Update bundle_zh_CN.properties (#9986)
Co-authored-by: LiMingyuan <109882141+Benny0Li@users.noreply.github.com> Co-authored-by: Anuken <arnukren@gmail.com>
This commit is contained in:
@@ -446,11 +446,11 @@ editor.rules = 规则
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editor.generation = 生成
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editor.objectives = 目标
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editor.locales = 本地化语言包
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editor.worldprocessors = World Processors
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editor.worldprocessors.editname = Edit Name
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editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
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editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
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editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
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editor.worldprocessors = 世界处理器
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editor.worldprocessors.editname = 命名
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editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的\ue813 添加按钮。
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editor.worldprocessors.nospace = 没有足够空间放置世界处理器!\n您是否在地图上布满了建筑?为什么要这样做?
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editor.worldprocessors.delete.confirm = 你确定要删除这个世界处理器吗?\n\n如果其周围有环境墙体,将由环境墙体取代。
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editor.ingame = 游戏内编辑
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editor.playtest = 游戏内测试
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editor.publish.workshop = 上传到创意工坊
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@@ -508,7 +508,7 @@ editor.default = [lightgray]<默认>
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details = 详情…
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edit = 编辑…
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variables = 变量
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.clear.confirm = 您确定要清除该处理器的所有代码吗?
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logic.globals = 内置变量
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editor.name = 名称:
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editor.spawn = 生成单位
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@@ -1287,17 +1287,17 @@ keybind.unit_stance_hold_fire.name = 单位姿态:停火
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keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
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keybind.unit_stance_patrol.name = 单位姿态:巡逻
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keybind.unit_stance_ram.name = 单位姿态:冲锋
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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keybind.unit_command_rebuild.name = Unit Command: Rebuild
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keybind.unit_command_assist.name = Unit Command: Assist
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keybind.unit_command_mine.name = Unit Command: Mine
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keybind.unit_command_boost.name = Unit Command: Boost
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keybind.unit_command_load_units.name = Unit Command: Load Units
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keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
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keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
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keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
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keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
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keybind.unit_command_move.name = 单位命令: 移动
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keybind.unit_command_repair.name = 单位命令: 修复
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keybind.unit_command_rebuild.name = 单位命令: 重建
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keybind.unit_command_assist.name = 单位命令: 协助
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keybind.unit_command_mine.name = 单位命令: 采矿
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keybind.unit_command_boost.name = 单位命令: 助推
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keybind.unit_command_load_units.name = 单位命令: 装载单位
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keybind.unit_command_load_blocks.name = 单位命令: 转载建筑
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keybind.unit_command_unload_payload.name = 单位命令: 卸载有效载荷
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keybind.unit_command_enter_payload.name = 单位命令: 进入入有效载荷
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keybind.rebuild_select.name = 重建建筑
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keybind.schematic_select.name = 框选建筑
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keybind.schematic_menu.name = 蓝图目录
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@@ -1373,12 +1373,11 @@ rules.disableworldprocessors = 禁用世界处理器
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rules.schematic = 允许使用蓝图
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rules.wavetimer = 波次计时器
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rules.wavesending = 波次可跳波
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rules.allowedit = Allow Editing Rules
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rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
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rules.alloweditworldprocessors = Allow Editing World Processors
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rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
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rules.allowedit = 允许编辑规则
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rules.allowedit.info = 启用后,玩家可以通过暂停菜单左下角的按钮在游戏中编辑规则。
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rules.waves = 波次
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rules.airUseSpawns = Air units use spawn points
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rules.airUseSpawns = 空军单位刷怪点
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rules.attack = 进攻模式
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rules.buildai = 基础建筑者 AI
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rules.buildaitier = 建筑者 AI 等级
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@@ -1443,9 +1442,9 @@ rules.weather = 天气
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rules.weather.frequency = 周期:
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rules.weather.always = 永久
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rules.weather.duration = 时长:
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rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
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rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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rules.placerangecheck.info = 防止玩家在敌方建筑附近放置任何东西。在尝试放置炮塔时,范围会增大,因此炮塔无法接近敌人。
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rules.onlydepositcore.info = 阻止单位向除核心区以外的任何建筑物存放物品。
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content.item.name = 物品
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content.liquid.name = 液体
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@@ -1453,7 +1452,7 @@ content.unit.name = 单位
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content.block.name = 建筑
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content.status.name = 状态效果
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content.sector.name = 战役区块
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content.team.name = 派系
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content.team.name = 队伍
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wallore = (墙)
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@@ -2408,8 +2407,7 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
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lst.read = 从连接的内存读取数字
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lst.write = 向连接的内存写入数字
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lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
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lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
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lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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lst.format = 用一个值替换文本缓冲区中的下一个占位符。\n如果占位符模式无效,则不会执行任何操作。\n占位模式: "{[accent]number 0-9[]}"\n示例:\n[accent]print "test {0}"\n格式 "示例"
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lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
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lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
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lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
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@@ -2639,7 +2637,7 @@ lenum.payenter = 进入/降落到单位下方的荷载方块中
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lenum.flag = 给单位赋予数字形式的标记
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lenum.mine = 从某个位置采集矿物
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lenum.build = 建造建筑
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lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
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lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
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lenum.within = 检查单位是否接近了某个位置
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lenum.boost = 开始/停止助推
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lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
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