size>",
|
||
|
||
"Importer.Package.Progress.DecodingPackage" : "解包包文件",
|
||
"Importer.Package.Progress.DecodingObject" : "解包物品",
|
||
"Importer.Package.Progress.ImportingAssets" : "导入资产",
|
||
"Importer.Package.Progress.LoadingObject" : "正在加载物品",
|
||
"Importer.Package.Progress.Imported" : "已导入包文件",
|
||
"Importer.Package.Progress.Fail" : "导入失败。 请检查日志。",
|
||
|
||
"NewWorld.Title": "创建世界",
|
||
"NewWorld.SessionTitle": "新会话",
|
||
"NewWorld.Template": "世界模板:",
|
||
"NewWorld.CustomPreset": "自定义预设:",
|
||
"NewWorld.SessionSettings": "会话设定:",
|
||
"NewWorld.UnsafeMode": "不安全模式:",
|
||
"NewWorld.Port": "端口:",
|
||
"NewWorld.AutoPort": "自动:",
|
||
"NewWorld.DefaultName": "{name} 世界",
|
||
|
||
"FullBody.Title": "全身/虚拟形象校准",
|
||
"FullBody.SetHeight": "1) 设定身高",
|
||
"FullBody.HeightInstructions": "确保这是你的实际身高,否则校准将无法正常进行。人体模型应与头显和控制器相符。",
|
||
"FullBody.HeightWarning": "这似乎不正确。确保它是你的实际身高。",
|
||
"FullBody.ConfirmMapping": "2) 确认追踪器映射",
|
||
"FullBody.MappingInstructions": "直立站立,确保追踪器正在追踪并被正确检测到。",
|
||
"FullBody.StartCalibration": "启动追踪器校准",
|
||
"FullBody.JustCalibrateAvatar": "只是校准我的虚拟形象",
|
||
"FullBody.JustCalibrateAvatarDescription": "跳过全身校准,仅校准虚拟形象",
|
||
"FullBody.SkipAndAdjustAvatar": "跳过并调整虚拟形象",
|
||
"FullBody.CalibrateInstructions": "使自己与游戏空间中的红色身体覆盖层对齐,然后按下两个扳机键进行确认。确保你真实的脚和臀部与虚拟的尽可能接近。",
|
||
|
||
"FullBody.BeforeCalibrationInstructions": "确保追踪器正在追踪且你的身高已设置",
|
||
"FullBody.CalibratingPoseInstructions": "确保自己与参考对齐,然后按下两个扳机键进行确认",
|
||
"FullBody.AdjustAvatarInstructions": "调整虚拟形象的身体偏移,使其与参考最匹配",
|
||
"FullBody.FineTuneCalibrationInstructions": "通过移动蓝色参考来验证和微调校准",
|
||
|
||
"FullBody.CalibrateTrackersHeader": "校准追踪器",
|
||
"FullBody.CalibrateTrackersInstructions": "抓取并放置相对于追踪器的蓝色身体部位,以调整其偏移量。 它们应与追踪器在你身体上的位置相匹配。\n 你可以在以后随时通过重新打开此工具来调整校准。",
|
||
"FullBody.UseSymmetry": "使用对称",
|
||
"FullBody.ShowBodyOverlay": "显示身体叠加",
|
||
"FullBody.HeightCompensationInstructions": "如果人体模型过高(弯曲)或过矮,请调整高度补偿以达到最佳配合。",
|
||
"FullBody.RecalibratePrompt": "追踪器损坏或丢失?",
|
||
"FullBody.Recalibrate": "再次运行T-Pose校准",
|
||
"FullBody.CalibrateAvatarPrompt": "需要调整虚拟形象配合度吗?",
|
||
"FullBody.CalibrateAvatar": "校准我的虚拟形象",
|
||
"FullBody.FinishPrompt": "看起来不错?",
|
||
"FullBody.FinishCalibration": "完成全身校准",
|
||
|
||
"FullBody.CalibrateAvatarTitle": "校准虚拟形象",
|
||
"FullBody.CalibrateAvatarInstructions": "确保已映射所有身体部位,然后在其周围拖动蓝色球体,以使虚拟形象与身体参考最匹配。",
|
||
"FullBody.ShowReferenceOverlay": "显示参考叠加",
|
||
"FullBody.ResetAvatarPrompt": "虚拟形象扭曲或无法追踪?",
|
||
"FullBody.ResetAvatar": "重置映射",
|
||
"FullBody.AvatarHeightCompensationInstructions": "如果虚拟形象太高(最终弯成弓形)或太矮,在此处调整其高度补偿使它更适合你的身高。",
|
||
"FullBody.AvatarHeightCompensation": "虚拟形象高度补偿: {n, number, percent}",
|
||
"FullBody.ResetAvatarHeightCompensation": "重置高度补偿",
|
||
"FullBody.AvatarSaveWarning": "完成校准后,不要忘记保存你的虚拟形象!",
|
||
"FullBody.FinishAvatarCalibration": "完成虚拟形象校准",
|
||
"FullBody.CalibrationFinishedInstructions": "如果你对校准满意,则可以保存你的虚拟形象并退出。",
|
||
"FullBody.CloseCalibrator": "关闭校准工具",
|
||
"FullBody.CalibrationRedoInstructions": "如果校准有误差,或是你想校准更多的虚拟形象,则可以进行更多的调整。 你也可以在以后的任何时候重新打开此校准器以进行调整。\n 如果你仅更改了追踪器,则无需再次校准虚拟形象。",
|
||
"FullBody.ReturnToTrackerCalibration": "返回追踪器校准",
|
||
|
||
"FullBody.Hips": "臀部",
|
||
"FullBody.Feet": "脚部",
|
||
"FullBody.Chest": "胸部",
|
||
"FullBody.Elbows": "肘部",
|
||
"FullBody.Knees": "膝盖",
|
||
|
||
"FullBody.TrackerMapped": "追踪器已映射",
|
||
"FullBody.NotTracking": "未在追踪...",
|
||
"FullBody.NoTracker": "没有已映射追踪器",
|
||
"FullBody.FeetNotTracking": "脚部未追踪...",
|
||
|
||
"FullBody.AvatarPointMapped": "已映射",
|
||
"FullBody.AvatarPointNotMapped": "未映射",
|
||
"FullBody.AvatarPointNoTracker": "没有追踪器",
|
||
|
||
"CameraControl.Title": "相机控制",
|
||
"CameraControl.MirroringOffWarning": "镜像关闭",
|
||
"CameraControl.MirrorToDisplay": "镜像显示",
|
||
"CameraControl.TakePhoto": "拍照",
|
||
"CameraControl.Take360Photo": "拍360度照片",
|
||
|
||
"CameraControl.Mode.SmoothPOV": "平滑POV",
|
||
"CameraControl.Mode.ThirdPerson": "第三人称",
|
||
"CameraControl.Mode.Group": "群组",
|
||
"CameraControl.Mode.World": "世界",
|
||
"CameraControl.Mode.Manual": "手动",
|
||
|
||
"CameraControl.Settings.AvoidOcclusion": "避免遮挡",
|
||
"CameraControl.Settings.KeepInWorldspace": "留在世界空间",
|
||
"CameraControl.Settings.MovementWobble": "运动摆动",
|
||
"CameraControl.Settings.AimInFrontOfHead": "瞄准头部",
|
||
"CameraControl.Settings.HideCamera": "隐藏相机",
|
||
"CameraControl.Settings.ForceEyesOnCamera": "强制注视相机",
|
||
"CameraControl.Settings.HideBadges": "隐藏徽章",
|
||
"CameraControl.Settings.HideLasers": "隐藏激光",
|
||
"CameraControl.Settings.ShowFrustum": "显示平截头体",
|
||
"CameraControl.Settings.PhotoTimer": "拍照计时器",
|
||
"CameraControl.Settings.ShowLiveBadge": "显示直播徽章",
|
||
"CameraControl.Settings.AudioFromCameraViewpoint": "相机视角的音频",
|
||
|
||
"CameraControl.OpenCloseUsers": "用户",
|
||
"CameraControl.CreateCameraAnchor": "创建相机锚点",
|
||
|
||
"CameraControl.Anchors.Interpolate": "在锚点之间插值",
|
||
"CameraControl.Anchors.InterpolationSpeed": "锚点插值速度:",
|
||
"CameraControl.Anchors.LinearInterpolation": "线性插值",
|
||
"CameraControl.Anchors.NoAnchors": "这个世界中没有相机锚点",
|
||
|
||
"CameraControl.Positioning.FieldOfView": "视场(FOV)",
|
||
"CameraControl.Positioning.AngleOffset": "角度偏移",
|
||
"CameraControl.Positioning.Distance": "距离",
|
||
"CameraControl.Positioning.Height": "高度",
|
||
"CameraControl.Positioning.FirstPersonPitch": "第一人称俯仰角",
|
||
"CameraControl.Positioning.FirstPersonRoll": "第一人称滚转角",
|
||
"CameraControl.Positioning.FirstPersonOffset": "第一人称偏移",
|
||
"CameraControl.Positioning.Reset": "重置",
|
||
|
||
"CameraControl.Control.AnyoneCanInteract": "任何人都可以互动",
|
||
"CameraControl.Control.RenderPreviewForEveryone": "所有人的渲染预览",
|
||
"CameraControl.Control.RenderPrivateUI": "渲染私人用户界面",
|
||
"CameraControl.Control.MotionBlur": "运动模糊",
|
||
"CameraControl.Control.ScreenSpaceReflections": "屏幕空间反射",
|
||
"CameraControl.Control.SpawnPhotoInWorld": "在世界中生成照片",
|
||
"CameraControl.Control.FlipPreview": "翻转预览",
|
||
"CameraControl.Control.GroupDetectionRadius": "组检测半径:{n} m",
|
||
"CameraControl.Control.GroupExcludeBoundary": "组排除边界:{n} m",
|
||
"CameraControl.Control.PositionSmoothSpeed": "位置平滑速度:{n}",
|
||
"CameraControl.Control.AngleSmoothSpeed": "角度平滑速度:{n}",
|
||
"CameraControl.Control.FramingSmoothSpeed": "构图平滑速度:{n}",
|
||
|
||
"CameraControl.OBS.IP": "OBS Websocket IP:",
|
||
"CameraControl.OBS.Password": "OBS密码(可选):",
|
||
"CameraControl.OBS.Connect": "连接",
|
||
"CameraControl.OBS.Instructions": "确保OBS正在运行,我们支持 OBS 版本 28+。",
|
||
"CameraControl.OBS.OpenInstaller": "打开安装程序页面",
|
||
"CameraControl.OBS.Launch": "启动OBS",
|
||
"CameraControl.OBS.Launching": "启动中...",
|
||
"CameraControl.OBS.Launched": "启动了!",
|
||
"CameraControl.OBS.Connecting": "正在连接中...",
|
||
"CameraControl.OBS.Connected": "连接上了!",
|
||
"CameraControl.OBS.Disconnected": "断线!",
|
||
"CameraControl.OBS.AuthFailure": "认证失败!",
|
||
"CameraControl.OBS.ConnectionFailed": "连接失败:",
|
||
"CameraControl.OBS.ConnectionTimeout": "连接超时。OBS在运行吗?",
|
||
"CameraControl.OBS.UnexpectedConnectionError": "意外的连接错误:",
|
||
"CameraControl.OBS.DisconnectedPage": "OBS断开",
|
||
"CameraControl.OBS.ReturnToConnect": "返回连接页面",
|
||
"CameraControl.OBS.AutoMirror": "录像/推流自动镜像",
|
||
"CameraControl.OBS.Bitrate": "比特率:{n}/s",
|
||
"CameraControl.OBS.FPS": "帧率:{n}",
|
||
"CameraControl.OBS.DroppedFrames": "丢帧:{n}",
|
||
"CameraControl.OBS.Idle": "IDLE",
|
||
"CameraControl.OBS.Live": "LIVE",
|
||
"CameraControl.OBS.Recording": "REC",
|
||
"CameraControl.OBS.OpenInstallerReason": "你可以在这个页面下载 obs-websocket 插件",
|
||
|
||
"CameraControl.OBS.Streaming.Start": "开始流式传输",
|
||
"CameraControl.OBS.Streaming.Starting": "正在开始流式传输...",
|
||
"CameraControl.OBS.Streaming.Stop": "停止流式传输",
|
||
"CameraControl.OBS.Streaming.Stopping": "正在停止流式传输",
|
||
|
||
"CameraControl.OBS.Recording.Start": "开始录音",
|
||
"CameraControl.OBS.Recording.Starting": "正在开始录音...",
|
||
"CameraControl.OBS.Recording.Stop": "停止录音",
|
||
"CameraControl.OBS.Recording.Stopping": "正在停止录音",
|
||
|
||
"Settings.Category.Audio": "音频",
|
||
"Settings.Category.Controls": "控制",
|
||
"Settings.Category.Devices": "设备",
|
||
"Settings.Category.Profile": "个人设置",
|
||
"Settings.Category.Networking": "网络",
|
||
"Settings.Category.Security": "安全",
|
||
"Settings.Category.Misc": "其他",
|
||
"Settings.Category.Privacy": "隐私",
|
||
"Settings.Category.UserInterface": "UI",
|
||
"Settings.Category.Graphics": "画面",
|
||
"Settings.Category.InteractiveCamera": "摄像机",
|
||
|
||
"Settings.LegacyFeatureSettings.ConvertLegacySettings": "调试 - 转换传统设置",
|
||
"Settings.DebugSettings.DebugResetAllSimpleSettings": "调试 - 重置所有单一设置",
|
||
|
||
"Settings.GeneralControlsSettings": "一般控制",
|
||
"Settings.LocomotionSettings": "运动",
|
||
"Settings.MovementSettings": "移动",
|
||
"Settings.MouseSettings": "鼠标",
|
||
|
||
"Settings.GeneralHapticsSettings": "触觉反馈",
|
||
"Settings.GeneralVRSettings": "VR",
|
||
"Settings.LeapMotionSettings": "体感控制器",
|
||
"Settings.ViveHandTrackingSettings": "Vive手指追踪",
|
||
"Settings.TrackingSmoothingSettings": "平滑追踪",
|
||
|
||
"Settings.UserMetricsSettings": "用户设置",
|
||
|
||
"Settings.OnlineStatusSettings" : "在线状态",
|
||
"Settings.OnlineStatusSettings.DefaultStatus" : "默认状态",
|
||
"Settings.OnlineStatusSettings.DefaultStatus.Description" : "这是你登录后的默认状态, 除非有先前记住的状态。",
|
||
"Settings.OnlineStatusSettings.RememberMode" : "记住最后的状态",
|
||
"Settings.OnlineStatusSettings.RememberMode.Description" : "使用此选项可调整是否保留在登录之间上次在线状态。这包括除不可见以外的任何其他状态,不可见可通过单独设置控制。",
|
||
"Settings.OnlineStatusSettings.RememberTimespan" : "在指定时间内记住状态",
|
||
"Settings.OnlineStatusSettings.RememberTimespan.Description" : "只有当你在这段时间内再次登录时,你上次的在线状态才会被记住。 如果超过这个时间,你将从默认状态开始。",
|
||
"Settings.OnlineStatusSettings.InvisibleRememberMode" : "记住最后一次隐身状态",
|
||
"Settings.OnlineStatusSettings.InvisibleRememberMode.Description" : "如果你上次被设置为隐身,该设置将控制如何记住你上次的状态。出于隐私原因,隐身状态有一个单独的设置,以确保如果你上次被设置为隐身,即使你的其他状态没有被记住,你也可以确保下次登录时保持隐身状态。",
|
||
"Settings.OnlineStatusSettings.InvisibleRememberTimespan" : "在指定时间内记住隐身状态",
|
||
"Settings.OnlineStatusSettings.InvisibleRememberTimespan.Description" : "只有当你在这段时间内再次登录时,你上次的隐身状态才会被记住。如果超过这个时间,你将从默认状态开始。",
|
||
"Settings.OnlineStatusSettings.AutoAwayTimespan" : "在挂机到指定时间后设置为离开",
|
||
"Settings.OnlineStatusSettings.AutoAwayTimespan.Description" : "当你挂机时长达到这个时间后,你的在线状态将自动切换为离开。一旦你回来,就会自动设置回之前的状态,除非你手动设置为离开。",
|
||
|
||
"Settings.AudioInputDeviceSettings": "音频输入",
|
||
"Settings.AudioOutputDeviceSettings": "音频输出",
|
||
"Settings.AudioVolumeSettings": "音量",
|
||
"Settings.AudioAccessibilitySettings": "无障碍音频",
|
||
"Settings.AudioInputFilteringSettings": "音频输入过滤",
|
||
|
||
"Settings.RealtimeNetworkingSettings": "实时网络通讯",
|
||
"Settings.AssetGatherSettings": "资产获取",
|
||
|
||
"Settings.HostAccessSettings": "主机许可",
|
||
"Settings.UserRestrictionsSettings": "用户限制",
|
||
|
||
"Settings.WindowsSettings": "Windows设置",
|
||
"Settings.DebugSettings": "调试",
|
||
"Settings.LegacyFeatureSettings": "传统设置",
|
||
"Settings.TwitchInterfaceSettings": "Twitch 直播界面",
|
||
|
||
"Settings.MessagingPrivacySettings": "通信隐私",
|
||
|
||
"Settings.LocaleSettings": "语言",
|
||
"Settings.DashSettings": "面板",
|
||
"Settings.NamePlateSettings": "铭牌",
|
||
"Settings.LaserSettings": "互动激光",
|
||
"Settings.DesktopViewSettings": "桌面视角",
|
||
"Settings.PhotoCaptureSettings": "快速拍摄设置",
|
||
|
||
"Settings.DesktopRenderSettings": "桌面渲染设置",
|
||
|
||
"Settings.InteractiveCameraFramingSettings": "框架",
|
||
"Settings.InteractiveCameraPositioningSettings": "定位",
|
||
"Settings.InteractiveCameraRenderSettings": "渲染",
|
||
"Settings.InteractiveCameraGroupSettings": "用户群组",
|
||
"Settings.InteractiveCameraSmoothingSettings": "平滑",
|
||
"Settings.InteractiveCameraAnchorSettings": "坐标",
|
||
"Settings.InteractiveCameraPhotoSettings": "照片",
|
||
"Settings.InteractiveCameraPostProcessingSettings": "后期处理",
|
||
|
||
"Settings.GeneralControlsSettings.PrimaryHand": "惯用手设置",
|
||
"Settings.GeneralControlsSettings.PrimaryHand.Description": "指定哪只手是你的主手。各种系统都会使用这个进行交互,例如在装备工具时。",
|
||
"Settings.GeneralControlsSettings.DoubleClickInterval": "双击间隔",
|
||
"Settings.GeneralControlsSettings.DoubleClickInterval.Description": "对于任何需要双击的交互,该值控制着双击之间的最长间隔时间。如果在触发双击时遇到困难,请增加该值。如果太容易检测到单次点击,则降低该值。",
|
||
|
||
"Settings.LocomotionSettings.LocomotionPreferences": "运动模式偏好",
|
||
"Settings.LocomotionSettings.LocomotionPreferences.Breadcrumb": "运动模式偏好",
|
||
|
||
"Settings.MovementSettings.LeftSidewaysMode": "左控制器侧向移动模式",
|
||
"Settings.MovementSettings.LeftSidewaysMode.Description": "用它来确定左控制器上的侧向操纵杆/触摸板使用什么方式移动。",
|
||
"Settings.MovementSettings.RightSidewaysMode": "右控制器侧向移动模式",
|
||
"Settings.MovementSettings.RightSidewaysMode.Description": "用它来确定右控制器上的侧向操纵杆/触摸板使用什么方式移动。",
|
||
