From 4891c5a0e54614204ec8c8b0e868bb640a069ca0 Mon Sep 17 00:00:00 2001 From: LiarOnce Date: Thu, 7 Apr 2022 17:24:33 +0800 Subject: [PATCH] Translated by LiarOnce --- omegat/project_save.tmx | 6472 +++++++++++++++++++-------------------- 1 file changed, 3236 insertions(+), 3236 deletions(-) diff --git a/omegat/project_save.tmx b/omegat/project_save.tmx index e342245..34d7e9b 100644 --- a/omegat/project_save.tmx +++ b/omegat/project_save.tmx @@ -96,8 +96,8 @@ "${overridden_name} on ${applyto}" - - “${applyto}上的${overriden_name}” + + "${applyto}上的${overriden_name}" @@ -112,16 +112,16 @@ "'{0}' contains invalid filename characters" - - “‘{0}’ 包含无效的文件名字符” + + "‘{0}’ 包含无效的文件名字符" "'{0}' starts with a number. - - “‘{0}’ 以数字开头。 + + "‘{0}’ 以数字开头。 @@ -160,16 +160,16 @@ "A branch to execute in a switch if the case is true." - - “如果情况为真,则在交换中执行的分支。” + + "如果情况为真,则在交换中执行的分支。" "A dimension input has been set along with both the associated anchors, the dimension input will be ignored" - - “尺寸输入已与两个关联的锚点一起设置,尺寸输入将被忽略” + + "尺寸输入已与两个关联的锚点一起设置,尺寸输入将被忽略" @@ -184,24 +184,24 @@ "A fatal exception has occurred in GameMaker and the program needs to close.\n\nWe are sorry for the inconvenience." - - “GameMaker中发生致命异常,程序需要关闭。\n\n给您带来不便,我们深表歉意。” + + "GameMaker中发生致命异常,程序需要关闭。\n\n给您带来不便,我们深表歉意。" "A lighter anti-aliased hinting algorithm\nMany generated glyphs are more fuzzy but better resemble its original shape" - - “较轻的抗锯齿提示算法\n许多生成的字形更加模糊,但更接近其原始形状” + + "较轻的抗锯齿提示算法\n许多生成的字形更加模糊,但更接近其原始形状" "A parent reliant anchor (bottom or right) has been set with no parent gadget, try setting the dimension instead" - - “已设置不带父小工具的父依赖锚点(底部或右侧),请尝试改为设置维度” + + "已设置不带父小工具的父依赖锚点(底部或右侧),请尝试改为设置维度" @@ -216,344 +216,344 @@ "Add ${alpha} to alpha on ${applyto}" - - “将${alpha}添加到${applyto}上的Alpha” + + "将${alpha}添加到${applyto}上的Alpha" "Add ${alpha} to alpha" - - “将${alpha}添加到alpha” + + "将${alpha}添加到alpha" "Add ${angle} to rotation on ${applyto}" - - “将${angle}添加到${applyto}上的循环” + + "将${angle}添加到${applyto}上的循环" "Add ${angle} to rotation" - - “将${angle}添加到循环” + + "将${angle}添加到循环" "Add ${direction} to direction on ${applyto}" - - “将${direction}添加到${applyto}上的方向” + + "将${direction}添加到${applyto}上的方向" "Add ${direction} to direction" - - “将${direction}添加到方向” + + "将${direction}添加到方向" "Add ${direction} to gravity direction on ${applyto}" - - “将${direction}添加到${applyto}上的重力方向” + + "将${direction}添加到${applyto}上的重力方向" "Add ${direction} to gravity direction" - - “将${direction}添加到重力方向” + + "将${direction}添加到重力方向" "Add ${expr} to ${var} on ${applyto}${show_input_count}" - - “将${expr}添加到${applyto}${show_input_count}上的${var}” + + "将${expr}添加到${applyto}${show_input_count}上的${var}" "Add ${expr} to ${var}${show_input_count}" - - “将${expr}添加到${var}${show_input_count}” + + "将${expr}添加到${var}${show_input_count}" "Add ${force} to gravity force on ${applyto}" - - “将${force}添加到${applyto}上的重力” + + "将${force}添加到${applyto}上的重力" "Add ${force} to gravity force" - - “将${force}添加到重力” + + "将${force}添加到重力" "Add ${friction} to friction on ${applyto}" - - “将${Friction}添加到${applyto}上的摩擦力” + + "将${Friction}添加到${applyto}上的摩擦力" "Add ${friction} to friction" - - “将${Friction}添加到摩擦力” + + "将${Friction}添加到摩擦力" "Add ${health} to health on ${applyto}" - - “将${Health}添加到${applyto}上的运行状况” + + "将${Health}添加到${applyto}上的运行状况" "Add ${health} to health" - - “将${Health}添加到运行状况” + + "将${Health}添加到运行状况" "Add ${lives} to lives on ${applyto}" - - “将${Lives}添加到${applyto}上的Lives” + + "将${Lives}添加到${applyto}上的Lives" "Add ${lives} to lives" - - “将${Lives}添加到Lives” + + "将${Lives}添加到Lives" "Add ${position} to path position on ${applyto}" - - “将${position}添加到${applyto}上的路径位置” + + "将${position}添加到${applyto}上的路径位置" "Add ${position} to path position" - - “将${position}添加到路径位置” + + "将${position}添加到路径位置" "Add ${position} to timeline position on ${applyto}" - - “将${position}添加到${applyto}上的时间轴位置” + + "将${position}添加到${applyto}上的时间轴位置" "Add ${position} to timeline position" - - “将${position}添加到时间轴位置” + + "将${position}添加到时间轴位置" "Add ${score} to score on ${applyto}" - - “添加${Score}以在${applyto}上得分” + + "添加${Score}以在${applyto}上得分" "Add ${score} to score" - - “添加${SCORE}以得分” + + "添加${SCORE}以得分" "Add ${speed} to animation speed on ${applyto}" - - “将${SPEED}添加到${applyto}上的动画速度” + + "将${SPEED}添加到${applyto}上的动画速度" "Add ${speed} to animation speed" - - “将${SPEED}添加到动画速度” + + "将${SPEED}添加到动画速度" "Add ${speed} to horizontal speed on ${applyto}" - - “将${SPEED}添加到${applyto}上的水平速度” + + "将${SPEED}添加到${applyto}上的水平速度" "Add ${speed} to horizontal speed" - - “将${SPEED}添加到水平速度” + + "将${SPEED}添加到水平速度" "Add ${speed} to path speed on ${applyto}" - - “将${SPEED}添加到${applyto}上的路径速度” + + "将${SPEED}添加到${applyto}上的路径速度" "Add ${speed} to path speed" - - “将${SPEED}添加到路径速度” + + "将${SPEED}添加到路径速度" "Add ${speed} to speed on ${applyto}" - - “添加${SPEED}以在${applyto}上加速” + + "添加${SPEED}以在${applyto}上加速" "Add ${speed} to speed" - - “将${SPEED}添加到SPEED” + + "将${SPEED}添加到SPEED" "Add ${speed} to timeline speed on ${applyto}" - - “将${SPEED}添加到${applyto}上的时间轴速度” + + "将${SPEED}添加到${applyto}上的时间轴速度" "Add ${speed} to timeline speed" - - “将${SPEED}添加到时间轴速度” + + "将${SPEED}添加到时间轴速度" "Add ${speed} to vertical speed on ${applyto}" - - “将${SPEED}添加到${applyto}上的垂直速度” + + "将${SPEED}添加到${applyto}上的垂直速度" "Add ${speed} to vertical speed" - - “将${SPEED}添加到垂直速度” + + "将${SPEED}添加到垂直速度" "Add ${steps} to alarm ${alarm} on ${applyto}${show_input_count}" - - “将${step}添加到${applyto}${show_input_count}上的警报${Alarm}” + + "将${step}添加到${applyto}${show_input_count}上的警报${Alarm}" "Add ${steps} to alarm ${alarm}${show_input_count}" - - “将${Steps}添加到警报${Alarm}${show_input_count}” + + "将${Steps}添加到警报${Alarm}${show_input_count}" "Add ${value} to global variable ${var} on ${applyto}${show_input_count}" - - “将${value}添加到${applyto}${show_input_count}上的全局变量${var}” + + "将${value}添加到${applyto}${show_input_count}上的全局变量${var}" "Add ${value} to global variable ${var}${show_input_count}" - - “将${value}添加到全局变量${var}${show_input_count}” + + "将${value}添加到全局变量${var}${show_input_count}" "Add ${value} to list ${var} on ${applyto}${show_input_count}" - - “将${value}添加到${applyto}${show_input_count}上的列表${var}” + + "将${value}添加到${applyto}${show_input_count}上的列表${var}" "Add ${value} to list ${var}${show_input_count}" - - “将${value}添加到列表${var}${show_input_count}” + + "将${value}添加到列表${var}${show_input_count}" "Add To List" - - “添加到列表” + + "添加到列表" @@ -592,8 +592,8 @@ "Alignment" - - “对齐” + + "对齐" @@ -608,48 +608,48 @@ "An anchor or dimension has been set to percentage with no parent gadget, try using pixel instead" - - “锚点或维度已设置为百分比,但没有父小工具,请尝试改用像素” + + "锚点或维度已设置为百分比,但没有父小工具,请尝试改用像素" "An area that will display all of the projects you have opened recently, it may be easier to select your project from here instead of using the 'Open' button above, if you are reopening a project that you were working on recently" - - “将显示您最近打开的所有项目的区域,如果您要重新打开您最近正在处理的项目,从这里选择您的项目可能比使用上面的‘打开’按钮更容易。” + + "将显示您最近打开的所有项目的区域,如果您要重新打开您最近正在处理的项目,从这里选择您的项目可能比使用上面的‘打开’按钮更容易。" "An error report has been created so that we can examine and prevent issues like this. - - “我们已经创建了错误报告,以便我们可以检查和防止此类问题。 + + "我们已经创建了错误报告,以便我们可以检查和防止此类问题。 "Angle" - - “角度” + + "角度" "Append this to an if-statement to execute code when the condition evaluates to false." - - “将其追加到 if 语句,以便在条件计算为 False 时执行代码。” + + "将其追加到 if 语句,以便在条件计算为 False 时执行代码。" "Apply To" - - “应用于” + + "应用于" @@ -664,16 +664,16 @@ "Apply friction to the instance's movement." - - “将阻力力应用于实例的移动。” + + "将阻力力应用于实例的移动。" "Apply to ${applyto}" - - “应用于${applyto}” + + "应用于${applyto}" @@ -712,16 +712,16 @@ "Assign Variable" - - “赋值变量” + + "赋值变量" "Assign a value to a variable." - - “为变量赋值。” + + "为变量赋值。" @@ -736,16 +736,16 @@ "Attempting to request further source control actions on '{0}' after end has been called, create a new sourcecontrolaction class or use WaitForPrevious to insert blocking sections between requests" - - “尝试在调用结束后请求对 ‘{0}’ 的进一步源代码管理操作,请创建新的 SourecControlaction 类或使用 WaitForPrecision 在请求之间插入阻塞部分” + + "尝试在调用结束后请求对 ‘{0}’ 的进一步源代码管理操作,请创建新的 SourecControlaction 类或使用 WaitForPrecision 在请求之间插入阻塞部分" "Audio" - - “音频” + + "音频" @@ -760,24 +760,24 @@ "Background" - - “背景” + + "背景" "Base project directory '{0}' has been reconnected. - - “基本项目目录 ‘{0} ’已重新连接。 + + "基本项目目录 ‘{0} ’已重新连接。 "Base project directory '{0}' is no longer available you will not receive notifications for changes" - - “基本项目目录 ‘{0}’ 不再可用,您将不会收到更改通知” + + "基本项目目录 ‘{0}’ 不再可用,您将不会收到更改通知" @@ -792,24 +792,24 @@ "Bottom Left" - - “左下” + + "左下" "Bottom Right" - - “右下” + + "右下" "Bottom" - - “底” + + "底" @@ -824,16 +824,16 @@ "Break" - - “突破” + + "突破" "Browse all of the available tutorials through your web browser" - - “通过 Web 浏览器浏览所有可用的教程” + + "通过 Web 浏览器浏览所有可用的教程" @@ -848,32 +848,32 @@ "Burst ${number} particles of type ${type} from emitter ${emitter} in system ${system} on ${applyto}" - - “从${applyto}上系统${system}中的发射器${emitter}爆发${type}类型的${number}粒子” + + "从${applyto}上系统${system}中的发射器${emitter}爆发${type}类型的${number}粒子" "Burst ${number} particles of type ${type} from emitter ${emitter} in system ${system}" - - “从系统${system}中的发射器${emitter}爆发${number}个${type}类型的粒子” + + "从系统${system}中的发射器${emitter}爆发${number}个${type}类型的粒子" "Burst ${number} particles of type ${type} in system ${system} at ${dnd_position} on ${applyto}" - - “爆发${applyto}上${dnd_position}处的系统${system}中${type}类型的${number}个粒子” + + "爆发${applyto}上${dnd_position}处的系统${system}中${type}类型的${number}个粒子" "Burst ${number} particles of type ${type} in system ${system} at ${dnd_position}" - - “在系统${system}的${DND_POSITION}处爆发${number}个${type}类型的粒子” + + "在系统${system}的${DND_POSITION}处爆发${number}个${type}类型的粒子" @@ -896,160 +896,160 @@ "Button" - - “按钮” + + "按钮" "Call ${function} on ${applyto}" - - “在${applyto}上调用${function}” + + "在${applyto}上调用${function}" "Call ${function} with ${input_count} arguments on ${applyto}" - - “使用${applyto}上的${input_count}参数调用${function}” + + "使用${applyto}上的${input_count}参数调用${function}" "Call ${function} with ${input_count} arguments" - - “使用${input_count}个参数调用${function}” + + "使用${input_count}个参数调用${function}" "Call ${function} with 1 argument on ${applyto}" - - “在${applyto}上使用1个参数调用${function}” + + "在${applyto}上使用1个参数调用${function}" "Call ${function} with 1 argument" - - “使用1个参数调用${function}” + + "使用1个参数调用${function}" "Call ${function}" - - “调用${function}” + + "调用${function}" "Call Parent Event" - - “调用父事件” + + "调用父事件" "Call parent event on ${applyto}" - - “调用${applyto}上的父事件” + + "调用${applyto}上的父事件" "Call parent event" - - “调用父事件” + + "调用父事件" "Call this event on the instance's parent object." - - “对实例的父物体调用此事件。” + + "对实例的父物体调用此事件。" "Call user event ${event} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上调用用户事件${event}” + + "在${applyto}${show_input_count}上调用用户事件${event}" "Call user event ${event}${show_input_count}" - - “调用用户事件${event}${show_input_count}” + + "调用用户事件${event}${show_input_count}" "Cameras" - - “相机” + + "相机" "Can not set requested style, not found" - - “无法设置请求的样式,找不到” + + "无法设置请求的样式,找不到" "Cannot add existing {0} resources" - - “无法添加现有资源 {0}” + + "无法添加现有资源 {0}" "Cannot calculate actual position of gadget, too few anchors and/or dimensions are set" - - “无法计算小工具的实际位置,设置的锚点和/或尺寸太少” + + "无法计算小工具的实际位置,设置的锚点和/或尺寸太少" "Cannot import incompatible resource: {0} (unknown file type)" - - “无法导入不兼容的资源:{0} (未知文件类型)” + + "无法导入不兼容的资源:{0} (未知文件类型)" "Capitalization" - - “大写” + + "大写" "Caption" - - “标题” + + "标题" @@ -1064,104 +1064,104 @@ "Case: ${const}" - - “案例:${const}” + + "案例:${const}" "Ceil ${n} and assign it to ${var} on ${applyto}" - - “Ceil${n}并将其分配给${applyto}上的${var}” + + "Ceil${n}并将其分配给${applyto}上的${var}" "Ceil ${n} and assign it to ${var}" - - “Ceil${n}并将其分配给${var}” + + "Ceil${n}并将其分配给${var}" "Ceil ${n} and assign it to temp ${var} on ${applyto}" - - “Ceil${n}并将其分配给${applyto}上的临时${var}” + + "Ceil${n}并将其分配给${applyto}上的临时${var}" "Ceil ${n} and assign it to temp ${var}" - - “Ceil${n}并将其分配给临时${var}” + + "Ceil${n}并将其分配给临时${var}" "Center" - - “中心” + + "中心" "Change ${applyto} into ${objind} on ${applyto}" - - “在${applyto}上将${applyto}更改为${objind}” + + "在${applyto}上将${applyto}更改为${objind}" "Change Instance" - - “更改实例” + + "更改实例" "Change an instance to be an instance of another object." - - “将实例更改为另一个物体的实例。” + + "将实例更改为另一个物体的实例。" "Change into ${objind}" - - “更改为${objind}” + + "更改为${objind}" "Change the sprite of an object instance." - - “更改物体实例的精灵。” + + "更改物体实例的精灵。" "Changes detected in base project directory '{0}'. - - “在基本项目目录 ‘{0}’ 中检测到更改。 + + "在基本项目目录 ‘{0}’ 中检测到更改。 "Changes detected in project directory '{0}'. - - “在项目目录 ‘{0}’ 中检测到更改。 + + "在项目目录 ‘{0}’ 中检测到更改。 @@ -1176,32 +1176,32 @@ "Check if ${obj} does not exist on ${applyto}" - - “检查${applyto}上是否不存在${obj}” + + "检查${applyto}上是否不存在${obj}" "Check if ${obj} does not exist" - - “检查${obj}是否不存在” + + "检查${obj}是否不存在" "Check if ${obj} exists on ${applyto}" - - “检查${applyto}上是否存在${obj}” + + "检查${applyto}上是否存在${obj}" "Check if ${obj} exists" - - “检查${obj}是否存在” + + "检查${obj}是否存在" @@ -1224,80 +1224,80 @@ "Check if a gamepad button is down or released." - - “检查游戏手柄按钮是否已按下或释放。” + + "检查游戏手柄按钮是否已按下或释放。" "Check if a gamepad button is pressed." - - “检查是否按下了游戏手柄按钮。” + + "检查是否按下了游戏手柄按钮。" "Check if a gamepad button is released." - - “检查是否释放了游戏手柄按钮。” + + "检查是否释放了游戏手柄按钮。" "Check if a key is down or released." - - “检查按键是按下还是释放。” + + "检查按键是按下还是释放。" "Check if a key is pressed." - - “检查是否按下了键。” + + "检查是否按下了键。" "Check if a key is released." - - “检查是否释放了键。” + + "检查是否释放了键。" "Check if a mouse button is held or released." - - “检查鼠标按钮是按住还是释放。” + + "检查鼠标按钮是按住还是释放。" "Check if a mouse button is pressed." - - “检查是否按下了鼠标按钮。” + + "检查是否按下了鼠标按钮。" "Check if a mouse button is released." - - “检查是否释放了鼠标按钮。” + + "检查是否释放了鼠标按钮。" "Check if a sequence exists." - - “检查序列是否存在。” + + "检查序列是否存在。" @@ -1320,80 +1320,80 @@ "Check if a variable is or isn't undefined." - - “检查变量是否未定义。” + + "检查变量是否未定义。" "Check if a variable satisfies a condition." - - “检查变量是否满足条件。” + + "检查变量是否满足条件。" "Check if an expression is true or false." - - “检查表达式是真是假。” + + "检查表达式是真是假。" "Check if an instance overlaps any object instances at a position." - - “检查实例是否与某个位置的任何物体实例重叠。” + + "检查实例是否与某个位置的任何物体实例重叠。" "Check if an instance overlaps one or more instances of a specific object at a position." - - “检查实例是否在某个位置与特定物体的一个或多个实例重叠。” + + "检查实例是否在某个位置与特定物体的一个或多个实例重叠。" "Check if an instance's health satisfies a condition." - - “检查实例的健康值是否满足条件。” + + "检查实例的健康值是否满足条件。" "Check if an instance's lives satisfies a condition." - - “检查实例的生命值是否满足条件。” + + "检查实例的生命值是否满足条件。" "Check if an instance's score satisfies a condition." - - “检查实例的分数是否满足条件。” + + "检查实例的分数是否满足条件。" "Check if one or more instances intersect a point." - - “检查一个或多个实例是否与点相交。” + + "检查一个或多个实例是否与点相交。" "Check if one or more instances intersect a shape." - - “检查一个或多个实例是否与形状相交。” + + "检查一个或多个实例是否与形状相交。" @@ -1408,16 +1408,16 @@ "Check if the current room is the last room or not." - - “检查当前房间是否为最后一个房间。” + + "检查当前房间是否为最后一个房间。" "Check if the virtual keyboard is showing. - - “检查是否显示虚拟键盘。 + + "检查是否显示虚拟键盘。 @@ -1440,8 +1440,8 @@ "Clear Particle System" - - “清除粒子系统” + + "清除粒子系统" @@ -1456,96 +1456,96 @@ "Clear grid ${var} to value ${value} on ${applyto}" - - “将网格${var}清除为${applyto}上的${value}的值” + + "将网格${var}清除为${applyto}上的${value}的值" "Clear grid ${var} to value ${value}" - - “将网格${var}清除为值${value}” + + "将网格${var}清除为值${value}" "Clear grid in ${var} on ${applyto}${show_input_count}" - - “清除${applyto}${show_input_count}上${var}中的网格” + + "清除${applyto}${show_input_count}上${var}中的网格" "Clear grid in ${var}${show_input_count}" - - “清除${var}${show_input_count}中的网格” + + "清除${var}${show_input_count}中的网格" "Clear list in ${var} on ${applyto}${show_input_count}" - - “清除${applyto}${show_input_count}上${var}中的列表” + + "清除${applyto}${show_input_count}上${var}中的列表" "Clear list in ${var}${show_input_count}" - - “清除${var}${show_input_count}中的列表” + + "清除${var}${show_input_count}中的列表" "Clear map in ${var} on ${applyto}${show_input_count}" - - “清除${applyto}${show_input_count}上${var}中的映射” + + "清除${applyto}${show_input_count}上${var}中的映射" "Clear map in ${var}${show_input_count}" - - “清除${var}${show_input_count}中的映射” + + "清除${var}${show_input_count}中的映射" "Clear particle system ${system} on ${applyto}" - - “清除${applyto}上的粒子系统${system}” + + "清除${applyto}上的粒子系统${system}" "Clear particle system ${system}" - - “清除粒子系统${system}” + + "清除粒子系统${system}" "Clear stack in ${var} on ${applyto}${show_input_count}" - - “清除${applyto}${show_input_count}上${var}中的堆栈” + + "清除${applyto}${show_input_count}上${var}中的堆栈" "Clear stack in ${var}${show_input_count}" - - “清除${var}${show_input_count}中的堆栈” + + "清除${var}${show_input_count}中的堆栈" @@ -1560,8 +1560,8 @@ "Clear the particle system." - - “清除粒子系统。” + + "清除粒子系统。" @@ -1592,8 +1592,8 @@ "Click to add a point, drag to move ({0} - move control point; {1} - snap; Enter - commit)" - - ”单击以添加点,拖动以移动 ({0} - 移动控制点;{1} - 捕捉;Enter - 提交)“ + + "单击以添加点,拖动以移动 ({0} - 移动控制点;{1} - 捕捉;Enter - 提交)" @@ -1632,32 +1632,32 @@ "Close Ini File" - - “关闭Ini文件” + + "关闭Ini文件" "Close ini file on ${applyto}" - - “关闭${applyto}上的ini文件” + + "关闭${applyto}上的ini文件" "Close ini file" - - “关闭ini文件” + + "关闭ini文件" "Close the currently open ini file." - - “关闭当前打开的ini文件。” + + "关闭当前打开的ini文件。" @@ -1672,24 +1672,24 @@ "Collisions" - - “碰撞” + + "碰撞" "Colour Mix" - - “混色” + + "混色" "Colour" - - “颜色” + + "颜色" @@ -1712,264 +1712,264 @@ "Constant" - - “常量” + + "常量" "Constructor" - - “构造函数” + + "构造函数" "Convert ${value} to a number and assign it to ${var} on ${applyto}" - - “将${value}转换为数字并将其分配给${applyto}上的${var}” + + "将${value}转换为数字并将其分配给${applyto}上的${var}" "Convert ${value} to a number and assign it to ${var}" - - “将${value}转换为数字并将其分配给${var}” + + "将${value}转换为数字并将其分配给${var}" "Convert ${value} to a number and assign it to temp ${var} on ${applyto}" - - “将${value}转换为数字并将其分配给${applyto}上的临时${var}” + + "将${value}转换为数字并将其分配给${applyto}上的临时${var}" "Convert ${value} to a number and assign it to temp ${var}" - - “将${value}转换为数字并将其分配给临时${var}” + + "将${value}转换为数字并将其分配给临时${var}" "Convert ${value} to a string and assign it to ${var} on ${applyto}" - - “将${value}转换为字符串,并将其分配给${applyto}上的${var}” + + "将${value}转换为字符串,并将其分配给${applyto}上的${var}" "Convert ${value} to a string and assign it to ${var}" - - “将${value}转换为字符串并将其分配给${var}” + + "将${value}转换为字符串并将其分配给${var}" "Convert ${value} to a string and assign it to temp ${var} on ${applyto}" - - “将${value}转换为字符串,并将其分配给${applyto}上的临时${var}” + + "将${value}转换为字符串,并将其分配给${applyto}上的临时${var}" "Convert ${value} to a string and assign it to temp ${var}" - - “将${value}转换为字符串并将其分配给临时${var}” + + "将${value}转换为字符串并将其分配给临时${var}" "Convert a number to a string." - - “将数字转换为字符串。” + + "将数字转换为字符串。" "Convert a string to a number." - - “将字符串转换为数字。” + + "将字符串转换为数字。" "Copy buffer ${buffer} into ${target} on ${applyto}" - - “将缓冲区${buffer}复制到${applyto}上的${target}” + + "将缓冲区${buffer}复制到${applyto}上的${target}" "Copy buffer ${buffer} into ${target}" - - “将缓冲区${buffer}复制到${target}” + + "将缓冲区${buffer}复制到${target}" "Copy file ${file1} to ${file2} on ${applyto}" - - “将文件${file1}复制到${applyto}上的${file2}” + + "将文件${file1}复制到${applyto}上的${file2}" "Copy file ${file1} to ${file2}" - - “将文件${file1}复制到${file2}” + + "将文件${file1}复制到${file2}" "Countdown" - - “倒计时” + + "倒计时" "Create ${count} secondary particles from type ${type} of type ${secondary} on death on ${applyto}" - - “在${applyto}上死亡时,从${type}类型${Second}创建${count}次级粒子” + + "在${applyto}上死亡时,从${type}类型${Second}创建${count}次级粒子" "Create ${count} secondary particles from type ${type} of type ${secondary} on death" - - “从类型${type}、类型为${Second}的${count}次级粒子在死亡时创建${count}个次级粒子” + + "从类型${type}、类型为${Second}的${count}次级粒子在死亡时创建${count}个次级粒子" "Create ${count} secondary particles from type ${type} of type ${secondary} per step on ${applyto}" - - “在${applyto}上的每个步骤中,从${type}类型${Second}创建${count}个次级粒子” + + "在${applyto}上的每个步骤中,从${type}类型${Second}创建${count}个次级粒子" "Create ${count} secondary particles from type ${type} of type ${secondary} per step" - - “每步从类型${type}、类型${Second}创建${count}个次级粒子” + + "每步从类型${type}、类型${Second}创建${count}个次级粒子" "Create ${objectid} at ${dnd_pos} into ${var} on ${applyto}" - - “将位于${dnd_pos}的${objectID}创建到${applyto}上的${var}” + + "将位于${dnd_pos}的${objectID}创建到${applyto}上的${var}" "Create ${objectid} at ${dnd_pos} into ${var}" - - “在${dnd_pos}将${objectID}创建到${var}” + + "在${dnd_pos}将${objectID}创建到${var}" "Create ${objectid} at ${dnd_pos} into temp ${var} on ${applyto}" - - “在${applyto}上的临时${var}中创建位于${dnd_pos}的${objectID}” + + "在${applyto}上的临时${var}中创建位于${dnd_pos}的${objectID}" "Create ${objectid} at ${dnd_pos} into temp ${var}" - - “在${dnd_pos}将${objectID}创建到临时${var}” + + "在${dnd_pos}将${objectID}创建到临时${var}" "Create ${objectid} at ${dnd_pos} on ${applyto}" - - “在${applyto}上的${dnd_pos}创建${objectID}” + + "在${applyto}上的${dnd_pos}创建${objectID}" "Create ${objectid} at ${dnd_pos}" - - “在${dnd_pos}创建${objectID}” + + "在${dnd_pos}创建${objectID}" "Create ${sequenceid} at ${dnd_pos} into ${var} on ${applyto}" - - “在${applyto}上的${var}中创建${Sequenceid},位置为${dnd_pos}” + + "在${applyto}上的${var}中创建${Sequenceid},位置为${dnd_pos}" "Create ${sequenceid} at ${dnd_pos} into ${var}" - - “在${dnd_pos}将${equenceid}创建到${var}” + + "在${dnd_pos}将${equenceid}创建到${var}" "Create ${sequenceid} at ${dnd_pos} into temp ${var} on ${applyto}" - - “在${applyto}上的临时${var}中创建${Sequenceid},位置为${dnd_pos}” + + "在${applyto}上的临时${var}中创建${Sequenceid},位置为${dnd_pos}" "Create ${sequenceid} at ${dnd_pos} into temp ${var}" - - “在${dnd_pos}将${equenceid}创建到临时${var}” + + "在${dnd_pos}将${equenceid}创建到临时${var}" "Create ${sequenceid} at ${dnd_pos} on ${applyto}" - - “在${applyto}上的${dnd_pos}创建${Sequenceid}” + + "在${applyto}上的${dnd_pos}创建${Sequenceid}" "Create ${sequenceid} at ${dnd_pos}" - - “在${dnd_pos}创建${Sequenceid}” + + "在${dnd_pos}创建${Sequenceid}" @@ -1984,16 +1984,16 @@ "Create Instance" - - “创建实例” + + "创建实例" "Create List" - - “创建列表” + + "创建列表" @@ -2008,40 +2008,40 @@ "Create Particle Emitter" - - “创建粒子发射器” + + "创建粒子发射器" "Create Particle System" - - “创建粒子系统” + + "创建粒子系统" "Create Particle Type" - - “创建粒子类型” + + "创建粒子类型" "Create Sequence" - - “创建序列” + + "创建序列" "Create Stack" - - “创建堆栈” + + "创建堆栈" @@ -2072,32 +2072,32 @@ "Create a new blending particle type into ${var} on ${applyto}" - - “在${applyto}上将新混合粒子类型创建为${var}” + + "在${applyto}上将新混合粒子类型创建为${var}" "Create a new blending particle type into ${var}" - - “将新的混合粒子类型创建到${var}” + + "将新的混合粒子类型创建到${var}" "Create a new blending particle type into temp ${var} on ${applyto}" - - “在${applyto}上的Temp${var}中创建新的混合粒子类型” + + "在${applyto}上的Temp${var}中创建新的混合粒子类型" "Create a new blending particle type into temp ${var}" - - “将新的混合粒子类型创建到临时${var}” + + "将新的混合粒子类型创建到临时${var}" @@ -2120,40 +2120,40 @@ "Create a new particle system." - - “创建新的粒子系统。” + + "创建新的粒子系统。" "Create a new particle type into ${var} on ${applyto}" - - “在${applyto}上的${var}中创建新的粒子类型” + + "在${applyto}上的${var}中创建新的粒子类型" "Create a new particle type into ${var}" - - “在${var}中创建新的粒子类型” + + "在${var}中创建新的粒子类型" "Create a new particle type into temp ${var} on ${applyto}" - - “在${applyto}上的Temp${var}中创建新的粒子类型” + + "在${applyto}上的Temp${var}中创建新的粒子类型" "Create a new particle type into temp ${var}" - - “在TEMP${var}中创建新的粒子类型” + + "在TEMP${var}中创建新的粒子类型" @@ -2176,96 +2176,96 @@ "Create a particle emitter in system ${system} into ${emitter} on ${applyto}" - - “将系统${system}中的粒子发射器创建到${applyto}上的${emitter}” + + "将系统${system}中的粒子发射器创建到${applyto}上的${emitter}" "Create a particle emitter in system ${system} into ${emitter}" - - “将系统${system}中的粒子发射器创建到${emitter}” + + "将系统${system}中的粒子发射器创建到${emitter}" "Create a particle emitter in system ${system} into temp ${emitter} on ${applyto}" - - “将系统${system}中的粒子发射器创建到${applyto}上的临时${emitter}” + + "将系统${system}中的粒子发射器创建到${applyto}上的临时${emitter}" "Create a particle emitter in system ${system} into temp ${emitter}" - - “在系统${system}中将粒子发射器创建到临时${emitter}” + + "在系统${system}中将粒子发射器创建到临时${emitter}" "Create a particle system on layer ${layer} into ${var} on ${applyto}" - - “将图层${layer}上的粒子系统创建到${applyto}上的${var}” + + "将图层${layer}上的粒子系统创建到${applyto}上的${var}" "Create a particle system on layer ${layer} into ${var}" - - “将图层${layer}上的粒子系统创建到${var}” + + "将图层${layer}上的粒子系统创建到${var}" "Create a particle system on layer ${layer} into temp ${var} on ${applyto}" - - “将图层${layer}上的粒子系统创建到${applyto}上的临时${var}” + + "将图层${layer}上的粒子系统创建到${applyto}上的临时${var}" "Create a particle system on layer ${layer} into temp ${var}" - - “将图层${layer}上的粒子系统创建到临时${var}” + + "将图层${layer}上的粒子系统创建到临时${var}" "Create a persistent particle system on layer ${layer} into ${var} on ${applyto}" - - “将图层${layer}上的永久粒子系统创建到${applyto}上的${var}” + + "将图层${layer}上的永久粒子系统创建到${applyto}上的${var}" "Create a persistent particle system on layer ${layer} into ${var}" - - “将图层${layer}上的永久粒子系统创建到${var}” + + "将图层${layer}上的永久粒子系统创建到${var}" "Create a persistent particle system on layer ${layer} into temp ${var} on ${applyto}" - - “将图层${layer}上的永久粒子系统创建到${applyto}上的临时${var}” + + "将图层${layer}上的永久粒子系统创建到${applyto}上的临时${var}" "Create a persistent particle system on layer ${layer} into temp ${var}" - - “将图层${layer}上的永久粒子系统创建到临时${var}” + + "将图层${layer}上的永久粒子系统创建到临时${var}" @@ -2280,48 +2280,48 @@ "Create buffer into ${target} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上的${target}中创建缓冲区” + + "在${applyto}${show_input_count}上的${target}中创建缓冲区" "Create buffer into ${target}${show_input_count}" - - “在${target}${show_input_count}中创建缓冲区” + + "在${target}${show_input_count}中创建缓冲区" "Create buffer into temp ${target} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上的临时${target}中创建缓冲区” + + "在${applyto}${show_input_count}上的临时${target}中创建缓冲区" "Create