"Settings.MovementSettings.UseHeadDirectionForMovement": "以头部方向进行移动",
|
||
"Settings.MovementSettings.UseHeadDirectionForMovement.Description": "启用后,在 VR模式中向前移动时,你将朝当前正在寻找的方向移动。禁用时,将使用控制器指向的方向。",
|
||
"Settings.MovementSettings.UseSmoothTurn": "平滑转向",
|
||
"Settings.MovementSettings.UseSmoothTurn.Description": "这将使你在 VR模式中转动时逐渐旋转。这样会更有身临其境的感觉,但也更容易引起恶心。如果你喜欢快速转动,请关闭此设置。",
|
||
"Settings.MovementSettings.SmoothTurnExclusiveMode": "使用平滑转向专用模式",
|
||
"Settings.MovementSettings.SmoothTurnExclusiveMode.Description": "启用后,单个操纵杆既可以让你前进/后退,也可以让你转弯,但不能同时进行。如果你在移动时经常不小心转向,请启用此功能。",
|
||
"Settings.MovementSettings.SmoothTurnSpeed": "平滑转向速度",
|
||
"Settings.MovementSettings.SmoothTurnSpeed.Description": "该设置可控制启用平滑转弯时的转弯速度。 该值为每秒度数,因此值为 360 时,在摇杆完全倾斜的情况下,你将在一秒钟内转一圈。",
|
||
"Settings.MovementSettings.SnapTurnAngle": "转弯角度",
|
||
"Settings.MovementSettings.SnapTurnAngle.Description": "这是触发急转弯时的旋转角度(单位:度)。",
|
||
"Settings.MovementSettings.NoClipSpeed": "穿墙速度",
|
||
"Settings.MovementSettings.NoClipSpeed.Description": "当你使用穿墙模式时,这个选项可以控制你的移动速度。 这种移动方式通常用于建造和测试,因此不受所处世界属性影响,而其他移动方式通常受世界属性影响。",
|
||
"Settings.MovementSettings.MovementDeadzone": "移动死区",
|
||
"Settings.MovementSettings.MovementDeadzone.Description": "该设置可用于纠正漂移。 增加该值需要进一步倾斜摇杆才能开始移动。",
|
||
"Settings.MovementSettings.TurningDeadzone": "转向死区",
|
||
"Settings.MovementSettings.TurningDeadzone.Description": "该设置可用于纠正漂移,防止在同一操纵杆上移动和转向时发生意外转向。 增加该值将需要你进一步倾斜摇杆才能开始转向。",
|
||
"Settings.MovementSettings.MovementExponent": "移动指数",
|
||
"Settings.MovementSettings.MovementExponent.Description": "用它来控制移动时的曲线响应。 你可以用它来使曲线在开始移动时速度较慢,然后快速上升,或者立即开始加速移动,具体取决于该值是高于还是低于 1.0。",
|
||
|
||
"Settings.GrabbingSettings" : "抓取设置",
|
||
"Settings.GrabbingSettings.DefaultHandGrabType" : "默认抓取模式",
|
||
"Settings.GrabbingSettings.DefaultHandGrabType.Description" : "这将决定你在进入新世界时双手的默认抓取模式。\n\n<color=hero.yellow>手掌:</color> 你会抓住所有靠近你手掌的物体。\n\n<color=hero.yellow>精确:</color> 你要用食指和拇指抓住一个物体。\n\n<color=hero.yellow>自动:</color> 模式会根据手的方向在手掌和精确度之间自动切换。\n\n<color=hero.yellow>关闭:</color> 你只能用激光抓取物品。",
|
||
|
||
"Settings.GamepadSettings": "手柄",
|
||
"Settings.GamepadSettings.ThumbstickLookSpeed": "摇杆观察速度",
|
||
"Settings.GamepadSettings.ThumbstickLookSpeed.Description": "用它来调整拇指摇杆移动视角速度的灵敏度。",
|
||
"Settings.GamepadSettings.ThumbstickLookExponent": "摇杆观察死角",
|
||
"Settings.GamepadSettings.ThumbstickLookExponent.Description": "用它来控制拇指摇杆视角移动的曲线响应。有了这个设置,你既可以一开始缓慢移动,然后迅速变快,也可以立即开始快速移动,这取决于数值是高于还是低于 1.0。",
|
||
"Settings.GamepadSettings.UseGamepadWhenUnfocused": "未聚焦时也接受手柄输入",
|
||
"Settings.GamepadSettings.UseGamepadWhenUnfocused.Description": "启用此设置后,即使程序窗口当前没有聚焦,也会使用来自游戏手柄的任何输入。如果你想同时运行其他也使用游戏手柄的游戏,可以将其关闭。",
|
||
|
||
"Settings.MouseSettings.MouseSensitivity": "灵敏度",
|
||
"Settings.MouseSettings.MouseSensitivity.Description": "桌面模式下的鼠标整体灵敏度.",
|
||
"Settings.MouseSettings.MouseLookSpeed": "观察速度",
|
||
"Settings.MouseSettings.MouseLookSpeed.Description": "在第一人称或第三人称模式下,用它来调整摄像机环顾四周速度的灵敏度。",
|
||
"Settings.MouseSettings.MousePanSpeed": "平移速度",
|
||
"Settings.MouseSettings.MousePanSpeed.Description": "在 UI 对齐查看模式下,该选项可控制UI随鼠标移动的速度。",
|
||
"Settings.MouseSettings.MouseRotateSpeed": "旋转速度",
|
||
"Settings.MouseSettings.MouseRotateSpeed.Description": "当在桌面模式下拿取物品时,它可以控制物体用鼠标绕轴旋转的速度。",
|
||
"Settings.MouseSettings.MouseFreeformRotateSpeed": "自由旋转速度",
|
||
"Settings.MouseSettings.MouseFreeformRotateSpeed.Description": "当在桌面模式下拿取物品时,它可以控制物体用鼠标自由旋转的速度。",
|
||
|
||
"Settings.GeneralHapticsSettings.EnableControllerVibration": "控制器振动",
|
||
"Settings.GeneralHapticsSettings.EnableControllerVibration.Description": "使用此功能可专门在 VR 控制器上启用或禁用触觉振动。",
|
||
"Settings.GeneralHapticsSettings.EnableHaptics": "触觉反馈",
|
||
"Settings.GeneralHapticsSettings.EnableHaptics.Description": "启用后,你将通过控制器和其他触觉设备收到来自世界中的虚拟形象和物品的触觉反馈。",
|
||
|
||
"Settings.GeneralVRSettings.UseVRHotswitching": "VR热切换",
|
||
"Settings.GeneralVRSettings.UseVRHotswitching.Description": "启用后,当你戴上或摘下 VR 头显时,将自动在 VR模式和桌面模式之间切换。",
|
||
|
||
"Settings.TrackingSmoothingSettings.HandPositionSmoothing" : "手部位置平滑",
|
||
"Settings.TrackingSmoothingSettings.HandRotationSmoothing" : "手部旋转平滑",
|
||
"Settings.TrackingSmoothingSettings.HandPositionSmoothing.Description" : "启用后,可以控制手部位置的平滑程度。通常情况下,这对有多动症和其他互动的问题而导致抖动的用户很有帮助。",
|
||
"Settings.TrackingSmoothingSettings.HandRotationSmoothing.Description" : "启用后,可以控制手部旋转的平滑程度。通常情况下,这对有多动症和其他抖动问题的用户很有帮助。",
|
||
|
||
"Settings.TrackingSmoothingSettings.FeetPositionSmoothing" : "脚部位置平滑",
|
||
"Settings.TrackingSmoothingSettings.FeetRotationSmoothing" : "脚部旋转平滑",
|
||
|
||
"Settings.TrackingSmoothingSettings.FeetPositionSmoothing.Description" : "启用后,在使用全身追踪时,可控制脚部位置的平滑程度。这对消除振动和抖动很有用,但也会使追踪器更加滞后,无法对快速运动做出反应。",
|
||
"Settings.TrackingSmoothingSettings.FeetRotationSmoothing.Description" : "启用后,在使用全身追踪时,可控制脚部旋转的平滑程度。这对消除振动和抖动很有用,但也会使追踪器更加滞后,无法对快速运动作出反应。",
|
||
|
||
"Settings.TrackingSmoothingSettings.HipsPositionSmoothing" : "臀部位置平滑",
|
||
"Settings.TrackingSmoothingSettings.HipsRotationSmoothing" : "臀部旋转平滑",
|
||
"Settings.TrackingSmoothingSettings.HipsPositionSmoothing.Description" : "启用后,可控制使用全身追踪时臀部位置的平滑程度。这对消除振动和抖动很有用,但也会使追踪器更加滞后,无法对快速运动做出反应。",
|
||
"Settings.TrackingSmoothingSettings.HipsRotationSmoothing.Description" : "启用后,可以控制使用全身追踪时臀部旋转的平滑程度。这对消除振动和抖动很有用,但也会使追踪器更加滞后,无法对快速运动做出反应。",
|
||
|
||
"Settings.MediaPrivacySettings" : "多媒体隐私",
|
||
"Settings.MediaPrivacySettings.MediaMetadataOptOut" : "排除在媒体元数据之外",
|
||
"Settings.MediaPrivacySettings.MediaMetadataOptOut.Description" : "启用此选项后,你将被排除在捕获媒体拍摄(通常是虚拟照片和音频剪辑)的元数据之外。 你仍会出现在这些多媒体资产中,但你的用户 ID 和在场景中的位置等信息将不会存储在这些资产中。\n\n如果你发现有任何用户在通过修改他们的客户端忽略此排开选项,请向管理员报告,因为这将被视为骚扰行为。",
|
||
"Settings.MediaPrivacySettings.HideInScreenshots" : "不要在截图里展示我",
|
||
"Settings.MediaPrivacySettings.HideInScreenshots.Description" : "启用后,在游戏中截取的屏幕截图中将不会显示你。\n\n<color=hero.red>请注意:</color> 这并不影响实时摄像头、通过游戏外的方法截图或通过世界中的其他方法截图(可能是世界机制的一部分)。",
|
||
|
||
"Settings.MediaPrivacySettings.StripImageFileMetadata": "导入时删除图片元数据",
|
||
"Settings.MediaPrivacySettings.StripImageFileMetadata.Description": "启用后,可在<b>导入</b>时删除图像中的元数据。\n\n包括 EXIF、嵌入注释、IPTC、XMP 和 GEOTIFF 元数据。\n\n这还会删除元数据中的任何位置数据(如 GPS)。\n\n<b>不</b>包括使用 \"Raw 文件\" 选项导入的文件。",
|
||
|
||
"Settings.Category.Integrations": "整合",
|
||
"Settings.DiscordIntegrationSettings": "Discord 整合",
|
||
"Settings.SteamIntegrationSettings": "Steam 整合",
|
||
|
||
"Settings.DiscordIntegrationSettings.RichPresence": "Discord 游戏状态",
|
||
"Settings.DiscordIntegrationSettings.RichPresence.Description": "控制 Resonite 向 Discord 的游戏状态系统发送哪些信息。\n\n<color=hero.yellow>无</color> - 不要向 Discord 发送游戏状态。\n<color=hero.yellow>基础</color> - 只发送有限的详细信息,例如你目前在 Resonite 处于在线状态。\n<color=hero.yellow>完整</color> - 在公开会话中,将所有合适的会话信息发送到 Discord。 包括世界名称和会话中有多少用户。\n\nDiscord 本身也会进行检测,以显示您正在玩的游戏。 这可以在 Discord 的设置中禁用。",
|
||
|
||
"Settings.SteamIntegrationSettings.RichPresence": "Steam 游戏状态",
|
||
"Settings.SteamIntegrationSettings.RichPresence.Description": "控制 Resonite 向 Steam 的游戏状态系统发送哪些信息。\n\n<color=hero.yellow>无</color> - 不要向 Steam 发送游戏状态。\n<color=hero.yellow>基础</color> - 只发送有限的详细信息,例如你目前在 Resonite 处于在线状态。\n<color=hero.yellow>完整</color> - 在公开会话中,将所有合适的会话状态发送到 Steam。 包括世界名称和会话中有多少用户。\n\n无论设置与否,Steam 本身都会显示您正在玩 Resonite。更改此设置只会影响向 Steam 发送多少有关当前会话的额外数据。",
|
||
|
||
"Settings.SteamIntegrationSettings.SaveScreenshots": "保存截图",
|
||
"Settings.SteamIntegrationSettings.SaveScreenshots.Description": "启用此设置后,您拍摄的照片副本将保存到 Steam 屏幕截图中。",
|
||
|
||
"Settings.LeapMotionSettings.LeapMotionEnabled": "启用手部追踪",
|
||
"Settings.LeapMotionSettings.LeapMotionEnabled.Description": "启用后,运动追踪器将用来追踪你的手和手指。",
|
||
"Settings.LeapMotionSettings.Offset": "手部追踪偏移量",
|
||
"Settings.LeapMotionSettings.Offset.Description": "这是 VR 头显上运动追踪器的偏移量(以米为单位)。调整这些值以确保你的双手位置正确。",
|
||
"Settings.LeapMotionSettings.SnapDistance": "控制器捕捉距离",
|
||
"Settings.LeapMotionSettings.SnapDistance.Description": "当你的手在控制器的范围内时,控制器会自动捕捉到你的手,并使用控制器本身的手部追踪数据,而不是运动追踪器的数据。这可以控制手部捕捉的距离。",
|
||
"Settings.LeapMotionSettings.UseFingersWhenSnapped": "使用控制器时追踪手指",
|
||
"Settings.LeapMotionSettings.UseFingersWhenSnapped.Description": "当双手被固定在控制器上时,它仍会使用来自运动追踪器的数据来摆出手指的姿势。",
|
||
|
||
"Settings.ViveHandTrackingSettings.ViveHandTrackingEnabled": "Vive手部追踪",
|
||
"Settings.ViveHandTrackingSettings.ViveHandTrackingEnabled.Description": "启用后,你的双手和手指将使用 Vive 手部追踪功能进行追踪。 这通常要用 VR 头显本身的摄像头。 你可能需要在 Steam VR 设置中启用手部追踪功能。",
|
||
"Settings.ViveHandTrackingSettings.SnapDistance": "控制器捕捉距离",
|
||
"Settings.ViveHandTrackingSettings.SnapDistance.Description": "当你的手在控制器的范围内时,控制器会自动捕捉到你的手,并使用控制器本身的手部追踪数据,而不是头显摄像头。这可以控制手部捕捉的距离。",
|
||
"Settings.ViveHandTrackingSettings.UseFingersWhenSnapped": "使用控制器时追踪手指",
|
||
"Settings.ViveHandTrackingSettings.UseFingersWhenSnapped.Description": "当手被固定在控制器上时,它仍会利用来自 VR 头显摄像头的数据来摆出手指的姿势。",
|
||
|
||
"Settings.TrackerSettings" : "追踪器设置",
|
||
"Settings.TrackerSettings.UseTrackers" : "使用追踪器",
|
||
"Settings.TrackerSettings.UseTrackers.Description" : "使用此选项,你可以全局禁用所有追踪器。如果你的追踪器在角落里充电,导致你的虚拟形象皱成一团的时候,这就很有用了。",
|
||
"Settings.TrackerSettings.Trackers" : "管理追踪器",
|
||
"Settings.TrackerSettings.Trackers.Breadcrumb" : "追踪器",
|
||
|
||
"Settings.TrackerSettings.Trackers.UseTracker" : "使用追踪器",
|
||
"Settings.TrackerSettings.Trackers.UseTracker.Description" : "是否应使用此追踪器进行追踪?你可以用它来暂时禁用给定的追踪器,而无需重置其映射。",
|
||
"Settings.TrackerSettings.Trackers.FreezeTracking" : "冻结追踪器",
|
||
"Settings.TrackerSettings.Trackers.FreezeTracking.Description" : "启用后,跟踪器将保持激活状态,但会冻结其当前位置和旋转角度。此设置不是持久性的,将在下次启动时重置。",
|
||
"Settings.TrackerSettings.Trackers.CustomName" : "自定义名称",
|
||
"Settings.TrackerSettings.Trackers.CustomName.Description" : "你可以给追踪器起一个自定义名称,以便于与其他追踪器器区分,而不是使用它的 ID。这主要是为了美观,在功能上没有区别。",
|
||
"Settings.TrackerSettings.Trackers.MappedBodyNode" : "追踪器映射",
|
||
"Settings.TrackerSettings.Trackers.MappedBodyNode.Description" : "该追踪器映射到哪个身体部位,以便进行全身追踪。\n\n我们建议使用全身校准来设置此设置,而不是在此手动调整。",
|
||
"Settings.TrackerSettings.Trackers.MappedPosition" : "映射位置",
|
||
"Settings.TrackerSettings.Trackers.MappedPosition.Description" : "追踪器相对于所映射的身体部位的位置。\n\n我们建议使用全身校准来设置此设置,而不是在此手动调整。",
|
||
"Settings.TrackerSettings.Trackers.MappedRotation" : "映射旋转角度",
|
||
"Settings.TrackerSettings.Trackers.MappedRotation.Description" : "追踪器相对于所映射的身体部位的旋转角度。\n\n我们建议使用全身校准来设置此设置,而不是在此手动调整。",
|
||
"Settings.TrackerSettings.Trackers.UseInVR" : "在 VR 模式里使用",
|
||
"Settings.TrackerSettings.Trackers.UseInVR.Description" : "这个追踪器是否会在在 VR 模式下影响你的虚拟形象?",
|
||
"Settings.TrackerSettings.Trackers.UseInDesktop" : "在桌面模式里使用",
|
||
"Settings.TrackerSettings.Trackers.UseInDesktop.Description" : "这个追踪器是否会在在桌面模式下影响你的虚拟形象?",
|
||
"Settings.TrackerSettings.Trackers.TrackerID" : "追踪器ID",
|
||
"Settings.TrackerSettings.Trackers.TrackerID.Description" : "此追踪器的唯一 ID。此信息被视为隐私,与在世界上显示的 ID 不同,以避免通过指纹追踪。",
|
||
"Settings.TrackerSettings.Trackers.TrackerBattery" : "追踪器电量",
|
||
"Settings.TrackerSettings.Trackers.TrackerBattery.Description" : "此追踪器的当前电池电量。请注意,某些追踪器可能不支持追踪当前电池电量。",
|
||
"Settings.TrackerSettings.Trackers.TrackerIsCharging" : "正在充电",
|
||
"Settings.TrackerSettings.Trackers.TrackerIsCharging.Description" : "这表示追踪器当前是否正在充电。请注意,某些追踪器可能不支持报告此信息。",
|
||
"Settings.TrackerSettings.Trackers.Unmap" : "重置定位",
|
||
"Settings.TrackerSettings.Trackers.Remove" : "重置追踪器绑定",
|
||
|
||
"Settings.SteamLinkSettings" : "Steam Link",
|
||
"Settings.SteamLinkSettings.OSC_DataPort" : "OSC 面部追踪端口",
|
||
"Settings.SteamLinkSettings.OSC_DataPort.Description" : "用于监听 OSC 面部追踪数据的端口。 该端口应与你在 SteamVR 设置中设置的端口一致,这样面部追踪才能正常工作。",
|
||
|
||
"Settings.HapticPointMapping.MappingTarget" : "定位到",
|
||
"Settings.HapticPointMapping.MappingTarget.Description" : "用它来配置你希望将此设备定位到虚拟形象的哪个部分。",
|
||
|
||
"Settings.HapticPointMapping.PointRadius" : "触点半径",
|
||
"Settings.HapticPointMapping.PointRadius.Description" : "这可以让你控制虚拟形象上触觉点的大小。将其做得更大,可以更容易地从更远的距离触发,但同时也会降低精确度,因为在该点的范围内任何触觉触发都会激活它。",
|
||
|
||
"Settings.HapticPointMapping.TorsoHorizontalPosition" : "躯干水平位置",
|
||
"Settings.HapticPointMapping.TorsoHorizontalPosition.Description" : "这是沿躯干从左到右的水平位置。",
|
||
"Settings.HapticPointMapping.TorsoVerticalPosition" : "躯干垂直位置",
|
||
"Settings.HapticPointMapping.TorsoVerticalPosition.Description" : "这是沿躯干从下至上的垂直位置。",
|
||
"Settings.HapticPointMapping.TorsoSide" : "躯干侧部",
|
||
"Settings.HapticPointMapping.TorsoSide.Description" : "这表示该设备应定位到躯干的哪一侧(前胸或后背)",
|
||
|
||
"Settings.HapticPointMapping.HeadPitchAngle" : "头部俯仰角度",
|
||
"Settings.HapticPointMapping.HeadPitchAngle.Description" : "它控制头部 \"垂直\" 轴的位置。 默认位置是脸部中心(鼻子的位置)。增大角度会向上偏向头顶。减小角度值则会向下巴方向移动。",
|
||
"Settings.HapticPointMapping.HeadYawAngle" : "头部偏转角度",
|
||
"Settings.HapticPointMapping.HeadYawAngle.Description" : "这可以控制头部周围的水平位置,向左或向右转。中心(鼻子的位置)是默认姿势。减小数值会向左转,增大数值会向右转。它以 180° 的角度环绕头部一周,也就是后脑勺的位置。",
|
||
|
||
"Settings.HapticPointMapping.ArmSide" : "手臂",
|
||
"Settings.HapticPointMapping.ArmSide.Description" : "要定位到哪边手臂?左臂还是右臂?",
|
||
"Settings.HapticPointMapping.ArmPositionAlong" : "手臂的位置",
|
||
"Settings.HapticPointMapping.ArmPositionAlong.Description" : "这控制着手臂的位置。从肩部开始,一直到手腕。中间位置是肘部的位置。",
|
||
"Settings.HapticPointMapping.ArmAngleAround" : "手臂周围角度",
|
||
"Settings.HapticPointMapping.ArmAngleAround.Description" : "这可以控制手臂圆周的角度。默认的 0° 位置与手的顶部对齐。负角度向左,正角度向右。环绕 180° 将使点位于手掌所在的手臂侧面。",
|
||
|
||
"Settings.HapticPointMapping.LegSide" : "腿部",
|
||
"Settings.HapticPointMapping.LegSide.Description" : "要定位到哪边的腿?左腿还是右腿?",
|
||
"Settings.HapticPointMapping.LegPositionAlong" : "腿部的位置",
|
||
"Settings.HapticPointMapping.LegPositionAlong.Description" : "这控制着腿部的位置。从臀部开始,一直到整个角度。中间位置是膝盖的位置。",
|
||
"Settings.HapticPointMapping.LegAngleAround" : "腿部周围角度",
|
||
"Settings.HapticPointMapping.LegAngleAround.Description" : "这可以控制腿部圆周的角度。默认的 0° 位置与腿的前方对齐,即膝盖指向的方向。负角度向左,正角度向右。环绕 180° 将使点位于腿的后侧。",
|
||
|
||
"Settings.HapticPointMapping.ControllerSide" : "控制器",
|
||
"Settings.HapticPointMapping.ControllerSide.Description" : "该触点应该定位到哪个控制器?左侧还是右侧?",
|
||
|
||
"Settings.HapticPointMapping.Tag" : "触点标签",
|
||
"Settings.HapticPointMapping.Tag.Description" : "与此触觉点相关联的标签。这将定位到虚拟形象上与标签触点定位器组件上指定的触觉标签相匹配的点。如果虚拟形象上没有定义带有此触点标签的点,触觉设备将无法工作。\n\n当你需要完全控制触觉设备定位到的虚拟形象上的精确点时(例如,当通用定位不符合你的需求时),这个功能就非常有用。",
|
||
|
||
"Settings.GiggleTechSettings" : "GiggleTech 设备",
|
||
"Settings.GiggleTechSettings.Devices" : "管理 GigglePucks",
|
||
"Settings.GiggleTechSettings.GigglePuckIP" : "根据GigglePuck IP 手动绑定",
|
||
"Settings.GiggleTechSettings.GigglePuckIP.Description" : "如果网络上没有自动检测到 GigglePuck,请在此栏填写 IP 地址,然后点击下面的按钮手动添加。\n\n添加后,点击\"管理 GigglePucks\" 进行配置。",
|
||
"Settings.GiggleTechSettings.RegisterGigglePuck" : "手动注册 GigglePuck",
|
||
"Settings.GiggleTechSettings.Devices.IP" : "GigglePuck IP",
|
||
"Settings.GiggleTechSettings.Devices.IsConnected" : "GigglePuck 设备连接了吗",
|
||
"Settings.GiggleTechSettings.Devices.UseDevice" : "使用该设备",
|
||
"Settings.GiggleTechSettings.Devices.UseDevice.Description" : "在映射时,你可以用它来启用或禁用单个 GigglePucks 设备。禁用设备将关闭所有触点。",
|
||
"Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected" : "始终视为已连接",
|
||
"Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected.Description" : "启用此选项后,即使网络上未检测到 GigglePuck,它也会被视为已连接。\n\n这对某些可能存在自动检测问题的网络环境中非常有用。",
|
||
"Settings.GiggleTechSettings.Devices.IntensityScale" : "强度等级",
|
||
"Settings.GiggleTechSettings.Devices.IntensityScale.Description" : "这样你就可以调节发送到 GigglePuck 的触觉强度。 触觉的实际强度永远不会超过 GigglePuck 的最大安全值 - 这些值会被限制在电动机过载的安全最大值。",
|
||
"Settings.GiggleTechSettings.Devices.Remove" : "移除绑定",
|
||
"Settings.GiggleTechSettings.Devices.CustomName" : "自定义名字",
|
||
"Settings.GiggleTechSettings.Devices.CustomName.Description" : "你可以用它来给这个 GigglePuck 起一个自定义名称,以便于参考。这纯粹是用于美观,没有功能上的区别。",
|
||
"Settings.GiggleTechSettings.Devices.Breadcrumb" : "GigglePucks 设备",
|
||
"Settings.GiggleTechSettings.Devices.ActivationIntensity" : "当前强度",
|
||
"Settings.GiggleTechSettings.Devices.MinimumIntensity" : "最小强度",
|
||
"Settings.GiggleTechSettings.Devices.MinimumIntensity.Description" : "这是触控装置运行时的最小强度。当强度过低时,会导致触控设备停滞并停止响应。",
|
||
"Settings.GiggleTechSettings.Devices.InitialActivationIntensity" : "初始激活强度",
|
||
"Settings.GiggleTechSettings.Devices.InitialActivationIntensity.Description" : "当触觉装置从非激活状态转为激活状态时,它们将在很短的时间内以设定的最低强度运行。当激活值过低,电机无法启动时,这可以帮助触觉设备启动。",
|
||
|
||
"Settings.UserMetricsSettings.UserHeight": "身高",
|
||
"Settings.UserMetricsSettings.UserHeight.Description": "这是你在现实世界中的身高,用于适当缩放你的虚拟形象,使其本身匹配你。这也是你启用坐姿模式时的身高。\n\n你可以使用适当的单位输入你的身高,例如输入 <nobr><color=hero.yellow>175 cm</color></nobr> 或者 <nobr><color=hero.yellow>1.75 m</color></nobr> (公制单位)或者 <color=hero.yellow>5'11\"</color> (英制单位)。",
|
||
|
||
"Settings.FavoritesSettings" : "偏好",
|
||
"Settings.FavoritesSettings.AutoLoadCloudHome" : "启动时加载云端家园",
|
||
"Settings.FavoritesSettings.AutoLoadCloudHome.Description" : "启用后,云端家园将在启动时自动加载。如果希望不加载,可以禁用此选项。它将在下次启动时生效。",
|
||
|
||
"Settings.AudioInputDeviceSettings.UseSystemDefault": "使用系统默认音频输入设备",
|
||
"Settings.AudioInputDeviceSettings.UseSystemDefault.Description": "启用此选项可自动使用你在系统中设置为默认音频输入的输入设备。如果想覆盖此选项并使用特定设备,请禁用此选项并在下面配置首选设备。",
|
||
"Settings.AudioInputDeviceSettings.DevicePriorities": "配置默认音频输入设备",
|
||
"Settings.AudioInputDeviceSettings.DevicePriorities.Breadcrumb": "配置音频输入设备",
|
||
"Settings.AudioInputDeviceSettings.SetAsDefault": "设为默认",
|
||
|
||
"Settings.AudioOutputDeviceSettings.UseSystemDefault": "使用系统默认音频输出设备",
|
||
"Settings.AudioOutputDeviceSettings.UseSystemDefault.Description": "启用此选项可使用默认音频设备输出音频。禁用此选项后,你可以配置使用哪个音频设备来输出下面的音频。在 VR模式和桌面模式之间切换时,如果使用不同的设备,这将非常有用。",
|
||
"Settings.AudioOutputDeviceSettings.DevicePriorities": "配置默认音频输出设备",
|
||
"Settings.AudioOutputDeviceSettings.DevicePriorities.Breadcrumb": "配置默认音频输出设备",
|
||
"Settings.AudioOutputDeviceSettings.SetAsDefault": "设为默认",
|
||
|
||
"Settings.AudioVolumeSettings.MasterVolume": "主音量",
|
||
"Settings.AudioVolumeSettings.MasterVolume.Description": "这可以统一控制所有声音的音量。如果声音过大或过小,你可以调整这一设置。",
|
||
"Settings.AudioVolumeSettings.SoundEffectVolume": "音效音量",
|
||
"Settings.AudioVolumeSettings.SoundEffectVolume.Description": "调整所有音效的音量。这些通常是各种物品和工具发出的声音。",
|
||
"Settings.AudioVolumeSettings.MultimediaVolume": "多媒体音量",
|
||
"Settings.AudioVolumeSettings.MultimediaVolume.Description": "控制各种多媒体的音频音量。 通常情况下,音频、音乐和视频播放器都属于多媒体,也包括世界上的背景音乐。",
|
||
"Settings.AudioVolumeSettings.VoiceVolume": "语音音量",
|
||
"Settings.AudioVolumeSettings.VoiceVolume.Description": "这可以控制所有其他用户的语音音量。在某些情况下,预先录制的语音片段也受此设置控制。你还可以在会话选项中调整每个用户的音量。",
|
||
"Settings.AudioVolumeSettings.UserInterfaceVolume": "UI音量",
|
||
"Settings.AudioVolumeSettings.UserInterfaceVolume.Description": "通过该设置,你可以专门调整UI的声音效果--悬停和按下按钮、滑块、某些工具的交互、捕捉照片等。",
|
||
|
||
"Settings.AudioAccessibilitySettings.WhisperVolume": "耳语音量",
|
||
"Settings.AudioAccessibilitySettings.WhisperVolume.Description": "启动耳语模式后,它将调整球外声音的响度。 如果声音太大或太小,你可以用它来调整音量衰减。",
|
||
"Settings.AudioAccessibilitySettings.VoiceMessageVolume": "语音消息音量",
|
||
"Settings.AudioAccessibilitySettings.VoiceMessageVolume.Description": "这表示当你在好友中录制语音消息时,其他声音的响度。 这有助于防止 \"语音干扰\",让你更容易集中注意力。",
|
||
|
||
"Settings.AudioInputFilteringSettings.UseVoiceNormalization": "语音音量标准化",
|
||
"Settings.AudioInputFilteringSettings.UseVoiceNormalization.Description": "该功能将尽量确保你的语音输入达到统一的水平。无论你的麦克风设置如何,这都有助于使你的音量与其他用户相同。 我们强烈建议保持此设置,以确保其他用户也能清楚地听到你的声音。",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateThreshold": "语音阈值",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateThreshold.Description": "噪声门可防止随机噪声传播给其他用户。该设置表示何时开始允许麦克风中的声音传入。如果有太多噪音传入,请提高该设置;如果你的声音无法传入,请降低该设置。",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateAttack": "语音缓冲阈值",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateAttack.Description": "此设置调整噪声阈值对过于安静的传入音频的响应速度。 数值越大,音量减弱的速度越慢,而数值越小,音量上升的速度越快。",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateHold": "语音阈值滞留",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateHold.Description": "此设置调整在最初检测到音量后,调整音量应保持多长时间,然后再开始过滤音频。如果设置较高,则在发出足够大的声音后,会有更多较安静的音频通过。",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateRelease": "语音释放阈值",
|
||
"Settings.AudioInputFilteringSettings.NoiseGateRelease.Description": "此设置可调整噪声门在传入音频恢复安静后的关闭速度。",
|
||
|
||
"Settings.AudioInputFilteringSettings.NormalizationThreshold": "标准化阈值",
|
||
"Settings.AudioInputFilteringSettings.NormalizationThreshold.Description": "使用该设置,你可以控制阈值,使传入的音频在何时被放大。如果你的正常说话声太小,没有被放大,请降低该设置。如果有外界的噪音被放大,则提高阈值。",
|
||
|
||
"Settings.AudioInputFilteringSettings.UseNoiseSuppression": "噪声抑制滤波器(RNNoise)",
|
||
"Settings.AudioInputFilteringSettings.UseNoiseSuppression.Description": "该功能可处理输入的音频,过滤掉各种不良噪音。这可以净化来自嘈杂麦克风的音频,从而产生更纯净的声音。我们强烈建议将此设置打开。不过,它也可以过滤某些无法识别为语音的噪音。",
|
||
|
||
"Settings.VoiceSettings" : "语音设置",
|
||
"Settings.VoiceSettings.MutePersistence" : "登录时的麦克风状态",
|
||
"Settings.VoiceSettings.MutePersistence.Description" : "<color=hero.yellow>麦克风常开:</color> 当你登录的时候,你将会一直保持开麦状态。\n\n<color=hero.yellow>麦克风常闭:</color> 当你登录的时候, 你将会一直保持静音状态。 你将需要点击开麦或者点击 \"按下说话\" 键 (默认为 V) 才能说话。\n\n<color=hero.yellow>最后一次的状态: </color> 登录时,将保留上次退出登录时的状态。",
|
||
|
||
"Settings.EarmuffSettings" : "耳罩模式",
|
||
"Settings.EarmuffSettings.EarmuffEnabled" : "使用耳罩模式",
|
||
"Settings.EarmuffSettings.EarmuffEnabled.Description" : "启动耳罩模式后,用户的声音会根据距离和您所面对的方向而明显减弱。\n\n实际上,这就创造了一个 \"侦听锥\",当一个世界里有太多重叠的声音时,它就会有所帮助。",
|
||
"Settings.EarmuffSettings.Directionality" : "方向",
|
||
"Settings.EarmuffSettings.Directionality.Description" : "这可以控制声音衰减的方向性。0 % 时,你身后的声音与你身前相同距离的声音音量相同。当值为 100 % 时,除非距离很近,否则你将听不到身后的声音。\n\n如果你想更好地听到身后的声音,请降低该值。",
|
||
"Settings.EarmuffSettings.Distance" : "距离",
|
||
"Settings.EarmuffSettings.Distance.Description" : "这控制着你前方(如果方向性为 0 %,则控制着你后方)的距离,超过这个距离,声音就会变得更小。",
|
||
"Settings.EarmuffSettings.Angle" : "角度",
|
||
"Settings.EarmuffSettings.Angle.Description" : "这可以控制声音在您的脸前保持正常水平的角度。任何超出这个角度的声音在到达过渡距离后都会开始衰减。",
|
||
"Settings.EarmuffSettings.TransitionStart" : "过渡起步距离",
|
||
"Settings.EarmuffSettings.TransitionStart.Description" : "这控制着与 \"侦听锥\" 的距离,在这个距离上,声音会变得更小。 建议将其保持在零以上,因为这样可以更好地包含两侧的声音和头部附近的声音 (例如,声音本质上在你的后面,但却非常接近)。",
|
||
"Settings.EarmuffSettings.TransitionLength" : "过渡范围",
|
||
"Settings.EarmuffSettings.TransitionLength.Description" : "用它来控制声音从正常音量渐弱到完全衰减的距离。数值越大,音量过渡越平滑,而数值越小,过渡越突然。",
|
||
"Settings.EarmuffSettings.VolumeAttenuation" : "音量衰减",
|
||
"Settings.EarmuffSettings.VolumeAttenuation.Description" : "该值控制 \"侦听锥\" 以外声音的响度。 将其设置为 0 % 时,侦听锥范围以外的所有用户都将完全静音。",
|
||
|
||
"Settings.RealtimeNetworkingSettings.DisableLAN": "禁用局域网连接",
|
||
"Settings.RealtimeNetworkingSettings.DisableLAN.Description": "这将禁用本地网络特有的联网功能,例如在本地网络上广播会话或监听本网络上广播的其他会话。",
|
||
"Settings.RealtimeNetworkingSettings.PreferSteamNetworking": "尽可能通过 Steam 网络通信",
|
||
"Settings.RealtimeNetworkingSettings.PreferSteamNetworking.Description": "启用后,你将尽可能通过 Steam 网络通信协议进行连接。在某些情况下,例如当 LNL 协议处于严重拥堵状态时,这将有所帮助。不过,由于该协议缺少某些功能,可能会导致网络更不稳定,因此我们建议只有在遇到问题时才启用该协议。",
|
||
|
||
"Settings.AssetGatherSettings.MaxConcurrentAssetTransfers": "最大同时传输资产数",
|
||
"Settings.AssetGatherSettings.MaxConcurrentAssetTransfers.Description": "在开始会话时,该设置调整当时可以传输多少本地导入的资产。增加该值可以更快地向用户传输资产,但也会降低网络连接的质量。我们建议测试网络可以承受的数值。",
|
||
"Settings.AssetGatherSettings.MaxConcurrentDownloads": "最大同时下载数",
|
||
"Settings.AssetGatherSettings.MaxConcurrentDownloads.Description": "使用此值可控制同时下载资产的数量。 使用较大的值可以加快世界的加载速度,但也会导致网络超载,因此在调整此值时要谨慎。",
|
||
|
||
"Settings.HostAccessSettings.Entries": "管理主机访问权限",
|
||
"Settings.HostAccessSettings.Entries.Breadcrumb": "主机访问权限",
|
||
"Settings.HostAccessSettings.Entries.AllowHTTP_Requests": "允许HTTP请求",
|
||
"Settings.HostAccessSettings.Entries.AllowHTTP_Requests.Description": "这表示该主机是否允许 HTTP(s)请求。这些请求通常是与第三方服务通信的 REST API 请求。",
|
||
"Settings.HostAccessSettings.Entries.AllowWebsockets": "允许使用websockets",
|
||
"Settings.HostAccessSettings.Entries.AllowWebsockets.Description": "表示该主机允许的实时 Websocket 连接数。 这些连接通常用于更实时的双向通信和数据流。",
|
||
"Settings.HostAccessSettings.Entries.AllowOSC_Receiving": "允许通过 OSC 接收数据",
|
||
"Settings.HostAccessSettings.Entries.AllowOSC_Receiving.Description": "这表示 Resonite 是否可以接收和处理 OSC 数据",
|
||
"Settings.HostAccessSettings.Entries.AllowOSC_Sending": "允许通过 OSC 发送数据",
|
||
"Settings.HostAccessSettings.Entries.AllowOSC_Sending.Description": "这控制着 Resonite 是否允许通过 OSC 协议向指定主机发送数据",
|
||
"Settings.HostAccessSettings.Entries.LastHyperlinkRequestReason": "最后一次发出超链接请求的原因",
|
||
"Settings.HostAccessSettings.Entries.LastWebsocketRequestReason": "最后一次发出 websocket 请求的原因",
|
||
"Settings.HostAccessSettings.Entries.LastOSC_SenderRequestReason": "最后一次 OSC 发送请求的原因",
|
||
"Settings.HostAccessSettings.Entries.LastOSC_ReceiverRequestReason": "最后一次 OSC 接收请求的原因",
|
||
"Settings.HostAccessSettings.Entries.Remove": "移除入口 (下一次你将会被询问)",
|
||
"Settings.HostAccessSettings.DebugReset": "重置主机访问入口",
|
||
|
||
"Settings.UserRestrictionsSettings.DebugReset": "重置用户限制",
|
||
|
||
"Settings.WindowsSettings.KeepOriginalScreenshotFormat": "保留原始屏幕截图格式",
|
||
"Settings.WindowsSettings.KeepOriginalScreenshotFormat.Description": "启用此选项可避免在将截图保存到 Windows 的文档文件夹时将截图转换为 JPG 或 PNG 格式。这会使截图更难使用,因为某些应用程序可能无法打开这种格式。",
|
||
|
||
"Settings.DebugSettings.DebugInputBindings": "显示输入绑定的调试信息",
|
||
"Settings.DebugSettings.DebugInputBindings.Description": "启用后,你将看到输入绑定系统的调试信息。 这对开发人员非常有用。",
|
||
"Settings.DebugSettings.FetchIncompatibleSessions": "在会话列表显示不兼容的会话",
|
||
"Settings.DebugSettings.FetchIncompatibleSessions.Description": "启用后,你将会在会话列表看到与当前客户端版本不兼容的活动会话。",
|
||
|
||
"Settings.LegacyFeatureSettings.UseLegacyGripEquip": "双击手柄握把键装备物品",
|
||