buffer into temp ${target}${show_input_count}" - - “在临时${target}${show_input_count}中创建缓冲区” + + "在临时${target}${show_input_count}中创建缓冲区" "Creates an instance of a sequence." - - “创建序列的实例。” + + "创建序列的实例。" "Creates an instance of an object." - - “创建物体的实例。” + + "创建物体的实例。" @@ -2336,16 +2336,16 @@ "Data Structures" - - “数据结构” + + "数据结构" "Deadzone" - - “死区” + + "死区" @@ -2360,80 +2360,80 @@ "Declare A New Function" - - “声明新函数” + + "声明新函数" "Declare Temp" - - “声明临时变量” + + "声明临时变量" "Declare a new function ${funcName}" - - “声明新函数${funcName}” + + "声明新函数${funcName}" "Declare a new function" - - “声明新函数” + + "声明新函数" "Declare a temporary variable." - - “声明临时变量。” + + "声明临时变量。" "Declare temp ${var} and set it to ${value} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上声明临时${var}并将其设置为${value}” + + "在${applyto}${show_input_count}上声明临时${var}并将其设置为${value}" "Declare temp ${var} and set it to ${value}${show_input_count}" - - “声明临时${var}并将其设置为${value}${show_input_count}” + + "声明临时${var}并将其设置为${value}${show_input_count}" "Declare temp ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上声明临时${var}” + + "在${applyto}${show_input_count}上声明临时${var}" "Declare temp ${var}${show_input_count}" - - “声明临时${var}${show_input_count}” + + "声明临时${var}${show_input_count}" "Default" - - “默认” + + "默认" @@ -2448,56 +2448,56 @@ "Define macro ${macro} as ${value} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将宏${MACRO}定义为${VALUE}” + + "在${applyto}${show_input_count}上将宏${MACRO}定义为${VALUE}" "Define macro ${macro} as ${value}${show_input_count}" - - “将宏${MACRO}定义为${VALUE}${show_input_count}” + + "将宏${MACRO}定义为${VALUE}${show_input_count}" "Delete buffer ${buffer} on ${applyto}${show_input_count}" - - “删除${applyto}${show_input_count}上的缓冲区${buffer}” + + "删除${applyto}${show_input_count}上的缓冲区${buffer}" "Delete buffer ${buffer}${show_input_count}" - - “删除缓冲区${buffer}${show_input_count}” + + "删除缓冲区${buffer}${show_input_count}" "Delete file ${file} on ${applyto}" - - “删除${applyto}上的文件${file}” + + "删除${applyto}上的文件${file}" "Delete file ${file}" - - “删除文件${file}” + + "删除文件${file}" "Depth" - - “深度” + + "深度" @@ -2512,56 +2512,56 @@ "Destroy ${applyto} on ${applyto}" - - “销毁${applyto}上的${applyto}” + + "销毁${applyto}上的${applyto}" "Destroy At Position" - - “销毁位置” + + "销毁位置" "Destroy Instance" - - “销毁实例” + + "销毁实例" "Destroy Particle Emitter" - - “销毁粒子发射器” + + "销毁粒子发射器" "Destroy Particle System" - - “销毁粒子系统” + + "销毁粒子系统" "Destroy Particle Type" - - “销毁粒子类型” + + "销毁粒子类型" "Destroy Sequence" - - “销毁序列” + + "销毁序列" @@ -2576,120 +2576,120 @@ "Destroy all instances at a position." - - “销毁某个位置的所有实例。” + + "销毁某个位置的所有实例。" "Destroy an instance and remove it from the room." - - “销毁实例并将其从房间中移除。” + + "销毁实例并将其从房间中移除。" "Destroy instances at ${dnd_pos} on ${applyto}" - - “销毁${applyto}上${dnd_pos}处的实例” + + "销毁${applyto}上${dnd_pos}处的实例" "Destroy instances at ${dnd_pos}" - - “销毁${dnd_pos}处的实例” + + "销毁${dnd_pos}处的实例" "Destroy particle emitter ${emitter} in system ${system} on ${applyto}" - - “销毁${applyto}上系统${system}中的粒子发射器${emitter}” + + "销毁${applyto}上系统${system}中的粒子发射器${emitter}" "Destroy particle emitter ${emitter} in system ${system}" - - “销毁系统${system}中的粒子发射器${emitter}” + + "销毁系统${system}中的粒子发射器${emitter}" "Destroy particle system ${system} on ${applyto}" - - “销毁${applyto}上的粒子系统${system}” + + "销毁${applyto}上的粒子系统${system}" "Destroy particle system ${system}" - - “销毁粒子系统${system}” + + "销毁粒子系统${system}" "Destroy particle type ${type} on ${applyto}" - - “销毁${applyto}上的粒子类型${type}” + + "销毁${applyto}上的粒子类型${type}" "Destroy particle type ${type}" - - “销毁粒子类型${type}” + + "销毁粒子类型${type}" "Destroy sequence ${var}" - - “销毁序列${var}” + + "销毁序列${var}" "Destroy the particle system." - - “销毁粒子系统。” + + "销毁粒子系统。" "Destroy the particle type." - - “销毁粒子类型。” + + "销毁粒子类型。" "Destroy this instance" - - “销毁此实例” + + "销毁此实例" "Destroys an instance of a sequence and remove it from the room." - - “销毁序列的实例并将其从房间中删除。” + + "销毁序列的实例并将其从房间中删除。" @@ -2704,8 +2704,8 @@ "Direction" - - “方向” + + "方向" @@ -2720,16 +2720,16 @@ "Disable hinting\nThis disables the font's native hinter and the auto-hinter" - - “禁用提示\n这将禁用字体的本机提示和自动提示” + + "禁用提示\n这将禁用字体的本机提示和自动提示" "Disable the auto-hinter and prefer the font's native hinter if it has one\nThis overrides 'Prefer Auto-hinter'" - - “禁用自动提示并首选字体的本机提示(如果有)\n这将覆盖‘首选自动提示’” + + "禁用自动提示并首选字体的本机提示(如果有)\n这将覆盖‘首选自动提示’" @@ -2744,8 +2744,8 @@ "Display the virtual keyboard. - - “显示虚拟键盘。 + + "显示虚拟键盘。 @@ -2760,8 +2760,8 @@ "Don't Send" - - “不发送” + + "不发送" @@ -2776,104 +2776,104 @@ "Draw ${var} at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_Position}处绘制${var}” + + "在${applyto}上的${DND_Position}处绘制${var}" "Draw ${var} at ${dnd_position}" - - “在${DND_POSITION}处绘制${var}” + + "在${DND_POSITION}处绘制${var}" "Draw at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_POSITION}处绘制” + + "在${applyto}上的${DND_POSITION}处绘制" "Draw at ${dnd_position}" - - “在${DND_POSITION}处绘制” + + "在${DND_POSITION}处绘制" "Draw "${caption}" ${var} at ${dnd_position} on ${applyto}" - - “在${applyto}上的${dnd_position}处绘制”${caption}“${var}” + + "在${applyto}上的${dnd_position}处绘制"${caption}"${var}" "Draw "${caption}" ${var} at ${dnd_position}" - - “在${DND_POSITION}处绘制”${Caption}“${var}” + + "在${DND_POSITION}处绘制"${Caption}"${var}" "Draw "${caption}" at ${dnd_position} on ${applyto}" - - 在${applyto}上的${DND_Position}处绘制“${Caption}” + + 在${applyto}上的${DND_Position}处绘制"${Caption}" "Draw "${caption}" at ${dnd_position}" - - “在${DND_POSITION}处绘制”${Caption}“” + + "在${DND_POSITION}处绘制"${Caption}"" "Draw ${applyto}'s healthbar from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上将${applyto}的健康值条从${DND_Position 1}绘制到${DND_Position 2}” + + "在${applyto}上将${applyto}的健康值条从${DND_Position 1}绘制到${DND_Position 2}" "Draw ${applyto}'s lives in a column at ${dnd_position} on ${applyto}" - - “在${applyto}上${DND_Position}处的列中绘制${applyto}的生命值周期” + + "在${applyto}上${DND_Position}处的列中绘制${applyto}的生命值周期" "Draw ${applyto}'s lives in a row at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_Position}处连续绘制${applyto}的生命值” + + "在${applyto}上的${DND_Position}处连续绘制${applyto}的生命值" "Draw ${applyto}'s score at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_Position}处绘制${applyto}的分数” + + "在${applyto}上的${DND_Position}处绘制${applyto}的分数" "Draw ${applyto}'s score at ${dnd_position} with caption "${caption}" on ${applyto}" - - 在${applyto}上的${DND_POSITION}处绘制${applyto}的分数,标题为“${caption}” + + 在${applyto}上的${DND_POSITION}处绘制${applyto}的分数,标题为"${caption}" @@ -2888,24 +2888,24 @@ "Draw Gradient Ellipse" - - “绘制渐变椭圆” + + "绘制渐变椭圆" "Draw Gradient Rectangle" - - “绘制渐变矩形” + + "绘制渐变矩形" "Draw Healthbar" - - “绘制健康值条” + + "绘制健康值条" @@ -2928,8 +2928,8 @@ "Draw Instance Score" - - “绘制实例分数” + + "绘制实例分数" @@ -2944,8 +2944,8 @@ "Draw Rectangle" - - “绘制矩形” + + "绘制矩形" @@ -2984,16 +2984,16 @@ "Draw Transformed Value" - - “绘制转换后的值” + + "绘制转换后的值" "Draw Value" - - “绘制值” + + "绘制值" @@ -3032,8 +3032,8 @@ "Draw a rectangle." - - “绘制一个矩形。” + + "绘制一个矩形。" @@ -3064,8 +3064,8 @@ "Draw a value with a transformation. - - “用变换来绘制一个值。 + + "用变换来绘制一个值。 @@ -3096,184 +3096,184 @@ "Draw an instance's score with a caption." - - “使用标题绘制实例的分数。” + + "使用标题绘制实例的分数。" "Draw ellipse from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的椭圆” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的椭圆" "Draw ellipse from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的椭圆” + + "绘制从${DND_Position 1}到${DND_Position 2}的椭圆" "Draw gradient ellipse from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆" "Draw gradient ellipse from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆” + + "绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆" "Draw gradient elliptical outline from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆轮廓” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆轮廓" "Draw gradient elliptical outline from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆轮廓” + + "绘制从${DND_Position 1}到${DND_Position 2}的渐变椭圆轮廓" "Draw gradient rectangle from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position2}的渐变矩形” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position2}的渐变矩形" "Draw gradient rectangle from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的渐变矩形” + + "绘制从${DND_Position 1}到${DND_Position 2}的渐变矩形" "Draw gradient rectangular outline from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的渐变矩形轮廓” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的渐变矩形轮廓" "Draw gradient rectangular outline from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的渐变矩形轮廓” + + "绘制从${DND_Position 1}到${DND_Position 2}的渐变矩形轮廓" "Draw healthbar from ${dnd_position1} to ${dnd_position2} with value ${value} on ${applyto}" - - “在${applyto}上用值${value}从${DND_Position1}到${DND_Position2}绘制健康值条” + + "在${applyto}上用值${value}从${DND_Position1}到${DND_Position2}绘制健康值条" "Draw healthbar from ${dnd_position1} to ${dnd_position2} with value ${value}" - - “使用值${value}从${DND_Position1}到${DND_Position2}绘制健康值条” + + "使用值${value}从${DND_Position1}到${DND_Position2}绘制健康值条" "Draw healthbar from ${dnd_position1} to ${dnd_position2}" - - “从${DND_Position1}到${DND_Position2}绘制健康值条” + + "从${DND_Position1}到${DND_Position2}绘制健康值条" "Draw line from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的直线” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的直线" "Draw line from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的直线” + + "绘制从${DND_Position 1}到${DND_Position 2}的直线" "Draw lives in a column at ${dnd_position}" - - “在${DND_POSITION}的列中绘制生命值” + + "在${DND_POSITION}的列中绘制生命值" "Draw lives in a row at ${dnd_position}" - - “在${DND_POSITION}画一排生命值” + + "在${DND_POSITION}画一排生命值" "Draw rectangle from ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的矩形” + + "在${applyto}上绘制从${DND_Position 1}到${DND_Position 2}的矩形" "Draw rectangle from ${dnd_position1} to ${dnd_position2}" - - “绘制从${DND_Position 1}到${DND_Position 2}的矩形” + + "绘制从${DND_Position 1}到${DND_Position 2}的矩形" "Draw score at ${dnd_position} with caption "${caption}"" - - “在${DND_POSITION}处绘制分数,标题为”${CAPTION}“” + + "在${DND_POSITION}处绘制分数,标题为"${CAPTION}"" "Draw score at ${dnd_position}" - - “在${DND_POSITION}处抽签得分” + + "在${DND_POSITION}处抽签得分" "Draw self on ${applyto}" - - “在${applyto}上绘制自我” + + "在${applyto}上绘制自我" @@ -3288,128 +3288,128 @@ "Draw sprite ${sprite} frame ${image} at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_POSITION}处绘制精灵${SPRITE}帧${image}” + + "在${applyto}上的${DND_POSITION}处绘制精灵${SPRITE}帧${image}" "Draw sprite ${sprite} frame ${image} at ${dnd_position}" - - “在${DND_POSITION}处绘制精灵${SPRITE}帧${image}” + + "在${DND_POSITION}处绘制精灵${SPRITE}帧${image}" "Draw sprite ${sprite} in ${number} columns at ${dnd_position} on ${applyto}" - - “在${applyto}上${DND_POSITION}处的${number}列中绘制精灵${SPRITE}” + + "在${applyto}上${DND_POSITION}处的${number}列中绘制精灵${SPRITE}" "Draw sprite ${sprite} in ${number} columns at ${dnd_position}" - - “在${DND_POSITION}处的${number}列中绘制精灵${SPRITE}” + + "在${DND_POSITION}处的${number}列中绘制精灵${SPRITE}" "Draw sprite ${sprite} in ${number} rows at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_POSITION}处绘制${number}行中的精灵${SPRITE}” + + "在${applyto}上的${DND_POSITION}处绘制${number}行中的精灵${SPRITE}" "Draw sprite ${sprite} in ${number} rows at ${dnd_position}" - - “在${DND_POSITION}处的${number}行中绘制精灵${SPRITE}” + + "在${DND_POSITION}处的${number}行中绘制精灵${SPRITE}" "Draw the specified value. - - “绘制指定的值。 + + "绘制指定的值。 "Draw this instance's sprite." - - “绘制此实例的精灵。” + + "绘制此实例的精灵。" "Draw transformed ${var} at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_POSITION}处绘制转换后的${var}” + + "在${applyto}上的${DND_POSITION}处绘制转换后的${var}" "Draw transformed ${var} at ${dnd_position}" - - “在${DND_POSITION}处绘制转换后的${var}” + + "在${DND_POSITION}处绘制转换后的${var}" "Draw transformed at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_POSITION}处转换的绘图” + + "在${applyto}上的${DND_POSITION}处转换的绘图" "Draw transformed at ${dnd_position}" - - “在${DND_POSITION}转换的绘图” + + "在${DND_POSITION}转换的绘图" "Draw transformed "${caption}" ${var} at ${dnd_position} on ${applyto}" - - 在${applyto}的${DND_POSITION}处绘制已转换的“${Caption}”${var}“ + + 在${applyto}的${DND_POSITION}处绘制已转换的"${Caption}"${var}" "Draw transformed "${caption}" ${var} at ${dnd_position}" - - “在${DND_POSITION}处绘制转换后的”${Caption}“${var}” + + "在${DND_POSITION}处绘制转换后的"${Caption}"${var}" "Draw transformed "${caption}" at ${dnd_position} on ${applyto}" - - 在${applyto}上的${DND_POSITION}处绘制已转换的“${CAPTION}” + + 在${applyto}上的${DND_POSITION}处绘制已转换的"${CAPTION}" "Draw transformed "${caption}" at ${dnd_position}" - - “在${DND_POSITION}处绘制转换后的”${Caption}“ + + "在${DND_POSITION}处绘制转换后的"${Caption}" @@ -3448,224 +3448,224 @@ "Duplicate style '{0}' found, it will be discarded as overwrite is set to false" - - “找到重复的样式 ‘{0}’,由于覆盖设置为 False,它将被丢弃” + + "找到重复的样式 ‘{0}’,由于覆盖设置为 False,它将被丢弃" "Edge" - - “边缘” + + "边缘" "Else" - - “否则” + + "否则" "Emit Particles" - - “发射粒子” + + "发射粒子" "Emit from ${emitter} in system ${system} in a diamond shape with gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈菱形,在${applyto}上呈高斯分布” + + "从系统${system}中的${emitter}发射,呈菱形,在${applyto}上呈高斯分布" "Emit from ${emitter} in system ${system} in a diamond shape with gaussian distribution" - - “从系统${system}中的${emitter}以高斯分布的菱形发射” + + "从系统${system}中的${emitter}以高斯分布的菱形发射" "Emit from ${emitter} in system ${system} in a diamond shape with inverse gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈菱形,在${applyto}上呈逆高斯分布” + + "从系统${system}中的${emitter}发射,呈菱形,在${applyto}上呈逆高斯分布" "Emit from ${emitter} in system ${system} in a diamond shape with inverse gaussian distribution" - - “从系统${system}中的${emitter}发射,呈菱形,呈逆高斯分布” + + "从系统${system}中的${emitter}发射,呈菱形,呈逆高斯分布" "Emit from ${emitter} in system ${system} in a diamond shape with linear distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈菱形,在${applyto}上呈线性分布” + + "从系统${system}中的${emitter}发射,呈菱形,在${applyto}上呈线性分布" "Emit from ${emitter} in system ${system} in a diamond shape with linear distribution" - - “从系统${system}中的${emitter}发射,呈菱形,呈线性分布” + + "从系统${system}中的${emitter}发射,呈菱形,呈线性分布" "Emit from ${emitter} in system ${system} in a elliptical shape with gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈椭圆形,在${applyto}上呈高斯分布” + + "从系统${system}中的${emitter}发射,呈椭圆形,在${applyto}上呈高斯分布" "Emit from ${emitter} in system ${system} in a elliptical shape with gaussian distribution" - - “从系统${system}中的${emitter}发射,呈高斯分布的椭圆形” + + "从系统${system}中的${emitter}发射,呈高斯分布的椭圆形" "Emit from ${emitter} in system ${system} in a elliptical shape with inverse gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈椭圆形,在${applyto}上呈逆高斯分布” + + "从系统${system}中的${emitter}发射,呈椭圆形,在${applyto}上呈逆高斯分布" "Emit from ${emitter} in system ${system} in a elliptical shape with inverse gaussian distribution" - - “从系统${system}中的${emitter}发射,呈椭圆形,呈逆高斯分布” + + "从系统${system}中的${emitter}发射,呈椭圆形,呈逆高斯分布" "Emit from ${emitter} in system ${system} in a elliptical shape with linear distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈椭圆形,在${applyto}上呈线性分布” + + "从系统${system}中的${emitter}发射,呈椭圆形,在${applyto}上呈线性分布" "Emit from ${emitter} in system ${system} in a elliptical shape with linear distribution" - - “从系统${system}中的${emitter}发射呈线性分布的椭圆形” + + "从系统${system}中的${emitter}发射呈线性分布的椭圆形" "Emit from ${emitter} in system ${system} in a rectangular shape with gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈矩形,在${applyto}上呈高斯分布” + + "从系统${system}中的${emitter}发射,呈矩形,在${applyto}上呈高斯分布" "Emit from ${emitter} in system ${system} in a rectangular shape with gaussian distribution" - - “从系统${system}中的${emitter}发射,呈高斯分布的矩形” + + "从系统${system}中的${emitter}发射,呈高斯分布的矩形" "Emit from ${emitter} in system ${system} in a rectangular shape with inverse gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈矩形,在${applyto}上呈逆高斯分布” + + "从系统${system}中的${emitter}发射,呈矩形,在${applyto}上呈逆高斯分布" "Emit from ${emitter} in system ${system} in a rectangular shape with inverse gaussian distribution" - - “从系统${system}中的${emitter}以反高斯分布的矩形发射” + + "从系统${system}中的${emitter}以反高斯分布的矩形发射" "Emit from ${emitter} in system ${system} in a rectangular shape with linear distribution on ${applyto}" - - “从系统${system}中的${emitter}发射,呈矩形,在${applyto}上呈线性分布” + + "从系统${system}中的${emitter}发射,呈矩形,在${applyto}上呈线性分布" "Emit from ${emitter} in system ${system} in a rectangular shape with linear distribution" - - “从系统${system}中的${emitter}发射呈线性分布的矩形” + + "从系统${system}中的${emitter}发射呈线性分布的矩形" "Emit from ${emitter} in system ${system} in a straight line with gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}以直线发射,在${applyto}上呈高斯分布” + + "从系统${system}中的${emitter}以直线发射,在${applyto}上呈高斯分布" "Emit from ${emitter} in system ${system} in a straight line with gaussian distribution" - - “从系统${system}中的${emitter}以高斯分布直线发射” + + "从系统${system}中的${emitter}以高斯分布直线发射" "Emit from ${emitter} in system ${system} in a straight line with inverse gaussian distribution on ${applyto}" - - “从系统${system}中的${emitter}以直线发射,在${applyto}上呈逆高斯分布” + + "从系统${system}中的${emitter}以直线发射,在${applyto}上呈逆高斯分布" "Emit from ${emitter} in system ${system} in a straight line with inverse gaussian distribution" - - “从系统${system}中的${emitter}以反高斯分布直线发射” + + "从系统${system}中的${emitter}以反高斯分布直线发射" "Emit from ${emitter} in system ${system} in a straight line with linear distribution on ${applyto}" - - “从系统${system}中的${emitter}以直线形式发射,在${applyto}上呈线性分布” + + "从系统${system}中的${emitter}以直线形式发射,在${applyto}上呈线性分布" "Emit from ${emitter} in system ${system} in a straight line with linear distribution" - - “从系统${system}中的${emitter}以线性分布直线发射” + + "从系统${system}中的${emitter}以线性分布直线发射" @@ -3680,24 +3680,24 @@ "Emitter" - - “发射器” + + "发射器" "End of search results reached, should we loop?" - - “已到达搜索结果的末尾,我们应该循环吗?” + + "已到达搜索结果的末尾,我们应该循环吗?" "End" - - “结束” + + "结束" @@ -3712,8 +3712,8 @@ "Error - function '{0}' in extension '{1}' has more than 4 arguments, and they are not all of the same type" - - "错误 - 扩展名“{1}”中的函数“{0}”具有4个以上的参数,并且它们的类型不一致" + + "错误 - 扩展名"{1}"中的函数"{0}"具有4个以上的参数,并且它们的类型不一致" @@ -3736,256 +3736,256 @@ "Execute ${script} on ${applyto}" - - “在${applyto}上执行${script}” + + "在${applyto}上执行${script}" "Execute ${script} with ${input_count} arguments on ${applyto}" - - “在${applyto}上使用${input_count}参数执行${script}” + + "在${applyto}上使用${input_count}参数执行${script}" "Execute ${script} with ${input_count} arguments" - - “使用${input_count}个参数执行${script}” + + "使用${input_count}个参数执行${script}" "Execute ${script} with 1 argument on ${applyto}" - - “在${applyto}上使用1个参数执行${script}” + + "在${applyto}上使用1个参数执行${script}" "Execute ${script} with 1 argument" - - “使用1个参数执行${script}” + + "使用1个参数执行${script}" "Execute ${script}" - - “执行${script}” + + "执行${script}" "Execute Code" - - “执行代码” + + "执行代码" "Execute Script" - - “执行脚本” + + "执行脚本" "Execute a piece of code." - - “执行一段代码。” + + "执行一段代码。" "Execute a script resource." - - “执行脚本资源。” + + "执行脚本资源。" "Execute and set ${var} to return value of ${script} on ${applyto}" - - “执行并设置${var}以在${applyto}上返回值${script}” + + "执行并设置${var}以在${applyto}上返回值${script}" "Execute and set ${var} to return value of ${script} with ${input_count} arguments on ${applyto}" - - “执行并设置${var}以使用${applyto}上的${input_count}参数返回值${script}” + + "执行并设置${var}以使用${applyto}上的${input_count}参数返回值${script}" "Execute