"Settings.LegacyFeatureSettings.UseLegacyGripEquip.Description": "启用后,只要连续按两次握把键,就可以装备工具和小物件。这一设置可能会在某个时候被移除。",
|
||
"Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher": "使用传统世界切换器",
|
||
"Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher.Description": "启用后,非主要手部的应用按钮将打开传统的世界开关,在在线的世界之间切换。这一功能将来会被更灵活的解决方案所取代。",
|
||
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts" : "使用物品栏 & 会话手势快捷键",
|
||
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts.Description" : "启用后,当你按住手柄并按下 A 键(通常会打开/关闭仪表盘)时,就会打开传统的库存或会话菜单。",
|
||
|
||
"Settings.TwitchInterfaceSettings.ChannelName": "Twitch 频道名",
|
||
"Settings.TwitchInterfaceSettings.ChannelName.Description": "这将为摄像机控制面板中的 Twitch 聊天面板设置默认的 Twitch 频道名称。这主要用于希望看到 Twitch 聊天的 Twitch 主播而用的。",
|
||
|
||
"Settings.MessagingPrivacySettings.DoNotSendReadStatus": "不要发送已读回执",
|
||
"Settings.MessagingPrivacySettings.DoNotSendReadStatus.Description": "启用此功能后,其他用户将无法看到你何时立即阅读了他们的消息。 你也看不到他们何时阅读了你的消息。",
|
||
|
||
"Settings.LocaleSettings.CultureLocaleCode": "区域代码",
|
||
"Settings.LocaleSettings.CultureLocaleCode.Description": "设置后,将覆盖用于格式化数字和其他数量的默认区域格式。通常情况下,将使用所选语言的区域格式,这个设置可以让你混合它们。例如,使用你的母语语言和美国区域格式来显示内容。",
|
||
"Settings.LocaleSettings.UseImperialUnits": "使用英制单位",
|
||
"Settings.LocaleSettings.UseImperialUnits.Description": "启用后,数量(长度/高度、质量、体积......)编辑器将尝试使用英制单位,而不是公制单位。如果你来自美国、英国、利比里亚或缅甸,这将非常有用。",
|
||
"Settings.LocaleSettings.AvailableLocales": "选择语言",
|
||
"Settings.LocaleSettings.AvailableLocales.Breadcrumb": "语言",
|
||
|
||
"Settings.DashSettings.DashCurvature": "曲度",
|
||
"Settings.DashSettings.DashCurvature.Description": "此设置可以控制在 VR 模式中面板的弯曲程度。将其设置为 0 将使其完全平坦。",
|
||
"Settings.DashSettings.OpenCloseSpeed": "打开/关闭速度",
|
||
"Settings.DashSettings.OpenCloseSpeed.Description": "用它来调整面板打开和关闭的速度。如果你不喜欢这种动画效果,可以将其设置为非常高的值,这样面板打开和关闭的速度就会非常快。",
|
||
"Settings.DashSettings.AllowReplacingSettings" : "允许替换设置面板",
|
||
"Settings.DashSettings.AllowReplacingSettings.Description" : "启用后,您就可以在 UI 编辑模式下选择面板上的设置面板,并将其替换为另一个面板。\n\n如果你想选取单个设置作为维面,则需要关闭此设置。 建议在你想用自定义替换设置 UI 时暂时打开,然后再禁用。",
|
||
|
||
"Settings.NotificationSettings" : "通知",
|
||
"Settings.NotificationSettings.UserOnline" : "有好友上线",
|
||
"Settings.NotificationSettings.UserOnline.Description" : "这可以控制好友上线时是否会收到通知。",
|
||
"Settings.NotificationSettings.UserSociable" : "好友积极社交状态",
|
||
"Settings.NotificationSettings.UserSociable.Description" : "当你的某个好友有很强的社交意愿时,你会收到一个明显的带声音的通知,这样你就可以邀请或叫他们了!\n\n如果你不喜欢这些通知,可以将其关闭,这将把社交状态视为与用户在线获取通知无异。",
|
||
"Settings.NotificationSettings.UserOnlineOnAnotherBuild" : "即使好友在不兼容的会话中也发送上线通知",
|
||
"Settings.NotificationSettings.UserOnlineOnAnotherBuild.Description" : "如果好友使用的版本与您的版本不兼容(例如,新版本或预发布版本),则此选项将控制您是否会在好友上线时收到通知。",
|
||
"Settings.NotificationSettings.Message" : "消息",
|
||
"Settings.NotificationSettings.Message.Description" : "这将控制你收到消息时的通知提醒。",
|
||
"Settings.NotificationSettings.Invite" : "会话邀请",
|
||
"Settings.NotificationSettings.Invite.Description" : "这可以控制你是否在受邀加入会话时收到通知。",
|
||
"Settings.NotificationSettings.ContactRequest" : "好友请求",
|
||
"Settings.NotificationSettings.ContactRequest.Description" : "这可以控制当你收到某人的好友请求时,你是否能收到通知。",
|
||
"Settings.NotificationSettings.ContactSessionStarted" : "新的好友会话",
|
||
"Settings.NotificationSettings.ContactSessionStarted.Description" : "这可以控制当好友启动新会话时,你会收到哪些通知。",
|
||
"Settings.NotificationSettings.PublicSessionStarted" : "新的公开会话",
|
||
"Settings.NotificationSettings.PublicSessionStarted.Description" : "这将控制新的公开会话由非联系人发起时,你是否能收到通知。",
|
||
"Settings.NotificationSettings.UserJoinAndLeave" : "用户加入 & 离开",
|
||
"Settings.NotificationSettings.UserJoinAndLeave.Description" : "启用后,当用户加入或离开你当前所在的世界时,你将收到通知。",
|
||
|
||
"Settings.NamePlateSettings.NameplateVisibility": "铭牌可见度",
|
||
"Settings.NamePlateSettings.NameplateVisibility.Description": "该选项可以控制你可以看到谁的铭牌。",
|
||
"Settings.NamePlateSettings.UseCustomNameplates": "显示自定义铭牌",
|
||
"Settings.NamePlateSettings.UseCustomNameplates.Description": "如果某些铭牌难以阅读、完全隐藏或你需要查看用户的实际用户名和徽章(例如用于管理目的),你可以禁用自定义铭牌并查看默认铭牌。",
|
||
|
||
"Settings.CustomizationSettings" : "自定义设置",
|
||
"Settings.CustomizationSettings.UserInterfaceEditMode" : "UI 编辑模式",
|
||
"Settings.CustomizationSettings.UserInterfaceEditMode.Description" : "启用后,你就可以编辑面板中以及手部和视口(如果已启用)上的面锚(模块化用户界面)的位置。\n\n使用完毕后,请记得关闭此设置!你也可以使用面板下方的专用按钮将其关闭。",
|
||
|
||
"Settings.FacetAnchorsSettings" : "维面锚点",
|
||
"Settings.FacetAnchorsSettings.UseFacetAnchors" : "使用维面锚点",
|
||
"Settings.FacetAnchorsSettings.UseFacetAnchors.Description" : "启用后,你就可以使用右控制器上的应用按钮来切换手臂和前臂上的维面锚点。除了主面板外,这些锚点还提供了放置任何锚点的空间,以便快速取用。",
|
||
"Settings.FacetAnchorsSettings.AnimationSpeed" : "显示/隐藏动画播放速度",
|
||
"Settings.FacetAnchorsSettings.AnimationSpeed.Description" : "这决定了切换时维面锚点出现和隐藏的速度。",
|
||
"Settings.FacetAnchorsSettings.FacetAnchorToggle" : "切换控制器",
|
||
"Settings.FacetAnchorsSettings.FacetAnchorToggle.Description" : "这将控制哪个控制器(左侧或右侧)来切换维面锚点。 该面板将与另一个控制器进行切换。",
|
||
"Settings.FacetAnchorsSettings.ShowContainerBackground" : "显示背景",
|
||
"Settings.FacetAnchorsSettings.ShowContainerBackground.Description" : "关闭此选项将禁用维面锚点的背景视觉效果,使维面本身成为唯一可见的部分。",
|
||
|
||
"Settings.LaserSettings.SmoothSpeed": "激光平滑速度",
|
||
"Settings.LaserSettings.SmoothSpeed.Description": "用它来控制激光对你的动作做出反应的速度。较低的数值会使激光更加迟缓,但能更好地过滤震颤。数值越大,响应速度越快,但也会传递更多的控制器震动。",
|
||
"Settings.LaserSettings.ModulateStartAngle": "调节起始角度",
|
||
"Settings.LaserSettings.ModulateStartAngle.Description": "这表示激光平滑速度开始调节以跟上你移动的角度。增大该值将需要更大的移动幅度,激光才会开始跟上。",
|
||
"Settings.LaserSettings.ModulateEndAngle": "调节末端角度",
|
||
"Settings.LaserSettings.ModulateEndAngle.Description": "与调整起始角有关,它表示调整何时达到最大速度。通过改变起始角和结束角,你可以控制激光器在你的手增加移动动作时的响应速度。",
|
||
"Settings.LaserSettings.ModulateExponent": "调制指数",
|
||
"Settings.LaserSettings.ModulateExponent.Description": "它可以控制激光调制在起始角和终止角之间的响应曲线。你可以用它来使激光器在开始时反应较慢,或者开始时反应较快,然后逐渐减弱。",
|
||
"Settings.LaserSettings.ModulateSpeedMultiplier": "调制速度倍增器",
|
||
"Settings.LaserSettings.ModulateSpeedMultiplier.Description": "达到调制末端角度后,激光平滑速度将乘以该值。一旦你的手移动到足够远的距离,增加该值将使激光更快地跟上你的手部指向。 降低该值则需要更长的时间让激光赶上你的手部指向。",
|
||
"Settings.LaserSettings.StickThreshold": "激光粘性",
|
||
"Settings.LaserSettings.StickThreshold.Description": "这可以控制激光对互动物品的粘附程度。数值越大,粘性越强。将此值设为零将完全消除粘性(例如在拾取物品过程中)。",
|
||
"Settings.LaserSettings.ShowInDesktop": "在桌面模式下显示激光",
|
||
"Settings.LaserSettings.ShowInDesktop.Description": "开启后,在桌面模式下的第一人称视角中,激光视觉效果将完全呈现在你眼前",
|
||
|
||
"Settings.DesktopViewSettings.FollowCursor": "跟随光标",
|
||
"Settings.DesktopViewSettings.FollowCursor.Description": "启用后,桌面视图将自动切换到光标所在的屏幕。当你在 VR 模式中使用物理键盘和鼠标时,这将非常有用。",
|
||
"Settings.DesktopViewSettings.Brightness": "亮度",
|
||
"Settings.DesktopViewSettings.Brightness.Description": "桌面视角下的亮度",
|
||
"Settings.DesktopViewSettings.Opacity": "不透明度",
|
||
"Settings.DesktopViewSettings.Opacity.Description": "降低该值可使桌面视角半透明,从而更容易看到后面的世界。",
|
||
|
||
"Settings.PhotoCaptureSettings.FingerGestureEnabled": "使用手指拍照手势",
|
||
"Settings.PhotoCaptureSettings.FingerGestureEnabled.Description" : "启用该功能后,你只需将手指摆成相框的形状,然后卷曲食指,就能在世界中快速拍照。",
|
||
"Settings.PhotoCaptureSettings.NormalCaptureResolution": "照片分辨率",
|
||
"Settings.PhotoCaptureSettings.NormalCaptureResolution.Description": "这将设置手指手势或桌面快捷键捕获的普通照片的分辨率。更高的分辨率需要更多的时间和存储空间来处理,但能提供更好的细节。",
|
||
"Settings.PhotoCaptureSettings.TimerCaptureResolution": "定时照片分辨率",
|
||
"Settings.PhotoCaptureSettings.TimerCaptureResolution.Description": "与普通分辨率类似,你可以为在定时功能拍摄照片模式下设置单独的分辨率。如果你使用定时器拍摄集体照,这将非常有用,因为更高的分辨率会在集体拍摄时呈现更好的效果。",
|
||
"Settings.PhotoCaptureSettings.TimerSeconds": "计时器持续时间",
|
||
"Settings.PhotoCaptureSettings.TimerSeconds.Description": "使用定时功能需要多少秒后拍摄照片。",
|
||
"Settings.PhotoCaptureSettings.CaptureStereo": "拍摄立体照片",
|
||
"Settings.PhotoCaptureSettings.CaptureStereo.Description": "启用后,所有的快速捕捉生成的图片都将是立体的。 这在 VR 模式中非常有用",
|
||
"Settings.PhotoCaptureSettings.StereoSeparation" : "立体分离度",
|
||
"Settings.PhotoCaptureSettings.StereoSeparation.Description" : "当立体模式开启时,将可以控制立体摄像机之间的距离。这可以控制摄像机之间的距离,从而影响较远物体的立体效果强度。\n\n拍摄近距离物体时,数值越小效果越好;拍摄大场景时,数值越大效果越好。",
|
||
"Settings.PhotoCaptureSettings.PhotoAutosavePath": "自动保存路径",
|
||
"Settings.PhotoCaptureSettings.PhotoAutosavePath.Description": "设置后,你拍摄(或使用右键菜单保存)的任何照片都将自动保存到你的游戏库存中。例如 <color=hero.yellow>照片/%year%/%month_name%</color>\n\n以下变量可用:\n\n<size=75%>%second%, %minute%, %hour%, %day%, %month%, %year%, %day_name%, %day_name_en%, %month_name%, %month_name_en%, %session_second%, %session_minute%, %session_hour%, %session_day%, %session_month%, %session_year%, %session_day_name%, %session_day_name_en%, %session_month_name%, %session_month_name_en%, %location_name%, %app_version%</size>",
|
||
"Settings.PhotoCaptureSettings.CapturePrivateUI" : "捕捉自身UI",
|
||
"Settings.PhotoCaptureSettings.CapturePrivateUI.Description" : "启用后, 快速照片捕捉将呈现你的UI, 如界面。\n\n我们建议你在完成设置后将其关闭,因为开启它可能会导致意外拍摄到并泄露你的个人信息。",
|
||
"Settings.PhotoCaptureSettings.EncodeFormat" : "照片编码格式",
|
||
"Settings.PhotoCaptureSettings.EncodeFormat.Description" : "拍摄的照片将被编码成的图像文件格式。请注意,某些格式可能缺乏某些功能(如支持 alpha),编码速度可能会明显变慢,图像质量可能会降低,或导致文件变大。",
|
||
"Settings.PhotoCaptureSettings.AlwaysHideNameplates" : "始终隐藏铭牌",
|
||
"Settings.PhotoCaptureSettings.AlwaysHideNameplates.Description" : "如果你希望照片中永远不显示铭牌,请将其打开。此设置与当前的铭牌可见性无关,将始终确保铭牌隐藏在拍摄的照片中。",
|
||
|
||
"Settings.DesktopRenderSettings.FieldOfView": "视场",
|
||
"Settings.DesktopRenderSettings.FieldOfView.Description": "在桌面模式下,用它来控制视场(FOV)。 数值越大,视野越开阔,但两侧的失真也越大。",
|
||
"Settings.DesktopRenderSettings.VSync": "垂直同步",
|
||
"Settings.DesktopRenderSettings.VSync.Description": "启用该选项后,帧速率将与屏幕刷新率同步。禁用此选项可加快帧的渲染速度,但也会导致明显的撕裂。\n\n这在进行性能测试时非常有用,因为它将解除刷新限制和提高渲染速度上限。",
|
||
"Settings.DesktopRenderSettings.LimitFramerateWhenUnfocused": "限制后台运行时的帧速率",
|
||
"Settings.DesktopRenderSettings.LimitFramerateWhenUnfocused.Description": "启用后,当应用程序窗口未聚焦时,帧速率将被限制在设定值内。如果你同时使用其他程序和游戏,这将非常有用,因为这样可以为它们腾出更多资源。",
|
||
"Settings.DesktopRenderSettings.MaximumBackgroundFramerate": "最大背景帧速率",
|
||
"Settings.DesktopRenderSettings.MaximumBackgroundFramerate.Description": "这决定了应用程序在后台时允许的最大帧速率。较低的值可以节省更多的系统资源。",
|
||
|
||
"Settings.InteractiveCameraFramingSettings.PositioningMode": "定位模式",
|
||
"Settings.InteractiveCameraFramingSettings.PositioningMode.Description": "这将控制交互式摄像头在世界中的位置",
|
||
"Settings.InteractiveCameraFramingSettings.FieldOfView": "视场",
|
||
"Settings.InteractiveCameraFramingSettings.FieldOfView.Description": "交互式摄像机的视场。 数值越大,捕捉到的场景越多,但边缘会失真。",
|
||
"Settings.InteractiveCameraFramingSettings.AnglePosition": "角度",
|
||
"Settings.InteractiveCameraFramingSettings.AnglePosition.Description": "在第三人称或群组模式下,该选项控制摄像机与目标对象/群组的角度。",
|
||
"Settings.InteractiveCameraFramingSettings.Distance": "距离",
|
||
"Settings.InteractiveCameraFramingSettings.Distance.Description": "在第三人称或群组模式下,该选项控制摄像机与目标对象/群组的距离。",
|
||
"Settings.InteractiveCameraFramingSettings.HeightOffset": "高度偏移",
|
||
"Settings.InteractiveCameraFramingSettings.HeightOffset.Description": "在第三人称或群组模式下,可将摄像机相对于目标对象/群组移高或移低。",
|
||
"Settings.InteractiveCameraFramingSettings.FirstPersonPitch": "第一人称俯仰角",
|
||
"Settings.InteractiveCameraFramingSettings.FirstPersonPitch.Description": "在第一人称模式下,使用此选项可上下俯仰摄像机。",
|
||
"Settings.InteractiveCameraFramingSettings.FirstPersonRoll": "第一人称旋转角度",
|
||
"Settings.InteractiveCameraFramingSettings.FirstPersonRoll.Description": "在第一人称模式下,它控制摄像机的侧向旋转--左右倾斜。",
|
||
"Settings.InteractiveCameraFramingSettings.FirstPersonOffset": "第一人称偏移",
|
||
"Settings.InteractiveCameraFramingSettings.FirstPersonOffset.Description": "该设置调整第一人称视角中相对于眼睛的摄像机偏移量。如果虚拟形象面部几何图形剪切到摄像机视图中,则可以使用此功能。",
|
||
"Settings.InteractiveCameraFramingSettings.FramingViewportPosition": "框架视角位置",
|
||
"Settings.InteractiveCameraFramingSettings.FramingViewportPosition.Description": "这些是摄像机视角中的标准化坐标。摄像机会尝试将目标(例如第三人称模式下的用户头部)框定在视角中的这一位置。",
|
||
"Settings.InteractiveCameraFramingSettings.AimInFrontOfHead": "对准头部前方",
|
||
"Settings.InteractiveCameraFramingSettings.AimInFrontOfHead.Description": "摄像机不会直接对准用户的头部,而是会尽量瞄准用户头部前方的一个点。这在你想为用户正在查看的内容(如世界中的物品和界面)时非常有用。",
|
||
|
||
"Settings.InteractiveCameraPositioningSettings.AvoidOcclusion": "防止遮挡",
|
||
"Settings.InteractiveCameraPositioningSettings.AvoidOcclusion.Description": "如果摄像机的视线被可碰撞物体遮挡,摄像机将自动移近以避免被遮挡。",
|
||
"Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace": "保持在世界空间内",
|
||
"Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace.Description": "确保摄像机保持在主世界空间中,而不是在与用户相同的空间中自成体系。这可以在使用用户(如在车辆中)时提供更好的取景和定位效果。",
|
||
"Settings.InteractiveCameraPositioningSettings.MovementWobble": "运动摇摆",
|
||
"Settings.InteractiveCameraPositioningSettings.MovementWobble.Description": "这将为摄像机位置添加随时间变化的随机移动偏移。这可以让镜头看起来不那么静态,尤其是在你不怎么移动的情况下。",
|
||
|
||
"Settings.InteractiveCameraRenderSettings.HideAllBadges": "隐藏徽章",
|
||
"Settings.InteractiveCameraRenderSettings.HideAllBadges.Description": "无论你的徽章设置如何,摄像机都不会渲染出任何用户的徽章。",
|
||
"Settings.InteractiveCameraRenderSettings.HideAllLasers": "隐藏激光",
|
||
"Settings.InteractiveCameraRenderSettings.HideAllLasers.Description": "摄像机不会渲染任何用户的交互激光。",
|
||
"Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera": "用户眼睛始终注视摄像机",
|
||
"Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera.Description": "当你的形象使用模拟眼球运动时(即用户没有眼部追踪功能),这将使用户的虚拟形象优先与摄像机进行眼神接触。",
|
||
|
||
"Settings.InteractiveCameraGroupSettings.GroupDetectionRadius": "群组检测半径",
|
||
"Settings.InteractiveCameraGroupSettings.GroupDetectionRadius.Description": "在此距离内的用户将被添加到摄像机在群组模式下自动取景的群组中。",
|
||
"Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary": "群组离开边界范围",
|
||
"Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary.Description": "用户需要离开群组半径多远才会被排除在群组之外。",
|
||
|
||
"Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed": "位置平滑速度",
|
||
"Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed.Description": "这表示摄像机移动到世界中目标位置的速度。数值越大,摄像机移动速度越快,但也会导致移动更加生涩。",
|
||
"Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed": "角度平滑速度",
|
||
"Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed.Description": "这表示摄像机对目标对象周围角度变化的响应速度。",
|
||
"Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed": "渲染平滑速度",
|
||
"Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed.Description": "这控制着摄像机调整目标对象取景的速度。数值越大,追踪目标的速度越快,但也会导致动作更加生涩。",
|
||
|
||
"Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors": "在锚点之间插值",
|
||
"Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors.Description": "启用后,摄像机将在世界中的摄像机锚点之间平滑插值。",
|
||
"Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed": "插值速度",
|
||
"Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed.Description": "当启用锚点之间的插值时,它控制摄像机从一个锚点移动到另一个锚点的速度。",
|
||
"Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation": "使用线性插值",
|
||
"Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation.Description": "启用此选项可在锚点之间移动时使用线性插值,而不是平滑插值。线性插值会突然开始和停止,但移动速度不变,与锚点之间的距离无关。这意味着如果锚点之间的距离较远,摄像机到达锚点所需的时间会更长。",
|
||
|
||
"Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld": "生成在世界中已拍摄的照片",
|
||
"Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld.Description": "当你使用交互式照相机对话框拍照时,照片是否会生成到世界中?如果禁用,照片只会保存到你的文档或库存中(如果配置了自动保存)",
|
||
|
||
"Settings.InteractiveCameraPostProcessingSettings.MotionBlur": "动态模糊",
|
||
"Settings.InteractiveCameraPostProcessingSettings.MotionBlur.Description": "摄像机是否应该渲染动态模糊效果?",
|
||
"Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections": "屏幕空间反射",
|
||
"Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections.Description": "摄像机是否应该渲染屏幕空间反射效果?这可以为闪亮的表面提供更好的反射效果,但可能会导致伪影并增加性能要求。",
|
||
|
||
"Settings.DescriptionField.NoTextTitle": "更多信息",
|
||
"Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>将鼠标悬停在某个设置上可查看其说明。</closeall>",
|
||
|
||
"Settings.RelaySettings" : "网络中继",
|
||
"Settings.RelaySettings.AlwaysUseRelay" : "总是使用中继模式连接",
|
||
"Settings.RelaySettings.AlwaysUseRelay.Description" : "当无法建立与主机的直接连接时,中继模式通常用作备用方法。\n\n这在特定主机出现连接问题时非常有用。 但我们 <b>不</b> 推荐一直打开此选项。",
|
||
"Settings.RelaySettings.UseClosestAvailableRelay" : "使用最近的可用中继服务器",
|
||
"Settings.RelaySettings.UseClosestAvailableRelay.Description" : "启用该选项后,将自动选择离你最近可用的中继服务器进行连接。如果你想通过特定中继服务器进行连接(例如,在长距离连接时,为避免数据包排队),可以禁用此选项,并在下面配置首选中继服务器。",
|
||
"Settings.RelaySettings.RelayPriorities": "配置中继服务器优先级",
|
||
"Settings.RelaySettings.RelayPriorities.Breadcrumb": "中继服务器优先级",
|
||
|
||
"Settings.PostProcessingSettings" : "后期处理",
|
||
"Settings.PostProcessingSettings.MotionBlurIntensity" : "动态模糊强度",
|
||
"Settings.PostProcessingSettings.MotionBlurIntensity.Description" : "这可以控制运动模糊效果的强度,使图像随着运动而模糊。 \n\n如果你将该效果设置为 <nobr><color=hero.yellow>0 %</color></nobr> ,该效果将被完全禁用,这样可以提高性能。",
|
||
"Settings.PostProcessingSettings.BloomIntensity" : "光晕效果",
|
||
"Settings.PostProcessingSettings.BloomIntensity.Description" : "光晕效果会使场景中明亮的物体周围出现光晕,通常是 HDR 范围内的物体。 这可以让你在相同光量下控制该效果的强度。 \n\n请注意,当该效果设置为低或禁用时,某些内容可能看起来不正确。\n\n如果你将该效果设置为 <nobr><color=hero.yellow>0 %</color></nobr> ,该效果将被完全禁用,这样可以提高性能。",
|
||
"Settings.PostProcessingSettings.AmbientOcclusionIntensity" : "环境遮挡 (AO) 强度",
|
||
"Settings.PostProcessingSettings.AmbientOcclusionIntensity.Description" : "环境光遮蔽会使场景中的褶皱和角落变暗,这些地方通常受光较少。这可以增加场景的深度和真实感。请注意,如果将其设置得过低或禁用,某些内容可能会看起来不正确或完全被淡化,而在其他情况下则不会出现这种问题。",
|
||
"Settings.PostProcessingSettings.ScreenSpaceReflections" : "屏幕空间反射 <size=75%>(实验性功能)</size>",
|
||
"Settings.PostProcessingSettings.ScreenSpaceReflections.Description" : "启用后,摄像机当前可见的任何场景部分都会实时反射出闪亮的表面。请注意,此滤镜目前还处于试验阶段,在很多场景中效果不佳,会产生诡异的反射和伪影。",
|
||
"Settings.PostProcessingSettings.Antialiasing" : "抗锯齿",
|
||
"Settings.PostProcessingSettings.Antialiasing.Description" : "抗锯齿滤镜可以平滑场景中物体的锯齿状边缘。你可以选择几种不同的滤镜,每种滤镜都有不同的缺点。FXAA 是常用的滤镜,效果相当不错,但也会模糊场景中的其他部分,例如文本。\n\n<color=red>警告:</color> 有些 AA 选项可能不适合在 VR 中使用或根本无法在 VR 中使用。",
|
||
|
||
"Settings.TextureQualitySettings" : "纹理质量",
|
||
"Settings.TextureQualitySettings.TextureSizeRatio" : "相对纹理大小",
|
||
"Settings.TextureQualitySettings.TextureSizeRatio.Description" : "这决定了将要加载的所有材质的相对大小。你可以用它来降低纹理的整体分辨率,这样可以提高显存使用率和加载速度,但代价是视觉上的清晰度。\n\n例如,如果纹理是 4K,而你将其设置为半分辨率,那么将加载 2K 版本的纹理。",
|
||
"Settings.TextureQualitySettings.TextureSizeLimit" : "最大纹理大小",
|
||
"Settings.TextureQualitySettings.TextureSizeLimit.Description" : "限制已加载纹理的最大分辨率。任何高于此分辨率的纹理都将被限制在设定的分辨率内。任何小于此分辨率的纹理都不会受到影响。\n\n此设置应用于相对纹理大小之后。",
|
||
"Settings.TextureQualitySettings.MinimumTextureSize" : "限制纹理高于分辨率",
|
||
"Settings.TextureQualitySettings.MinimumTextureSize.Description" : "它控制着受上述设置限制的纹理最小分辨率。如果纹理的尺寸小于此值,则将按原样加载。\n\n例如,如果你将其设置为 512,那么如果纹理是 256,即使纹理大小比例设置为一半,也仍会以 256 的形式加载。",
|
||
"Settings.TextureQualitySettings.DefaultFilterMode" : "纹理筛选",
|
||
"Settings.TextureQualitySettings.DefaultFilterMode.Description" : "这可以控制纹理的过滤,从而控制纹理的质量和性能。\n\n<color=hero.yellow>单线性:</color> 最低质量,无插值。纹理将呈块状。\n\n<color=hero.yellow>双线性:</color> 纹理像素是内插的,但贴图的过渡会很粗糙,导致过渡线清晰可见。\n\n<color=hero.yellow>三线性:</color> 不同 mip 级之间平滑过渡,消除了距离上刺眼的过渡线。\n\n<color=hero.yellow>各向异性:</color> 最高质量,即使在陡峭的角度下,纹理也会非常清晰。",
|
||
"Settings.TextureQualitySettings.AnisotropicLevel" : "各向异性过滤",
|
||
"Settings.TextureQualitySettings.AnisotropicLevel.Description" : "控制各向异性过滤的质量。",
|
||
"Settings.TextureQualitySettings.ReloadAllTextures" : "强制重新加载所有材质 (会使游戏运行速度变慢)",
|
||
|
||
"Settings.ResolutionSettings" : "分辨率",
|
||
"Settings.ResolutionSettings.Fullscreen" : "全屏",
|
||
"Settings.ResolutionSettings.Fullscreen.Description" : "在全屏模式和窗口模式之间切换。",
|
||
"Settings.ResolutionSettings.WindowResolution" : "窗口模式分辨率",
|
||
"Settings.ResolutionSettings.WindowResolution.Description" : "窗口模式下应使用的分辨率。这将控制屏幕上窗口的实际大小。",
|
||
"Settings.ResolutionSettings.FullscreenResolution" : "全屏模式分辨率",
|
||
"Settings.ResolutionSettings.FullscreenResolution.Description" : "在全屏模式下应使用什么分辨率。尺寸将保持不变,但降低分辨率可以提高性能(尤其是 4K 等高分辨率屏幕),但代价是图像更加模糊。",
|
||
"Settings.ResolutionSettings.ApplyResolution" : "应用更改",
|
||
|
||
"Settings.RenderingQualitySettings" : "渲染质量",
|
||
"Settings.RenderingQualitySettings.PerPixelLights" : "每像素灯光",
|
||
"Settings.RenderingQualitySettings.PerPixelLights.Description" : "这个值控制着有多少点光源和聚光灯可以直接影响使用正向方法渲染的对象--通常是透明和非 PBS 对象(例如使用着色器)。\n\n增加该值可以提高照明质量,减少多灯情况下的色彩闪烁,但同时也会影响性能--每影响一束光,就需要对物体进行多次渲染。",
|
||
"Settings.RenderingQualitySettings.ShadowCascades" : "阴影级联",
|
||
"Settings.RenderingQualitySettings.ShadowCascades.Description" : "这可以控制世界中定向灯光阴影的分辨率级联。级联可以更好地分配阴影贴图的分辨率--近处的阴影分辨率较高,远处的分辨率较低,但渲染性能较高。",
|
||
"Settings.RenderingQualitySettings.ShadowResolution" : "阴影分辨率",
|
||
"Settings.RenderingQualitySettings.ShadowResolution.Description" : "该值控制灯光阴影的分辨率。提高该值会使阴影边缘更平滑,清晰度更高,但会提高性能要求。\n\n请注意,某些灯光可能会覆盖阴影分辨率,不受此设置的影响。",
|
||
"Settings.RenderingQualitySettings.ShadowDistance" : "阴影距离",
|
||
"Settings.RenderingQualitySettings.ShadowDistance.Description" : " 该值控制阴影覆盖的距离。增大该值可以确保场景中更远的部分被阴影适当覆盖,但同时也会使阴影的细节分散到更大的区域。\n\n你应该将此设置与阴影级联和分辨率一起更改--阴影分辨率越高,阴影距离就越大。如果降低阴影分辨率和级联,你会希望降低阴影距离,这样阴影的清晰度会更好。",
|
||
"Settings.RenderingQualitySettings.SkinWeightMode" : "蒙皮权重",
|
||
"Settings.RenderingQualitySettings.SkinWeightMode.Description" : "对于任何蒙皮权重(通过骨骼变形的 3D 模型,如大多数虚拟形象),该值控制使用多少骨骼来影响每个顶点的位置。\n\n降低该值可以节省一些性能,但变形质量会降低,从而产生尖锐的折痕和其他伪影,通常出现在接缝处。",
|
||
|
||
"LocomotionArchetype.Walk": "移动",
|
||
"LocomotionArchetype.Fly": "飞行",
|
||
"LocomotionArchetype.NoClip": "穿墙",
|
||
"LocomotionArchetype.Teleport": "传送",
|
||
"LocomotionArchetype.GrabWorld": "抓握世界",
|
||
"LocomotionArchetype.NoLocomotion": "无运动",
|
||
"LocomotionArchetype.ThreeAxisNoClip": "三轴穿墙",
|
||
"LocomotionArchetype.ThreeAxisFly": "三轴飞行",
|
||
"LocomotionArchetype.ZeroG": "零重力",
|
||
|
||
"LocomotionSettings.MakePreferred": "设为首选",
|
||
"LocomotionSettings.MakeLeastPreferred": "设为次选",
|
||
|
||
"Security.Hyperlink.Title" : "外部链接",
|
||
"Security.Hyperlink.Warning": "<b><size=125%>警告:外部超链接</size></b>\n你点击了世界中的一个链接。 你要打开它吗?其将在你的桌面默认浏览器中打开。",
|
||
"Security.Hyperlink.Open": "打开",
|
||
"Security.Hyperlink.Cancel": "取消",
|
||
|
||
"Security.HostAccess.Title": "主机访问",
|
||
"Security.HostAccess.Warning": "<b><size=125%>警告:世界正在尝试访问第三方主机</size></b>\n允许访问可能导致第三方收集一些个人信息,例如你的IP和地理位置。",
|
||
"Security.HostAccess.TargetHost": "目标主机:<b>{host}</b>",
|
||
"Security.HostAccess.Reason": "原因:{reason}",
|
||
"Security.HostAccess.NoReason": "<i>没有提供原因</i>",
|
||
"Security.HostAccess.Allow": "允许",
|
||
"Security.HostAccess.Deny": "拒绝",
|
||
|
||
"ComponentSelector.Back" : "< (返回)",
|
||
"ComponentSelector.Title" : "组件",
|
||
"ComponentSelector.CreateCustomType" : "创建自定义类型",
|
||
"ComponentSelector.CommonGenericTypes" : "常见通用类型",
|
||
"ComponentSelector.CustomGenericArguments" : "自定义通用参数:",
|
||
"ComponentSelector.InvalidType" : "无效类型",
|
||
|
||
"Inspector.Title" : "场景查看器",
|
||
"Inspector.Slot.AttachComponent": "附加组件",
|
||
|
||
"Inspector.Slot.Axis.X": "X: <b>+</b>右 <b>-</b>左",
|
||
"Inspector.Slot.Axis.Y": "Y: <b>+</b>上 <b>-</b>下",
|
||
"Inspector.Slot.Axis.Z": "Z: <b>+</b>前 <b>-</b>后",
|
||
|
||
"Inspector.Slot.Reset.Label": "重置:",
|
||
"Inspector.Slot.Reset.Position": "位置",
|
||
"Inspector.Slot.Reset.Rotation": "旋转",
|
||
"Inspector.Slot.Reset.Scale": "缩放",
|
||
|
||
"Inspector.Slot.CreatePivotAtCenter": "在中心创建轴心",
|
||
|
||
"Inspector.Slot.JumpTo": "前往该物体",
|
||
"Inspector.Slot.BringTo": "将物体带至",
|
||
"Inspector.Slot.BringTo.Undo": "将{name}带至用户",
|
||
|
||
"Inspector.Slot.ParentUnder.Label": "作为子级:",
|
||
"Inspector.Slot.ParentUnder.WorldRoot": "世界根空间",
|
||
"Inspector.Slot.ParentUnder.WorldRoot.Undo": "将世界根空间作为 {name} 的父级",
|
||
"Inspector.Slot.ParentUnder.LocalUserSpace": "用户本地空间",
|
||
"Inspector.Slot.ParentUnder.LocalUserSpace.Undo": "将用户本地空间作为 {name} 的父级",
|
||
|
||
"Inspector.Member.ResetToDefault": "重置为默认值",
|
||
|
||
"Inspector.Member.BreakLinkDrive": "断开连接/驱动",
|
||
"Inspector.Member.OpenLinkDrive": "打开链接/驱动器来源",
|
||
|
||
"Inspector.Member.SetAllToAvg": "全部设置为平均值",
|
||
"Inspector.Member.SetAllToX": "全部设为 X",
|
||
"Inspector.Member.SetAllToY": "全部设为 Y",
|
||
"Inspector.Member.SetAllToZ": "全部设为 Z",
|
||
"Inspector.Member.SetAllToW": "全部设为 W",
|
||
"Inspector.Member.BakeBlendshape" : "烘焙 Blendshape",
|
||
"Inspector.Member.RemoveBlendshape" : "移除 Blendshape",
|
||
"Inspector.Member.SplitBlendshape.X" : "在 X 轴上分割 Blendshape",
|
||
"Inspector.Member.SplitBlendshape.Y" : "在 Y 轴上分割 Blendshape",
|
||
"Inspector.Member.SplitBlendshape.Z" : "在 Z 轴上分割 Blendshape",
|
||
|
||
"Inspector.ProceduralAsset.UpdateCount": "更新次数: {n}",
|
||
"Inspector.ProceduralAsset.Error": "错误: {error}",
|
||
|
||
"Inspector.Mesh.StatsHeader": "网格统计",
|
||
"Inspector.Mesh.VertexCount": "顶点数:{sn}",
|
||
"Inspector.Mesh.TriangleCount": "三角数:{n}",
|
||
"Inspector.Mesh.PointCount": "点数:{n}",
|
||
"Inspector.Mesh.SubmeshCount": "子网格数:{n}",
|
||
"Inspector.Mesh.BoneCount": "骨骼数:{n}",
|
||
"Inspector.Mesh.BlendshapeCount": "Blendshape数:{n}",
|
||
"Inspector.Mesh.ChannelStats": "法线:{normals}, 切线:{tangents}, 色彩:{colors}, UV0:{uv0}, UV1:{uv1}, UV2:{uv2}, UV3:{uv3}",
|
||
|
||
"Inspector.Mesh.BakeMesh": "烘焙网格",
|
||
"Inspector.Mesh.SetupRenderer": "设置渲染器",
|
||
"Inspector.Mesh.ResaveMesh": "重新保存网格",
|
||
"Inspector.Mesh.RecalculateNormals": "重新计算法线",
|
||
"Inspector.Mesh.RecalculateNormalsSmooth": "重新计算法线(平滑着色)",
|
||
"Inspector.Mesh.RecalculateTangentsMikkt": "重新计算切线(Mikktspace)",
|
||
"Inspector.Mesh.RecalculateTangentsSimple": "重新计算切线(简单)",
|
||
"Inspector.Mesh.RecalculateBlendshapeNormals": "重新计算 BlendShape 法线",
|
||
"Inspector.Mesh.RecalculateBlendshapeNormalsSmooth": "重新计算 BlendShape 法线(平滑着色)",
|
||
"Inspector.Mesh.RecalculateBlendshapeTangentsMikkt": "重新计算 Blendshape 切线(Mikktspace)",
|
||
"Inspector.Mesh.FlipNormals": "翻转法线",
|
||
"Inspector.Mesh.ReverseWinding": "反向布线",
|
||
"Inspector.Mesh.MakeDualSided": "使双面",
|
||
"Inspector.Mesh.ConvertToFlatShading": "转换为平面着色",
|
||
"Inspector.Mesh.ConvertToConvexHull": "转换为凸包",
|
||
"Inspector.Mesh.ConvertToPointCloud": "转换为点云",
|
||
"Inspector.Mesh.MergeDoubles": "合并重复项",
|
||
"Inspector.Mesh.StripEmptyBlendshapes": "去除空 Blendshapes",
|
||
"Inspector.Mesh.StripBlendshapeNormals": "去除 Blendshape 法线",
|
||
"Inspector.Mesh.StripBlendshapeTangents": "去除 Blendshape 切线",
|
||
"Inspector.Mesh.MergeBlendshapes": "合并 Blendshapes",
|
||
|
||
"Inspector.Mesh.GetBoneList": "获取骨骼列表",
|
||
"Inspector.Mesh.GetBoneData": "获取骨骼数据",
|
||
|
||
"Inspector.Mesh.TrimVertexBoneWeightsTo": "修剪顶点骨骼权重:",
|
||
"Inspector.Mesh.BoneTrimCount": "{n,plural, one {# 骨骼} other {# 骨骼}}",
|
||
"Inspector.Mesh.UV_Multiplicator": "乘数:",
|
||
"Inspector.Mesh.ScaleUVs": "UV缩放",
|
||
|
||
"Inspector.MeshRenderer.MergeByMaterial": "合并具有相同材质的子网格",
|
||
"Inspector.MeshRenderer.SplitByMaterial": "分离每种材质的网格",
|
||
|
||
"Inspector.MeshCollider.VHACD": "凸包分解 (V-HACD 2.0)",
|
||
"Inspector.MeshCollider.ReplaceBox": "使用盒碰撞器替换",
|
||
|
||
"Inspector.CommonAvatarBuilder.UpdateLocomotionModules": "更新现有虚拟形象的运动模块",
|
||
|
||
"Inspector.VHACD.Parameter.MergeDoubles": "合并重复项",
|
||
"Inspector.VHACD.Parameter.Resolution": "分辨率",
|
||
"Inspector.VHACD.Parameter.Depth": "深度",
|
||
"Inspector.VHACD.Parameter.Concavity": "凹面",
|
||
"Inspector.VHACD.Parameter.PlaneDownsampling": "平面降采样",
|
||
"Inspector.VHACD.Parameter.ConvexHullDownsampling": "凸包降采样",
|
||
"Inspector.VHACD.Parameter.Alpha": "Alpha",
|
||
"Inspector.VHACD.Parameter.Beta": "Beta",
|
||
"Inspector.VHACD.Parameter.Gamma": "Gamma",
|
||
"Inspector.VHACD.Parameter.Delta": "Delta",
|
||
"Inspector.VHACD.Parameter.PCA": "PCA",
|
||
"Inspector.VHACD.Parameter.MaxVerticesPerHull": "凸包最大顶点数",
|
||
"Inspector.VHACD.Parameter.MinVolumePerHull": "凸包最小体积",
|
||
"Inspector.VHACD.Parameter.ConvexHullApproximation": "凸包近似",
|
||
|
||
"Inspector.VHACD.DecompositionMode.Header": "分解模式:",
|
||
"Inspector.VHACD.DecompositionMode.Voxel": "体素",
|
||
"Inspector.VHACD.DecompositionMode.Tetrahedron": "四面体",
|
||
|
||
"Inspector.VHACD.RunDecomposition": "运行分解",
|
||
"Inspector.VHACD.RemoveVisuals": "移除可视",
|
||
"Inspector.VHACD.RemoveHulls": "移除外壳",
|
||
|
||
"Inspector.ReflectionProbe.Bake": "烘焙反射探针",
|
||
"Inspector.ReflectionProbe.Baking": "正在烘焙反射探针...",
|
||
|
||
"Inspector.SkinnedMesh.SeparateOutBlendshapes": "将不受Blendshapes影响的网格分离为零件",
|
||
"Inspector.SkinnedMesh.StripEmptyBlendshapes": "去除空 Blendshapes",
|
||
"Inspector.SkinnedMesh.StripBlendshapesResult": "完成!删除了:{n,plural, one {# blendshape} other {# blendshapes}}",
|
||
"Inspector.SkinnedMesh.StripEmptyBones": "去除空骨骼",
|
||
"Inspector.SkinnedMesh.StripBonesResult": "完成!删除了:{n,plural, one {# 骨骼} other {# 骨骼}}",
|
||
"Inspector.SkinnedMesh.BakeNonDrivenBlendshapes": "烘焙无驱动 BlendShapes",
|
||
"Inspector.SkinnedMesh.BakeBlendShapeResult": "已烘焙 BlendShapes:{n}",
|
||
"Inspector.SkinnedMesh.VisualizeBoneBounds": "可视化骨骼边界框",
|
||
"Inspector.SkinnedMesh.VisualizeApproximateBoneBounds": "可视化近似合并骨骼的球形边界",
|
||
"Inspector.SkinnedMesh.ClearBoundsVisuals": "删除骨骼边界框的视觉效果",
|
||
"Inspector.SkinnedMesh.ComputeExplicitBoundsFromPose": "根据当前姿态计算显式边界",
|
||
"Inspector.SkinnedMesh.ExtendExplicitBoundsFromPose": "从当前姿态拓展显式边界",
|
||
"Inspector.SkinnedMesh.BakeToStaticMesh": "烘焙为静态网格",
|
||
"Inspector.SkinnedMesh.SortBlendshapes.Name": "分类 Blendshapes (通过名字)",
|
||
"Inspector.SkinnedMesh.SortBlendshapes.NameLength": "分类 Blendshapes (通过名字长度, 后名字)",
|
||
|
||
"Inspector.SimpleAvatarProtection.RemoveAll": "移除所有实例",
|
||
"Inspector.SimpleAvatarProtection.RemoveSingle": "移除单个实例",
|
||
"Inspector.SimpleAvatarProtection.Warning": "<color=red><size=150%>警告!</size></color><br>以任何除下方按钮之外的方式移除这个组件,都会触发保护机制,并导致自毁和可能的数据损失!",
|
||
"Inspector.SimpleAvatarProtection.ConfirmRemoveAll": "移除虚拟形象保护",
|
||
|
||
"Inspector.BipedRig.GetDiagnosticInfo": "获取rig诊断信息",
|
||
"Inspector.BipedRig.GenerateDebugVisuals": "生成调试视觉效果",
|
||
"Inspector.BipedRig.ClearDebugVisuals": "清除调试视觉效果",
|
||
"Inspector.BipedRig.DetectHands": "检测手部绑定",
|
||
"Inspector.BipedRig.DetectLeftHand": "检测左手绑定",
|
||
"Inspector.BipedRig.DetectRightHand": "检测右手绑定",
|
||
"Inspector.BipedRig.HandRigResult": "完成!左手:{left}, 右手:{right}",
|
||
"Inspector.BipedRig.LeftHandRigResult": "完成!检测到左手:{detected}",
|
||
"Inspector.BipedRig.RightHandRigResult": "完成!检测到右手:{detected}",
|
||
|
||
"Inspector.Texture.Size": "尺寸:{width} x {height}",
|
||
"Inspector.Texture.Format": "格式:{format}, 存储:<nobr>{memory}</nobr>",
|
||
"Inspector.Texture.Variant": "变种ID:{variant}",
|
||
"Inspector.Texture3D.Size": "大小: {width} x {height} x {depth}",
|
||
|
||
"Inspector.Texture.BakeTexture": "烘焙纹理",
|
||
"Inspector.Texture.ReplaceFromClipboard" : "从剪贴板替换",
|
||
|
||
"Inspector.Texture.InvertRGB": "倒置 RGB",
|
||
"Inspector.Texture.InvertR": "倒置 R",
|
||
"Inspector.Texture.InvertG": "倒置 G",
|
||
"Inspector.Texture.InvertB": "倒置 B",
|
||
"Inspector.Texture.InvertA": "倒置 Alpha",
|
||
"Inspector.Texture.ColorToAlphaWhite": "色彩为Alpha(白色)",
|
||
"Inspector.Texture.ColorToAlphaBlack": "色彩为Alpha(黑色)",
|
||
"Inspector.Texture.AlphaFromIntensity": "基于强度的Alpha",
|
||
"Inspector.Texture.AlphaToMask": "Alpha遮罩",
|
||
"Inspector.Texture.RemoveAlpha": "删除Alpha",
|
||
"Inspector.Texture.ConvertToGrayscaleAverage": "转换为灰度(平均)",
|
||
"Inspector.Texture.ConvertToGrayscaleLuminance": "转换为灰度(明度)",
|
||
"Inspector.Texture.SwapRG": "交换R和G",
|
||
"Inspector.Texture.SwapRB": "交换R和B",
|
||
"Inspector.Texture.SwapRA": "交换R和A",
|
||
"Inspector.Texture.SwapGB": "交换G和B",
|
||
"Inspector.Texture.SwapGA": "交换G和A",
|
||
"Inspector.Texture.SwapBA": "交换B和A",
|
||
"Inspector.Texture.AddWhiteBackground": "添加白色背景",
|
||
"Inspector.Texture.AddBlackBackground": "添加黑色背景",
|
||
"Inspector.Texture.Hue": "色调:",
|
||
"Inspector.Texture.ShiftHue": "转变色相",
|
||
"Inspector.Texture.Saturation": "饱和:",
|
||
"Inspector.Texture.AdjustSaturation": "调整饱和度",
|
||
"Inspector.Texture.Value": "值:",
|
||
"Inspector.Texture.AdjustValue": "调整值",
|
||
"Inspector.Texture.Gamma": "伽玛:",
|
||
"Inspector.Texture.AdjustGamma": "调整伽玛",
|
||
"Inspector.Texture.LongestSide": "最长边:",
|
||
"Inspector.Texture.Resize": "调整大小",
|
||
"Inspector.Texture.FlipHorizontal": "水平翻转",
|
||
"Inspector.Texture.FlipVertical": "垂直翻转",
|
||
"Inspector.Texture.RotateCW": "顺时针旋转90°",
|
||
"Inspector.Texture.RotateCCW": "逆时针旋转90°",
|
||
"Inspector.Texture.Rotate180": "旋转180°",
|
||
"Inspector.Texture.TrimTransparent" : "截断透明度",
|
||
"Inspector.Texture.TrimByCornerColor" : "根据角落颜色截断",
|
||
"Inspector.Texture.MakeSquare": "使成正方形",
|
||
"Inspector.Texture.ToNearestPOT": "到最接近的2的幂",
|
||
"Inspector.Texture.MakeTileable": "使可切块(过渡比率):",
|
||
"Inspector.Texture.TileLoop": "平铺(循环)",
|
||
"Inspector.Texture.TileMirror": "平铺(镜面)",
|
||
"Inspector.Texture.NormalizeMaxOnly" : "归一化(仅最大值)",
|
||
"Inspector.Texture.NormalizeMinMax" : "归一化(最小值与最大值)",
|
||
"Inspector.Texture.NormalizeIndependent" : "独立归一化RGB值(最小值与最大值)",
|
||
"Inspector.Texture.BleedColorToAlpha" : "将颜色渗入Alpha",
|
||
|
||
"Inspector.Texture.InvalidFloats": "诊断:无效的浮点数",
|
||
"Inspector.Texture.GenerateMetadata": "诊断:生成位图元数据",
|
||
|
||
"Inspector.Material.VariantInfo": "变种ID:{variantID} (Raw变种ID:{rawVariantID})",
|
||
"Inspector.Material.WaitingForApply": "应用变种(WaitingForApply):{waiting,select,True{等候} False{已应用}}",
|
||
|
||
"Inspector.Audio.BakeAudio": "烘焙音频剪辑",
|
||
"Inspector.Audio.FormatInfo": "采样率:{rate} Hz, 频道:{channels} ({channel_count})",
|
||
"Inspector.Audio.Duration": "持续时间:{duration},采样数:{samples}",
|
||
"Inspector.Audio.EncodingInfo": "编码器信息:{info}, 完全解码:{decoded}",
|
||
|
||
"Inspector.Audio.Normalize": "归一化音量",
|
||
"Inspector.Audio.AmplitudeThreshold": "幅度阈值:",
|
||
"Inspector.Audio.TrimSilence": "修剪无音",
|
||
"Inspector.Audio.TrimStartSilence": "修剪开始无音",
|
||
"Inspector.Audio.TrimEndSilence": "修剪结束无音",
|
||
"Inspector.Audio.PositionDuration": "位置/持续时间(以秒为单位):",
|
||
"Inspector.Audio.TrimStart": "修剪开始",
|
||
"Inspector.Audio.TrimEnd": "修剪结束",
|
||
"Inspector.Audio.FadeIn": "添加淡入",
|
||
"Inspector.Audio.FadeOut": "添加淡出",
|
||
"Inspector.Audio.MakeLoopable": "使可循环(使用交叉淡入淡出)",
|
||
"Inspector.Audio.ToWAV": "转换为WAV",
|
||
"Inspector.Audio.ToVorbis": "转换为OGG Vorbis",
|
||
"Inspector.Audio.ToFLAC": "转换为FLAC",
|
||
"Inspector.Audio.DenoiseRNNoise": "降噪(RNNoise,针对48 kHz语音进行了优化)",
|
||
"Inspector.Audio.ExtractSides": "提取侧面(可以删除立体声轨道上的人声)",
|
||
|
||
"Inspector.AudioStream.BufferState": "可用样本:{samples}, 丢失:{missed}, 长度:{length}, 全局索引:{index}",
|
||
"Inspector.AudioStream.EncodeState": "可编码:{samples}, 帧大小:{frame} (最大值:{max_frame}), 采样率:{rate}",
|
||
"Inspector.AudioStream.DecodeState": "包总数:{total}, 丢包总数:{lost}, 数据包丢失:{loss, number, percent}",
|
||
"Inspector.AudioStream.BufferStats": "平均编解码:{avgCodec}/s, 平均读取:{avgRead}/s, 平均写入:{avgWritten}/s",
|
||
|
||
"Inspector.DynamicBoneChain.SetupFromChildren": "从子级设置",
|
||
"Inspector.DynamicBoneChain.SetupFromChildrenAll": "从子级设置 (强制全部)",
|
||
"Inspector.DynamicBoneChain.SetupFromChildrenRig": "从子级设置 (只有绑定)",
|
||
"Inspector.DynamicBoneChain.ReplaceSmoothTransforms": "替换子级中的平滑变换",
|
||
"Inspector.DynamicBoneChain.ClearSmoothTransforms": "清除子级中的平滑变换",
|
||
"Inspector.DynamicBoneChain.CollidersGrabbingHeader": "------- 碰撞体与抓取 -------",
|
||
"Inspector.DynamicBoneChain.AddFixedCollidersFromHierarchy": "从层次结构添加固定碰撞体(使用对象根)",
|
||
"Inspector.DynamicBoneChain.AlwaysGrabLastBone": "总是抓取末端骨骼",
|
||
|
||
"Inspector.DataPreset.SetActive": "设置激活状态",
|
||
"Inspector.DataPreset.SetValues": "设定数值",
|
||
"Inspector.DataPreset.AddAllChildren": "增加所有子集",
|
||
|
||
"Inspector.Rig.CleanupBoneColliders": "清理骨骼碰撞体",
|
||
"Inspector.Rig.GenerateDebugVisuals": "生成调试视觉效果",
|
||
"Inspector.Rig.ClearDebugVisuals": "清除调试视觉效果",
|
||
|
||
"Inspector.AvatarExpression.AutoAssign": "自动分配Blendshapes(使用启发式)",
|
||
|
||
"Inspector.CharacterController.Warning": "<color=red><size=150%>警告!</size></color><br>当勾选模拟旋转(SimulateRotation)时这个组件可以被当作一个简单的刚体。在你这样做之前,你需要明白它不曾为此优化,且对刚体的正式支持会在未来加入。<br>正式支持包括:<br><b>- CPU和网络效率提升</b> - 使用角色控制器,你的CPU和网络占用会显著上升<br><b>- 约束</b> - 你将能够在刚体间创建关节、合页、弹簧和其他约束<br><b>- 对每个人的平滑模拟与交互</b> - 在另一个人尝试交互时,角色控制器会发生故障<br><b>- 新功能与工具</b> - 让使用更加简单<br>-----------------------<br>只要你理解了上述限制,放开玩吧!",
|
||
"Inspector.PrimitiveMemberEditor.Warning": "<color=red><size=150%>警告!</size></color><br>通过他们的ID,这个组件可以被用于与引用交互。这个过程常被称为“引用骇入”。<br><br>在你这样做<b>之前</b>,请知晓这种方式 <b>不被</b> 支持且随时可能失效。请勿让你的作品依赖于此项功能。",
|
||
|
||
"Inspector.ParticleStyle.CommonTransitions": "通用变化模板:",
|
||
"Inspector.ParticleStyle.AlphaFadeInOut": "Alpha 淡入 & 淡出",
|
||
"Inspector.ParticleStyle.AlphaFadeIn": "Alpha 淡入",
|
||
"Inspector.ParticleStyle.AlphaFadeOut": "Alpha 淡出",
|
||
"Inspector.ParticleStyle.IntensityFadeInOut": "强度淡入 & 淡出",
|
||
"Inspector.ParticleStyle.IntensityFadeIn": "强度淡入",
|
||
"Inspector.ParticleStyle.IntensityFadeOut": "强度淡出",
|
||
"Inspector.ParticleStyle.ClearFades": "清除渐变",
|
||
|
||
"Inspector.Collider.SetFromLocalBounds": "根据本地边界设置",
|
||
"Inspector.Collider.SetFromGlobalBounds": "根据全局边界设置",
|
||
"Inspector.Collider.SetFromLocalBoundsPrecise": "根据本地边界设置(精准)",
|
||
"Inspector.Collider.SetFromGlobalBoundsPrecise": "根据全局边界设置(精准)",
|
||
"Inspector.Collider.SetFromPreciseBounds": "根据精确边界设置",
|
||
"Inspector.Collider.SetFromPreciseCylinderBounds": "根据精确圆柱边界设置",
|
||
"Inspector.Collider.Visualize": "圆柱体可视化",
|
||
|
||
"Inspector.SimpleAwayIndicator.TestAway" : "设为离开(调试)",
|
||
"Inspector.SimpleAwayIndicator.TestRestore" : "返回正常(调试)",
|
||
|
||
"Inspector.Fields.Drive" : "驱动",
|
||
"Inspector.Fields.DriveWriteBack" : "驱动 <size=50%>(回写)</size>",
|
||
|
||
"Inspector.Actions.CopyComponent" : "拷贝组件",
|
||
"Inspector.Actions.MoveComponent" : "移动组件",
|
||
|
||
"UserInspector.Title" : "用户查看器",
|
||
|
||
"WorkerInspector.Title" : "{name} 查看器",
|
||
|
||
"CreateNew.Title" : "创建",
|
||
|
||
"Wizard.General.ProcessRoot": "处理根:",
|
||
"Wizard.General.Result": "结果:",
|
||
"Wizard.General.ErrorNoRoot": "未选择根",
|
||
"Wizard.General.RemovedResult": "已删除 {n}",
|
||
|
||
"Wizard.AssetOptimization.Title": "资产优化设置向导",
|
||
"Wizard.AssetOptimization.CleanupUnusedAssets": "清理未使用的资产",
|
||
"Wizard.AssetOptimization.CleanupEmptySlots": "清理空插槽",
|
||
"Wizard.AssetOptimization.CleanupDisabledMeshRenderers": "清理禁用的网格渲染器",
|
||
"Wizard.AssetOptimization.DeduplicateMaterials": "重复材质球删除",
|
||
"Wizard.AssetOptimization.CleanupFileItems": "清理文件项",
|
||
"Wizard.AssetOptimization.MaxTextureResolution": "设置最大纹理分辨率",
|
||
"Wizard.AssetOptimization.RecompressTextures": "重新压缩纹理",
|
||
"Wizard.AssetOptimization.RecalculateAllNormals": "重新计算所有法线",
|
||
"Wizard.AssetOptimization.RecalculateAllNormalsMerged": "重新计算所有法线(合并)",
|
||
"Wizard.AssetOptimization.RecalculateAllTangents": "重新计算所有切线(Mikktspace)",
|
||
"Wizard.AssetOptimization.ResizedResult": "调整后 {n}",
|
||
|
||
"Wizard.LightSources.Title": "光源向导",
|
||
"Wizard.LightSources.Header": "场景光源",
|
||
"Wizard.LightSources.ProcessRoot": "处理根:",
|
||
"Wizard.LightSources.PointLights": "点光源:",
|
||
"Wizard.LightSources.SpotLights": "聚光灯:",
|
||
"Wizard.LightSources.DirectionalLights": "方向光:",
|
||
"Wizard.LightSources.DisabledLights": "禁用的灯光:",
|
||
"Wizard.LightSources.WithTag": "带标签:",
|
||
"Wizard.LightSources.SetShadowType": "设置阴影类型",
|
||
"Wizard.LightSources.ChangeIntensity": "更改强度",
|
||
"Wizard.LightSources.ChangeRange": "更改范围",
|
||
"Wizard.LightSources.Enable": "启用",
|
||
"Wizard.LightSources.Disable": "禁用",
|
||
"Wizard.LightSources.Destroy": "破坏",
|
||
|
||
"Wizard.CubemapCreator.Title": "立方体贴图创建器",
|
||
"Wizard.CubemapCreator.Textures": "源纹理:",
|
||
"Wizard.CubemapCreator.TexturesNote": "请注意,某些约定左右相反。如果生成的立方体图不正确,请尝试左右互换纹理。",
|
||
"Wizard.CubemapCreator.PosX": "正X(右)",
|
||
"Wizard.CubemapCreator.NegX": "负X(左)",
|
||
"Wizard.CubemapCreator.PosY": "正Y(顶部)",
|
||
"Wizard.CubemapCreator.NegY": "负Y(底部)",
|
||
"Wizard.CubemapCreator.PosZ": "正Z(前)",
|
||
"Wizard.CubemapCreator.NegZ": "负Z(后)",
|
||
"Wizard.CubemapCreator.TopBottomRotation": "顶部/底部旋转:",
|
||
|
||
"Wizard.ReflectionProbes.Title": "反射探针设置向导",
|
||
"Wizard.ReflectionProbes.ProcessRoot": "处理根:",
|
||
"Wizard.ReflectionProbes.ProcessDisabled": "处理已禁用",
|
||
"Wizard.ReflectionProbes.WithTag": "带标签:",
|
||
"Wizard.ReflectionProbes.TeleportUserToProbe": "将我传送到每个探针",
|
||
"Wizard.ReflectionProbes.DelayBetweenProbes": "探针之间的延迟",
|
||
"Wizard.ReflectionProbes.ShowDebugVisuals": "显示调试视觉效果",
|
||
"Wizard.ReflectionProbes.HideDebugVisuals": "隐藏调试视觉效果",
|
||
"Wizard.ReflectionProbes.BakeProbes": "烘焙探针",
|
||
"Wizard.ReflectionProbes.Baking": "正在烘焙{count}个中的第{index}个...",
|
||
|
||
"Wizard.TextRenderer.Header": "文本渲染器设置向导",
|
||
"Wizard.TextRenderer.ProcessRoot": "处理根:",
|
||
"Wizard.TextRenderer.ProcessStandalone": "单独处理",
|
||
"Wizard.TextRenderer.ProcessUIX": "处理UIX",
|
||
"Wizard.TextRenderer.Disabled": "处理已禁用",
|
||
"Wizard.TextRenderer.WithTag": "带标签:",
|
||
"Wizard.TextRenderer.ReplaceMaterial": "替换材质",
|
||
"Wizard.TextRenderer.ReplaceFont": "替换字体",
|
||
"Wizard.TextRenderer.SetColor": "设置颜色",
|
||
|
||
"Desktop.Controls.Title": "桌面控制",
|
||
"Desktop.OpenKeyboard": "打开键盘",
|
||
"Desktop.FollowCursor.On": "跟随游标:启用",
|
||
"Desktop.FollowCursor.Off": "跟随游标:禁用",
|
||
"Desktop.LegacyInputMode.On": "旧版输入模式:启用",
|
||
"Desktop.LegacyInputMode.Off": "旧版输入模式:禁用",
|
||
"Desktop.Brightness": "亮度:{n,number,percent}",
|
||
"Desktop.Opacity": "不透明度:{n,number,percent}",
|
||
|
||
"VolumePlaneSlicer.Highlight": "高亮",
|
||
"VolumePlaneSlicer.Slicer": "滑块",
|
||
|
||
"Tutorial.Welcome.Welcome": "欢迎!",
|
||
"Tutorial.Welcome.Description" : "进入一个有着无限可能性的全新数字宇宙。不管你是为了与世界各地的朋友社交,还是为了建造、创作与开发美丽的艺术品与交互式数字虚拟形象,亦或是复杂的可交互游戏和世界,Resonite 都为你提供了一个无限可自定义的环境。这里永远欢迎你,你也将能在此找到志同道合的朋友。<br><br>在你开始探索之前,我们会先引导你进行一些必要的设置,以确保丝滑的体验。当你准备就绪,就请点击下方的按钮",
|
||
"Tutorial.Welcome.Begin": "让我们开始吧!",
|
||
|
||
"Tutorial.Welcome.AccountHeader": "{appName}帐户",
|
||
"Tutorial.Welcome.AccountDescription": "创建帐户可为你提供1GB的免费存储空间,你将可以保存物品、喜欢的虚拟形象,添加朋友和传递信息。",
|
||
"Tutorial.Welcome.AccountCreate": "创建帐户",
|
||
"Tutorial.Welcome.AccountLogin": "我已经有一个帐户",
|
||
"Tutorial.Welcome.AccountSkip": "在没有帐户的情况下继续",
|
||
"Tutorial.Welcome.AccountSkipHeader": "跳过创建帐户?",
|
||
"Tutorial.Welcome.AccountSkipDescription": "某些功能(例如,保存物品、虚拟形象,添加好友等)将无法访问。",
|
||
"Tutorial.Welcome.AccountSkipConfirm": "确定跳过",
|
||
|
||
"Tutorial.Welcome.SettingsHeader": "基本配置",
|
||
"Tutorial.Welcome.SettingsDescription": "你可以配置基本动作和用户首选项。 所有这些都可以在以后更改。",
|
||
"Tutorial.Welcome.SettingsTurning": "转向方式",
|
||
"Tutorial.Welcome.SettingsSnapTurn": "吸附式",
|
||
"Tutorial.Welcome.SettingsSnapTurn.Description": "立即转向新的角度。适用于新用户。",
|
||
"Tutorial.Welcome.SettingsSmoothTurn": "平滑",
|
||
"Tutorial.Welcome.SettingsSmoothTurn.Description": "平滑地转向,但易引起晕动症。",
|
||
"Tutorial.Welcome.SettingsPrimaryController": "主控制器",
|
||
"Tutorial.Welcome.SettingsPrimaryLeft": "左",
|
||
"Tutorial.Welcome.SettingsPrimaryLeft.Description": "左手",
|
||
"Tutorial.Welcome.SettingsPrimaryRight": "右",
|
||
"Tutorial.Welcome.SettingsPrimaryRight.Description": "右手",
|
||
|
||
"Tutorial.Welcome.SettingsHeadDirectionMovement": "移动位置",
|
||
"Tutorial.Welcome.SettingsUseHeadDirection": "头部位置",
|
||
"Tutorial.Welcome.SettingsUseHeadDirection.Description": "你将朝着你在看的方向前进",
|
||
"Tutorial.Welcome.SettingsUseControllerDirection": "控制器方向",
|
||
"Tutorial.Welcome.SettingsUseControllerDirection.Description": "你会朝着控制器的方向移动",
|
||
|
||
"Tutorial.Welcome.LeftControllerMode": "左控制器模式",
|
||
"Tutorial.Welcome.RightControllerMode": "右控制器模式",
|
||
|
||
"Tutorial.Welcome.SidewaysTurnOnly": "仅转向",
|
||
"Tutorial.Welcome.SidewaysTurnOnly.Description": "控制器仅用于转动",
|
||
"Tutorial.Welcome.SidewaysTurnAndMove": "转向 & 移动",
|
||
"Tutorial.Welcome.SidewaysTurnAndMove.Description": "控制器用于转向和移动",
|
||
"Tutorial.Welcome.SidewaysStrafe": "前进",
|
||
"Tutorial.Welcome.SidewaysStrafe.Description": "使用控制器来前进",
|
||
"Tutorial.Welcome.SidewaysOff": "关闭",
|
||
"Tutorial.Welcome.SidewaysOff.Description": "只能前后移动",
|
||
|
||
"Tutorial.Welcome.SettingsHeight": "你的身高",
|
||
"Tutorial.Welcome.SettingsHeightExamples": "例子: 1.85 m, 185 cm, 6' 1\", 6 英尺 1 英寸",
|
||
|
||
"Tutorial.Welcome.StartTutorialHeader": "准备好开始探索了吗?",
|
||
"Tutorial.Welcome.StartTutorialDescription": "你已整装待发,即将踏上探索之旅了!我们会将你传送到教程世界。在那之后,有一个全新的家世界等待着你。那将是你探索 {appName} 的起点。当你准备好了,请点击下方的按钮。",
|
||
"Tutorial.Welcome.StartTutorial": "开始教程",
|
||
|
||
"Tutorial.CommunityYouTube.Title": "社区 YouTube 频道",
|
||
|
||
"Tutorial.UserResources.UserResourcesTitle": "用户资源",
|
||
"Tutorial.UserResources.SupportTitle": "如何支持 {appName}",
|
||
"Tutorial.UserResources.MerchandiseTitle": "{appName} 商品",
|
||
|
||
"Tutorial.Intro.BadgesAppTeam": "{appName} 团队",
|
||
"Tutorial.Intro.BadgesModerator": "管理员",
|
||
"Tutorial.Intro.BadgesMentor": "导师",
|
||
"Tutorial.Intro.BadgesDisabilityHearing": "听力障碍",
|
||
"Tutorial.Intro.BadgesDisabilityVision": "视觉障碍",
|
||
"Tutorial.Intro.BadgesDisabilitySpeech": "发音障碍",
|
||
"Tutorial.Intro.BadgesTitle": "徽章",
|
||
"Tutorial.Intro.BadgesDescription": "徽章是一些展示用户特色的小图标。这儿是一些需要被记住的重要徽章。用户可以通过 {appName} 机器人赋予自己身体障碍徽章。请查阅 {appName} Wiki 以了解更多信息",
|
||
"Tutorial.Intro.HelpSite": "帮助",
|
||
|
||
"Object.Mirror.Toggle": "开关(镜子)",
|
||
|
||
"Twitch.Panel.Button.Commands.Enabled": "命令启用",
|
||
"Twitch.Panel.Button.Commands.Disabled": "命令禁用",
|
||
"Twitch.Panel.Button.SafeMode.Enabled": "安全模式启用",
|
||
"Twitch.Panel.Button.SafeMode.Disabled": "安全模式禁用",
|
||
"Twitch.Panel.Button.SubscriberCommands.Enabled": "订阅者命令<br> 仅对订阅者启用",
|
||
"Twitch.Panel.Button.SubscriberCommands.Disabled": "订阅者命令<br> 对所有人启用",
|
||
"Twitch.Panel.Title.Text": "Twitch 聊天室",
|
||
|
||
"Exiting.SavingItems": "正在保存 {n, plural, other {# 项目}}...",
|
||
"Exiting.SavingChanges": "正在保存更改...",
|
||
"Exiting.Exiting": "正在退出...",
|
||
"Exiting.LoggingOut": "正在注销...",
|
||
|
||
"Migration.Title": "迁移",
|
||
"Migration.NewTask": "新建迁移任务",
|
||
|
||
"Migration.LoginModal.Title": "迁移数据?",
|
||
"Migration.LoginModal.Description": "你希望从另一个账户迁移数据吗?你也可以选择稍后再从仪表盘上的“迁移”标签页执行此操作。",
|
||
"Migration.LoginModal.OpenMigration": "打开迁移",
|
||
"Migration.LoginModal.Later": "稍后",
|
||
"Migration.LoginResetID.Title": "确定要重置UserID吗?",
|
||
"Migration.LoginResetID.Description": "请你知悉,执行此项操作会导致 <color=red>难以预知的内容损坏</color>。你所有的物品、世界、好友和消息都将会被迁移,但任何依赖于你旧UserID引用的行为与组件很可能会不再工作,需要进行重新配置。<color=red>不!要!使用这个选项</color> 除非你有非常充分的理由。",
|
||
"Migration.LoginResetID.ResetButton": "我明白了,重置吧",
|
||
|
||
"Migration.ReservedUsername.Title":"<b>被保留的用户名</b>",
|
||
"Migration.ReservedUsername.Description": "这个用户名正为原拥有者所保留。如果这是你的账户,请提供你的 {platform} 凭据来解锁它。我们不会保留这些凭据,它们只在注册时被用于验证你对账户的拥有权。",
|
||
"Migration.SourcePassword": "{platform} 密码:",
|
||
"Migration.SourceUsername": "{platform} 用户名:",
|
||
|
||
"Migration.Dialog.Title": "账户迁移",
|
||
"Migration.Dialog.Source" : "你可以迁移来自任何兼容基础设施的数据。首先,从下方的列表中选择一个你希望自其迁移数据的基础设施。你也可以通过在安装文件夹下的“Migrations”文件夹放置配置文件来添加额外基础设施。",
|
||
"Migration.Dialog.AccountDescription": "要迁移你的账户,我们需要你的 {platform} 账户密码以登录并访问数据。",
|
||
|
||
"Migration.ResetID.Title": "重置我的UserID",
|
||
"Migration.ResetID.Description":"<color=red><b>警告:</b></color> 选择这个选项 <b>会不可还原地部分损坏现存内容</b>,其中包括用户内容、社区服务、链接、云变量等中任何对UserID的引用。这些引用会被重置,但你的物品、世界、好友与信息不会丢失。我们 <b>只</b> 建议你在想更换一个新的随机UserID时使用此选项。除非你有重置UserID的充分理由,你 <b>不!该!</b> 使用此选项。你的UserID会像这样变化:\n U-MyUsername -> U-fX3pKe7AYYQ",
|
||
|
||
"Migration.DataSelection.Title": "当我们迁移你的账户时,应该迁移哪些数据?",
|
||
"Migration.DataSelection.Everything": "所有数据",
|
||
"Migration.DataSelection.Choose": "让我自己选择",
|
||
|
||
"Migration.DataSelection.Favorites": "收藏内容(虚拟形象、家、相机、键盘、Facets)",
|
||
|
||
"Migration.DataSelection.Favorites.Description": "这将首先迁移你的家、收藏的虚拟形象、键盘、相机与仪表板,这样你就能尽快开始使用它们。\n <color=red><b>警告:</b></color> 如果你选择了这个选项,你可能会 <b>失去某些</b> 在迁移前作出的对你收藏内容的更改。",
|
||
"Migration.DataSelection.Favorites.OverwriteTitle": "我们应该在迁移时覆写你的收藏夹吗?",
|
||
|
||
"Migration.DataSelection.Home.Title": "将你原来的家设为默认?",
|
||
"Migration.DataSelection.Home.Description": "当我们迁移你数据时,你原本的云端家园会被安置在一个不同的URL下,你的默认家会被设为一个全新的云端家园。不过,如果你希望如此,我们也可以将你原有的家设置为默认。即使你选择了“不”,你原有的家依然可以被访问。你也可以稍后再收藏它并设为你的家。",
|
||
|
||
"Migration.DataSelection.Contacts": "好友",
|
||
"Migration.DataSelection.Message History": "消息历史",
|
||
"Migration.DataSelection.InventoryWorld": "库存 & 世界",
|
||
"Migration.DataSelection.CloudVariable.Definitions": "云变量定义",
|
||
"Migration.DataSelection.CloudVariable.Values": "云变量值",
|
||
|
||
"Migration.DataSelection.AlwaysOverwrite": "总是覆写",
|
||
|
||
"Migration.Start": "开始迁移",
|
||
"Migration.Groups.Title": "迁移群组",
|
||
"Migration.Groups.Introduction": "我们应该迁移你的群组吗?",
|
||
|
||
"Migration.Groups.Description": "所有你作为管理员的群组默认都将被迁移。如果你只想迁移指定群组,点击下方的按钮来加载它们并选择你希望迁移的群组。",
|
||
|
||
"Migration.Groups.LoadGroups": "加载群组",
|
||
"Migration.Groups.RefreshGroups": "刷新群组",
|
||
|
||
"Migration.Groups.Fetching": "群组拉取中...",
|
||
"Migration.Groups.Fetching.LoginFailed": "登录错误:{error}",
|
||
"Migration.Groups.Fetching.Error": "群组拉取错误:{error}",
|
||
"Migration.Groups.NoGroups": "未找到可迁移的 {platform} 群组。",
|
||
"Migration.Groups.NotGroupAdmin": "你未担任任何 {platform} 群组的管理员,请联系你群组的管理员以迁移它们!",
|
||
|
||
"Migration.Summary": "好的,我们已经完成了准备工作。点击下方的开始迁移按钮,我们就会开始你的迁移任务。\n\n迁移将花费一些时间,我们需要拷贝所有的数据。如果你选择迁移你的收藏夹,我们会优先迁移它们以便你能够尽快使用。\n\n在迁移进行时,你无需保持 {appName} 运行,但我们也会通过 {appName} 机器人向你发送通知,以告知你进展如何。",
|
||
|
||
"Migration.List.EmptyTitle": "需要开始新的迁移任务吗?",
|
||
"Migration.List.EmptySubtitle": "点击左上方的“新建迁移任务”按钮",
|
||
|
||
"Migration.List.ButtonLabel": "{name}\n<size=50%>创建于:{time}\n状态:{state}",
|
||
"Migration.Report.Title": "迁移任务报告:",
|
||
"Migration.Report.Description": "<color={hex}>描述:</color> {value}",
|
||
"Migration.Report.Status": "<color={hex}>状态:</color> {value}",
|
||
"Migration.Report.CreatedOn": "<color={hex}>创建于:</color> {value}",
|
||
"Migration.Report.StartedOn": "<color={hex}>开始于:</color> {value}",
|
||
"Migration.Report.CompletedOn": "<color={hex}>完成于:</color> {value}",
|
||
|
||
"Migration.Report.CurrentlyMigrating": "正在迁移 <color={hex}>{value}</color> 的数据。",
|
||
"Migration.Report.CurrentItem": "当前项目: <color={hex}>{value}</color>",
|
||
|
||
"Migration.Report.CurrentRate": "<color={hex}>当前速度:</color> ~{value} 世界/项目每分钟",
|
||
|
||
"Migration.Report.EstimatedQueuePosition": "<color={hex}>此任务之前的排队任务数:</color> {value}",
|
||
"Migration.Report.ContactStatus": "已迁移 <color={hex}>{total}</color> 好友中的 <color={hex}>{current}</color> 个",
|
||
"Migration.Report.MessageStatus": "已迁移 <color={hex}>{value}</color> 条消息",
|
||
"Migration.Report.CloudVariableDefinitionStatus": "已迁移 <color={hex}>{value}</color> 个云变量定义",
|
||
"Migration.Report.CloudVariableValueStatus":"已迁移 <color={hex}>{value}</color> 个云变量",
|
||
"Migration.Report.RecordStatus": "已迁移 <color={hex}>{total}</color> 世界/项目中的 <color={hex}>{current}</color> 个,失败 <color=red>{failed}</color> 个。",
|
||
"Migration.Report.GroupStatus": "已迁移 <color={hex}>{total}</color> 群组中的 <color={hex}>{current}</color> 个",
|
||
"Migration.Report.GroupMemberStatus": "共已迁移 <color={hex}>{value}</color> 群组成员",
|
||
|
||
"Migration.Error": "<color=red>错误:</color> {error}",
|
||
"Migration.NothingSelected": "未选择任何项,无法开始。",
|
||
|
||
"Migration.ColorManagement": "这个世界在伽马色彩空间下被创建,目前已被自动转换至线性色彩空间。<br><br>它看起来可能会有些不同,但总体应当保持可用。<br><br>如果你就是作者且发现了世界转换中的错误,<color=red>不!要!保!存!</color> 仅进行另存。<br><br>只要原始世界存在,我们还可以改良转换流程。否则你将自己负责修复这些错误。",
|
||
|
||
"Temporary.MMC.Voting UI": "MMC 投票界面",
|
||
"Temporary.MMC.Vote": "投票",
|
||
|
||
"Temporary.MMC.Categories.Name": "类别",
|
||
|
||
"Temporary.MMC.Categories.Worlds": "世界",
|
||
"Temporary.MMC.Categories.Worlds.Social": "社交",
|
||
"Temporary.MMC.Categories.Worlds.Game": "游戏",
|
||
|
||
"Temporary.MMC.Categories.Other": "其他",
|
||
"Temporary.MMC.Categories.Misc": "杂项",
|
||
"Temporary.MMC.Categories.Meme": "梗",
|
||
|
||
"Temporary.MMC.Categories.Avatars": "虚拟形象",
|
||
"Temporary.MMC.Categories.Avatars.Accessories": "配件",
|
||
|
||
"Temporary.MMC.VoteSuccess": "在 {category} 中你投票给了 {voteTarget}。",
|
||
"Temporary.MMC.VoteFailure": "投票失败,你的投票未被成功计票,请重试。",
|
||
"Temporary.MMC.VotedAlready": "你已经为 {voteTarget} 投过票了。",
|
||
"Temporary.MMC.VoteInvalid": "无效投票,请重试。",
|
||
|
||
"CloudHome.WelcomeHome": "欢迎回家",
|
||
"CloudHome.TargetRangeOptions": "目标范围选项",
|
||
|
||
"Tutorial.Saving.Title": "欢迎回家!",
|
||
"Tutorial.Saving.Content": "欢迎来到你的 <b><i><color=hero.yellow>家园</b></i></color> 世界!这是你每次登录后所来到的地方。<br><br>这是一个你自己的世界,你可以保存任何所作的更改。<br><br>如果你保存了,当你下次回来时,一切将与你离开时一模一样!",
|
||
|
||
"Tutorial.Teleporter.Error": "加载家园失败!<br><size=66%>走出传送器,然后再尝试走进去</size>",
|
||
|
||
"CloudHome.Info.OnlineUsers": "在线 {online_users,plural, one {用户} other {用户}}: {online_users}<br>可加入 {joinable_users,plural, one {用户} other {用户}}: {joinable_users}",
|
||
"CloudHome.Info.Moderation": "监管",
|
||
"CloudHome.Info.Inventory": "库存",
|
||
"CloudHome.Info.Tools": "工具",
|
||
"CloudHome.Info.MoreInfo": "更多信息",
|
||
"CloudHome.Info.SessionUptime": "会话持续时间:",
|
||
"CloudHome.Info.AccessLevel": "权限等级:",
|
||
"CloudHome.Info.StorageUsed": "已用存储:",
|
||
|
||
"CloudHome.Info.DashInfoTab.Title": "欢迎!",
|
||
"CloudHome.Info.DashInfoDesktop": "为了让你更快上手,有几件事你应当知悉。当按下Esc键,你可以打开 <i><color=hero.purple>仪表盘</color></i>。它相当于你的桌面或是控制面板。<br><br>如果你对此感到疑惑,它用于显示能够帮助你的额外数据。点击下方按钮关闭这条消息。",
|
||
"CloudHome.Info.DashInfoVR": "为了让你更快上手,有几件事你应当知悉。当按下B或Y键,你可以打开 <i><color=hero.purple>仪表盘</color></i>。它相当于你的桌面或是控制面板。<br><br>如果你对此感到疑惑,它用于显示能够帮助你的额外数据。点击下方按钮关闭这条消息。",
|
||
"CloudHome.Info.DashInfoVRNoButtons": "为了让你更快上手,有几件事你应当知悉。当你按住菜单键直到圆圈填满,你可以打开 <i><color=hero.purple>仪表盘</color></i>。它相当于你的桌面或是控制面板。<br><br>如果你对此感到疑惑,它用于显示能够帮助你的额外数据。点击下方按钮关闭这条消息。",
|
||
|
||
"CloudHome.Info.GoToWiki": "前往Wiki!",
|
||
"CloudHome.Info.GoToDiscord": "前往Discord!",
|
||
|
||
"CloudHome.Info.ModerationTab.Title": "监管!",
|
||
"CloudHome.Info.ModerationTab.Content": "安全很重要。如果你需要帮助或者需要举报一位用户,请在我们的 <u><color=hero.cyan>监管平台</color></u><sprite name=hyperlink>发起工单。<br><br>我们有由志愿管理员组成的强大团队 <sprite name=modbadge> 来保障社区的安全!如果你有疑问,或是发现了违反行为准则的现象,请发起工单。",
|
||
|
||
"CloudHome.Info.InventoryTab.Title": "保存你的物品!",
|
||
"CloudHome.Info.InventoryTab.Content": "在 <i><color=hero.purple>仪表盘</color></i> 中的 <i><color=hero.purple>库存</color></i> 包含了你保存的物品与虚拟形象。<br><br>在 <i><color=hero.purple>基础</color></i> 文件夹中,我们准备了一些有趣的东西。你可以双击来生成它们!",
|
||
|
||
"CloudHome.Info.ToolsTab.Title": "世界内编辑!",
|
||
"CloudHome.Info.ToolsTab.Content": "{appName} 的一大特点在于,你能够轻易的在游戏中创造、修改事物。<br><br>是的!就在此处!实际上在任何地方都可以。你可以在库存中的 <i><color=hero.purple>基础 -> 工具</color></i> 栏找到用于修改世界的工具,并将一切变成你喜欢的样子。",
|
||
|
||
"CloudHome.Info.HelpTab.Title": "获得帮助",
|
||
"CloudHome.Info.HelpTab.InfoLineOne": "需要帮助?查看我们的 <u><color=hero.cyan>Wiki</color></u><sprite name=hyperlink>,或者询问以获得解答。",
|
||
"CloudHome.Info.HelpTab.InfoLineTwo": "在我们的 <u><color=hero.cyan>Discord!</color></u><sprite name=hyperlink> 中提问,通过你仪表盘中的 <i><color=hero.purple>桌面</color></i> 标签页,你可以轻易地在桌面模式下查看链接。",
|
||
|
||
"CloudHome.Info.UsersTab.Title": "查找用户",
|
||
"CloudHome.Info.UsersTab.Content": "公共会话会是让你沉浸在社区氛围中的一个好去处!<br><br>你可以在仪表板中的 <i><color=hero.purple>世界</color></i> 标签页找到可以立即加入的公共会话。快去看看吧!",
|
||
|
||
"Mirror.Header.RenderingOptions" : "渲染选项",
|
||
"Mirror.Header.Type" : "镜子类型",
|
||
"Mirror.Header.Resolution" : "镜像分辨率",
|
||
"Mirror.Header.AspectRatio" : "宽高比",
|
||
|
||
"Mirror.EnableLights": "启用灯光",
|
||
"Mirror.DisableLights": "禁用灯光",
|
||
|
||
"Mirror.EnableShadows": "启用阴影",
|
||
"Mirror.DisableShadows": "禁用阴影",
|
||
|
||
"Mirror.Camera": "相机",
|
||
|
||
"Mirror.AspectRatio.Tall": "高",
|
||
"Mirror.AspectRatio.Square": "方形",
|
||
"Mirror.AspectRatio.Wide": "宽",
|
||
|
||
"Mirror.Menu": "菜单",
|
||
"Mirror.CloseMenu": "关闭菜单",
|
||
|
||
"StickyNote.SpinMe": "旋转我!",
|
||
"StickyNote.FruitPlate": "免费的自补充果盘",
|
||
"StickyNote.EmptyForYou": "专为你留空!:)",
|
||
"StickyNote.RelevantLinks": "相关链接!<br><--<br><br><size=500>甚至可以叫它黄页</size>",
|
||
"StickyNote.SunTool": "以你之手掌握太阳之力!",
|
||
"StickyNote.Bow": "拉弓,瞄准",
|
||
"StickyNote.Crossbow": "使用杠杆(或是次级)来装填!",
|
||
"StickyNote.Shade": "可调节的着色",
|
||
"StickyNote.TheaterTablet": "使用这个平板来控制房间的风扇与窗户!",
|
||
"StickyNote.ControlTablet": "使用这个平板来控制家的各个部分!",
|
||
|
||
"StickyNote.RotateMeDesktop": "按住E来旋转我!",
|
||
"StickyNote.RotateMeVR": "旋转我!",
|
||
|
||
"StickyNote.EquipMeDesktop": "装备并按下左键!",
|
||
"StickyNote.EquipMeVR": "装备并拉弦!",
|
||
|
||
"StickyNote.DipBrushes": "将笔刷浸入材质球来选择材质",
|
||
"StickyNote.BrushColor": "在你的上下文菜单中更改笔刷的颜色与大小",
|
||
"StickyNote.Drawing": "你可以在画板上或空气中绘画。事实上,在哪都行!",
|
||
"StickyNote.WorldCanvas": "世界就是你的画布!",
|
||
|
||
"CloudHome.Panel.HomeControl": "家控制",
|
||
|
||
"CloudHome.Panel.General": "通用",
|
||
"CloudHome.Panel.Lighting": "灯光",
|
||
"CloudHome.Panel.Furniture": "家具",
|
||
|
||
"CloudHome.Panel.Quality": "质量",
|
||
"CloudHome.Panel.Doors": "门",
|
||
"CloudHome.Panel.Audio": "音频",
|
||
"CloudHome.Panel.OverheadLighting": "顶灯",
|
||
"CloudHome.Panel.Sconces": "壁灯",
|
||
"CloudHome.Panel.FurnitureVisibility": "家具可见性",
|
||
|
||
"CloudHome.Panel.LowQualityMode": "低质量模式",
|
||
"CloudHome.Panel.DoorSounds": "门的声音",
|
||
"CloudHome.Panel.DoorsAlwaysOpen": "门常开",
|
||
"CloudHome.Panel.InteriorAmbience": "室内氛围",
|
||
"CloudHome.Panel.InteriorAmbienceVolume": "室内<br>氛围<br>音量",
|
||
"CloudHome.Panel.LightsOn": "打开灯",
|
||
"CloudHome.Panel.LightIntensity": "灯光强度",
|
||
"CloudHome.Panel.LightColor": "灯光颜色",
|
||
"CloudHome.Panel.LightColorTemperature": "灯光色温",
|
||
|
||
"CloudHome.Panel.Spawn": "生成",
|
||
"CloudHome.Panel.Foyer": "门厅",
|
||
"CloudHome.Panel.Workspace": "工作间",
|
||
"CloudHome.Panel.ReadingLounge": "阅读室",
|
||
"CloudHome.Panel.Lounge": "休息室",
|
||
"CloudHome.Panel.Center": "中心",
|
||
"CloudHome.Panel.Balcony": "阳台",
|
||
"CloudHome.Panel.Theater": "私人剧院",
|
||
|
||
"CloudHome.Panel.TheaterControl": "剧院控制",
|
||
"CloudHome.Panel.FanControl": "风扇控制",
|
||
"CloudHome.Panel.WindowControl": "窗户控制",
|
||
"CloudHome.Panel.FanSpeed": "风扇速度",
|
||
"CloudHome.Panel.WindowTint": "窗户色调",
|
||
|
||
"CloudHome.FeaturedPanel.OpenWorld": "打开世界",
|
||
"CloudHome.FeaturedPanel.LinkText": "点击这里<br>来为你打开世界!",
|
||
"CloudHome.FeaturedPanel.Featured": "精选",
|
||
|
||
"CloudHome.AvatarPanel.Title": "精选虚拟形象世界",
|
||
|
||
"CloudHome.SupporterPanel.Title": "<b>我们的支持者们</b>",
|
||
|
||
"Tutorial.InfoPanel.Title": "嘿!在你继续之前...",
|
||
"Tutorial.InfoPanel.Content": " 等待着你的是一个充满可能性的世界,你的想象将是唯一的限制。<br><br> 你迄今所见之物几乎都是在游戏内开发的!来自世界各地的人们实时协作、共同建造了它们。<br><br> 这个平台仍处于早期开发阶段,我们在不断更新和改进它。现在,你也是这旅程的一份子了!海阔凭鱼跃,天高任鸟飞!<br><br><align=center>感谢你驻足体验。</align>",
|
||
|
||
"Tutorial.GrabItems.Grab": "抓取",
|
||
"Tutorial.GrabItems.Snap": "吸附",
|
||
"Tutorial.GrabItems.Slide": "滑动",
|
||
|
||
"Tutorial.Panel.Jumping.Title": "跳跃",
|
||
"Tutorial.Panel.Jumping.ContentDesktop": "在行走时,按下空格键跳跃!",
|
||
"Tutorial.Panel.Jumping.ContentVR": "在行走时,按下摇杆跳跃!",
|
||
"Tutorial.Panel.Jumping.ContentVRNoButtons": "在行走时,按下触控板中心跳跃!",
|
||
|
||
"Tutorial.Panel.WalkLocomotion.Title": "行走移动",
|
||
"Tutorial.Panel.WalkLocomotion.Content": "沿着地面行走和跳跃",
|
||
|
||
"Tutorial.Panel.TeleportLocomotion.Title": "传送移动",
|
||
"Tutorial.Panel.TeleportLocomotion.Content": "立即将你传送至传送指示器位置",
|
||
|
||
"Hints.Spawn.InitialMovementDesktop": "使用移动键位来四处移动!",
|
||
"Hints.Spawn.InitialMovementVR": "使用摇杆来四处行走!",
|
||
"Hints.Spawn.InitialMovementVRNoButtons": "使用触控板来四处行走!",
|
||
|
||
"Hints.Spawn.ContextMenuDesktop": "按T打开你的上下文菜单以查看选项!",
|
||
"Hints.Spawn.ContextMenuVR": "感到不适?按B或Y键打开你的上下文菜单以查看选项!",
|
||
"Hints.Spawn.ContextMenuVRNoButtons": "感到不适?按菜单键打开你的上下文菜单以查看选项!",
|
||
|
||
"Hints.Spawn.TeleportLocomotionDesktop": "你可以在移动菜单中尝试其他选项,例如飞行。",
|
||
"Hints.Spawn.TeleportLocomotionVR": "你可以在移动菜单中尝试其他选项,例如传送或飞行。",
|
||
|
||
"Hints.Bridge.RaiseTheWorld": "按下这个按钮,召唤平台!",
|
||
|
||
"Hints.Grabbing.GrabbingDesktop": "按住鼠标右键以符合物理地抓取物品!",
|
||
"Hints.Grabbing.GrabbingVR": "按下抓握键以符合物理地抓取物品!",
|
||
|
||
"Hints.Grabbing.Rotating": "按住E键并移动鼠标以旋转抓取的物品!",
|
||
"Hints.Grabbing.RotatingExtra": "同时按住Shift键与E键来绕其水平轴旋转物品!",
|
||
|
||
"Hints.Grabbing.ScalingDesktop": "抓取一个物品,按住Shift键,使用你的滚轮来缩放它!",
|
||
"Hints.Grabbing.ScalingVR": "用你的双手抓取物品来缩放它们!",
|
||
|
||
"Hints.Grabbing.OtherGrabbables": "我们提供许多的交互类型,摆弄这三件物品来了解它们!",
|
||
"Hints.Grabbing.OtherGrabbablesExtraDesktop": "除了缩放物体,你也可以在上下文菜单中启用缩放来缩放自己。按住Ctrl并使用滚轮即可!",
|
||
"Hints.Grabbing.OtherGrabbablesExtraVR": "除了缩放物体,你也可以在上下文菜单中启用缩放来缩放自己。用双手抓取它,然后将其移动得更近或更远!",
|
||
|
||
"Hints.Telescope.Alignment": "抓取望远镜并将其对准月亮!",
|
||
|
||
"Hints.Telescope.TheMoonDesktop": "在对准月亮时,按住右键并移动视角来移动月亮!",
|
||
"Hints.Telescope.TheMoonVR": "按下扳机键以激活激光来抓取和移动月亮!",
|
||
|
||
"Hints.Sundial.SoftEquip": "抓取这个工具并使用它!",
|
||
"Hints.Sundial.SoftEquipExtra": "工具使你能够以多种方式改变你所处的世界!",
|
||
|
||
"Hints.Sundial.HardEquip": "点击这个工具来装备它!",
|
||
"Hints.Sundial.HardEquipExtra": "没有看见激光指示器?轻按你的扳机键来显示它!",
|
||
|
||
"Hints.Sundial.TheSun": "瞄准天空并点击来移动太阳!",
|
||
"Hints.Sundial.TheSunExtra": "试试瞄准地平线以下,将时间变成晚上!",
|
||
|
||
"Hints.Sundial.Dequip": "通过在上下文菜单中选择取消装备来丢弃已装备的工具。",
|
||
"Hints.Sundial.DequipExtra": "注意,上下文菜单中的选项因你正手持工具而发生了改变。",
|
||
|
||
"Hints.Sundial.Teleporter": "按下这个按钮来激活通向你云端家园的传送器!",
|
||
"Hints.Sundial.TeleporterExtra": "请享受你的家,感谢你驻足体验!",
|
||
|
||
"UI.TextDisplay.Landscape": "横向",
|
||
"UI.TextDisplay.Portrait": "纵向",
|
||
"UI.TextDisplay.NormalText": "常规文字",
|
||
"UI.TextDisplay.MonospaceText": "等宽文字",
|
||
|
||
"UI.DocumentDisplay.PageNumber": "页数 {page_number}",
|
||
"UI.DocumentDisplay.DocumentQuality": "质量",
|
||
"UI.DocumentDisplay.QualityLow": "低",
|
||
"UI.DocumentDisplay.QualityMedium": "中",
|
||
"UI.DocumentDisplay.QualityHigh": "高",
|
||
"UI.DocumentDisplay.Pages": "页数",
|
||
"UI.DocumentDisplay.ResetZoom": "重置缩放",
|
||
|
||
"UI.VideoPlayer.GlobalSettings": "全局<br>设置",
|
||
"UI.VideoPlayer.LocalSettings": "本地<br>设置",
|
||
"UI.VideoPlayer.SpatialAudio": "空间<br>音频",
|
||
"UI.VideoPlayer.AreaBroadcast": "区域<br>广播",
|
||
"UI.VideoPlayer.BroadcastAudio": "广播<br>音频",
|
||
"UI.VideoPlayer.EnterURL": "<i><alpha=#77>在此输入URL</closeall>",
|
||
"UI.VideoPlayer.AudioZoneTheater": "本地<br>剧院",
|
||
"UI.VideoPlayer.AudioZoneGlobal": "世界<br>音频",
|
||
"UI.VideoPlayer.UsersLoaded": "{users_loaded}/{users_present} {users_present,plural, one {用户} other {用户}}<br>已加载",
|
||
"UI.VideoPlayer.AllUsersLoaded": "所有用户<br>均已加载",
|
||
|
||
"UI.ColorPicker.ColorPicker": "取色器",
|
||
|
||
"UI.ColorPicker.Linear": "线性",
|
||
|
||
"UI.ColorPicker.Hexadecimal": "16进制",
|
||
"UI.ColorPicker.ColorSwatches": "色板",
|
||
|
||
"UI.ColorPicker.Red": "红",
|
||
"UI.ColorPicker.Green": "绿",
|
||
"UI.ColorPicker.Blue": "蓝",
|
||
|
||
"UI.ColorPicker.Hue": "色调",
|
||
"UI.ColorPicker.Saturation": "饱和度",
|
||
"UI.ColorPicker.Value": "值",
|
||
|
||
"UI.ColorPicker.Alpha": "Alpha",
|
||
"UI.ColorPicker.Gain": "增益",
|
||
|
||
"UI.ProgressBar.ImportingItem": "导入项目",
|
||
|
||
"UI.Camera.Automatic": "自动",
|
||
"UI.Camera.Manual": "手动",
|
||
|
||
"Tools.Names.MultiTool": "多功能工具",
|
||
|
||
"Tools.Names.CommonTools": "通用工具",
|
||
"Tools.Names.ManipulationTools": "操作工具集",
|
||
"Tools.Names.InformationTools": "信息工具集",
|
||
|
||
"Tools.Names.GeometryLineBrush": "几何线条笔刷工具",
|
||
"Tools.Names.Developer": "开发者工具",
|
||
"Tools.Names.ComponentClone": "组件克隆工具",
|
||
"Tools.Names.ProtoFlux": "ProtoFlux脚本编辑工具",
|
||
"Tools.Names.Material": "材质工具",
|
||
"Tools.Names.Glue": "胶水工具",
|
||
"Tools.Names.Light": "灯光工具",
|
||
"Tools.Names.Shape": "形状工具",
|
||
"Tools.Names.Microphone": "麦克风工具",
|
||
"Tools.Names.GrabbableSetter": "可抓取物品设置工具",
|
||
"Tools.Names.PhysicalColliderSetter": "物理碰撞器设置工具",
|
||
"Tools.Names.MeshVisibility": "网格可视性设置工具",
|
||
"Tools.Names.CameraObjectVisibility": "相机对象可视性设置工具",
|
||
"Tools.Names.Color": "颜色工具",
|
||
"Tools.Names.Mesh": "网格工具",
|
||
"Tools.Names.RiggedMeshTransfer": "绑定网格转换工具",
|
||
"Tools.Names.Slicer": "网格切片工具",
|
||
"Tools.Names.ControllerDiagnostic": "控制器诊断工具",
|
||
"Tools.Names.Measure": "测量工具",
|
||
"Tools.Names.Label": "标签工具",
|
||
|
||
"Discord.RichPresence.InPrivateWorld": "在私人世界",
|
||
"Discord.RichPresence.InPrivateLargeText": "在私人世界 ({version})",
|
||
"Discord.RichPresence.InPublicWorld": "在公开世界",
|
||
"Discord.RichPresence.PublicWorldDetails": "{worldName} ({totalWorlds} 个世界)",
|
||
"Discord.RichPresence.InPublicLargeText": "在公开世界 ({version})",
|
||
|
||
"Dummy": "Dummy"
|
||
}
|
||
}
|