and set ${var} to return value of ${script} with ${input_count} arguments" - - “执行并设置${var}以使用${input_count}个参数返回值${script}” + + "执行并设置${var}以使用${input_count}个参数返回值${script}" "Execute and set ${var} to return value of ${script} with 1 argument on ${applyto}" - - “执行并设置${var}以在${applyto}上使用1个参数返回值${script}” + + "执行并设置${var}以在${applyto}上使用1个参数返回值${script}" "Execute and set ${var} to return value of ${script} with 1 argument" - - “执行并设置${var}以使用1个参数返回值${script}” + + "执行并设置${var}以使用1个参数返回值${script}" "Execute and set ${var} to return value of ${script}" - - “执行并设置${var}以返回值${script}” + + "执行并设置${var}以返回值${script}" "Execute and set temp ${var} to return value of ${script} on ${applyto}" - - “执行并设置临时${var}以在${applyto}上返回值${script}” + + "执行并设置临时${var}以在${applyto}上返回值${script}" "Execute and set temp ${var} to return value of ${script} with ${input_count} arguments on ${applyto}" - - “执行临时${var}并将其设置为在${applyto}上使用${input_count}个参数返回值${script}” + + "执行临时${var}并将其设置为在${applyto}上使用${input_count}个参数返回值${script}" "Execute and set temp ${var} to return value of ${script} with ${input_count} arguments" - - “执行并设置临时${var}以使用${input_count}个参数返回值${script}” + + "执行并设置临时${var}以使用${input_count}个参数返回值${script}" "Execute and set temp ${var} to return value of ${script} with 1 argument on ${applyto}" - - “执行并设置临时${var}以在${applyto}上返回值${script}和1个参数” + + "执行并设置临时${var}以在${applyto}上返回值${script}和1个参数" "Execute and set temp ${var} to return value of ${script} with 1 argument" - - “执行并设置临时${var}以使用1个参数返回值${script}” + + "执行并设置临时${var}以使用1个参数返回值${script}" "Execute and set temp ${var} to return value of ${script}" - - “执行并设置临时${var}以返回值${script}” + + "执行并设置临时${var}以返回值${script}" "Execute code in the context of a specific object or instance." - - “在特定物体或实例的上下文中执行代码。” + + "在特定物体或实例的上下文中执行代码。" "Execute code on ${applyto}" - - “在${applyto}上执行代码” + + "在${applyto}上执行代码" "Execute code while a given expression is true." - - “在给定表达式为真时执行代码。” + + "在给定表达式为真时执行代码。" "Execute code" - - “执行代码” + + "执行代码" "Exit Game" - - “退出游戏” + + "退出游戏" "Exit game" - - “退出游戏” + + "退出游戏" "Exit the current event without executing the remaining code." - - “退出当前事件,而不执行其余代码。” + + "退出当前事件,而不执行其余代码。" "Exit the current event" - - “退出当前事件” + + "退出当前事件" "Exit the game application." - - “退出游戏应用程序。” + + "退出游戏应用程序。" "Exit" - - “退出” + + "退出" @@ -4000,8 +4000,8 @@ "Failed to store undo property '{0}': \nMultiple potential properties found, does this property use the 'new' keyword?" - - “未能存储撤消属性 '{0}':\n找到多个潜在属性,此属性是否使用 'new' 关键字?" + + "未能存储撤消属性 '{0}':\n找到多个潜在属性,此属性是否使用 'new' 关键字?" @@ -4016,88 +4016,88 @@ "Filename" - - “文件名” + + "文件名" "Files" - - “文件” + + "文件" "Fill" - - “填充” + + "填充" "Finished files" - - “已完成的文件” + + "已完成的文件" "Finished" - - “完成” + + "完成" "Flip tile data ${tile} on ${applyto}" - - “在${applyto}上翻转切片数据${TILE}” + + "在${applyto}上翻转切片数据${TILE}" "Flip tile data ${tile}" - - “翻转平铺数据${TILE}” + + "翻转平铺数据${TILE}" "Floor ${n} and assign it to ${var} on ${applyto}" - - “楼层${n}并将其分配给${applyto}上的${var}” + + "楼层${n}并将其分配给${applyto}上的${var}" "Floor ${n} and assign it to ${var}" - - “楼层${n}并将其分配给${var}” + + "楼层${n}并将其分配给${var}" "Floor ${n} and assign it to temp ${var} on ${applyto}" - - “楼层${n}并将其分配给${applyto}上的临时${var}” + + "楼层${n}并将其分配给${applyto}上的临时${var}" "Floor ${n} and assign it to temp ${var}" - - “楼层${n}并将其分配给临时${var}” + + "楼层${n}并将其分配给临时${var}" @@ -4136,8 +4136,8 @@ "Font" - - “字体” + + "字体" @@ -4216,64 +4216,64 @@ "Free grid ${var} from memory on ${applyto}${show_input_count}" - - “从${applyto}${show_input_count}上的内存中释放网格${var}” + + "从${applyto}${show_input_count}上的内存中释放网格${var}" "Free grid ${var} from memory${show_input_count}" - - “从内存${show_input_count}释放网格${var}” + + "从内存${show_input_count}释放网格${var}" "Free list ${var} from memory on ${applyto}${show_input_count}" - - “从${applyto}${show_input_count}上的内存释放列表${var}” + + "从${applyto}${show_input_count}上的内存释放列表${var}" "Free list ${var} from memory${show_input_count}" - - “内存${show_input_count}中的空闲列表${var}” + + "内存${show_input_count}中的空闲列表${var}" "Free map ${var} from memory on ${applyto}${show_input_count}" - - “从${applyto}${show_input_count}上的内存中释放映射${var}” + + "从${applyto}${show_input_count}上的内存中释放映射${var}" "Free map ${var} from memory${show_input_count}" - - “从内存${show_input_count}释放映射${var}” + + "从内存${show_input_count}释放映射${var}" "Free stack ${var} from memory on ${applyto}${show_input_count}" - - “从${applyto}${show_input_count}上的内存中释放堆栈${var}” + + "从${applyto}${show_input_count}上的内存中释放堆栈${var}" "Free stack ${var} from memory${show_input_count}" - - “从内存${show_input_count}释放堆栈${var}” + + "从内存${show_input_count}释放堆栈${var}" @@ -4296,8 +4296,8 @@ "Game" - - “游戏” + + "游戏" @@ -4312,104 +4312,104 @@ "Gamepad" - - “游戏手柄” + + "游戏手柄" "Get ${axis} axis value on gamepad ${gp} into ${var} on ${applyto}" - - “将游戏面板${GP}上的${axis}轴值获取到${applyto}上的${var}” + + "将游戏面板${GP}上的${axis}轴值获取到${applyto}上的${var}" "Get ${axis} axis value on gamepad ${gp} into ${var}" - - “将游戏面板${GP}上的${AXIS}轴值获取到${var}” + + "将游戏面板${GP}上的${AXIS}轴值获取到${var}" "Get ${axis} axis value on gamepad ${gp} into temp ${var} on ${applyto}" - - “将游戏面板${GP}上的${axis}轴值获取到${applyto}上的临时${var}中” + + "将游戏面板${GP}上的${axis}轴值获取到${applyto}上的临时${var}中" "Get ${axis} axis value on gamepad ${gp} into temp ${var}" - - “将游戏面板${GP}上的${AXIS}轴值获取到临时${var}” + + "将游戏面板${GP}上的${AXIS}轴值获取到临时${var}" "Get ${object} count into ${var} on ${applyto}" - - “在${applyto}上将${object}计入${var}” + + "在${applyto}上将${object}计入${var}" "Get ${object} count into ${var}" - - “将${object}计入${var}” + + "将${object}计入${var}" "Get ${object} count into temp ${var} on ${applyto}" - - “将${object}计入${applyto}上的临时${var}” + + "将${object}计入${applyto}上的临时${var}" "Get ${object} count into temp ${var}" - - “将${object}计数到临时${var}” + + "将${object}计数到临时${var}" "Get ${trigger} value on gamepad ${gp} into ${var} on ${applyto}" - - “将游戏面板${GP}上的${TRIGGER}值获取到${applyto}上的${var}” + + "将游戏面板${GP}上的${TRIGGER}值获取到${applyto}上的${var}" "Get ${trigger} value on gamepad ${gp} into ${var}" - - “将游戏面板${GP}上的${TRIGGER}值获取到${var}” + + "将游戏面板${GP}上的${TRIGGER}值获取到${var}" "Get ${trigger} value on gamepad ${gp} into temp ${var} on ${applyto}" - - “将游戏面板${GP}上的${TRIGGER}值获取到${applyto}上的临时${var}中” + + "将游戏面板${GP}上的${TRIGGER}值获取到${applyto}上的临时${var}中" "Get ${trigger} value on gamepad ${gp} into temp ${var}" - - “将游戏面板${GP}上的${TRIGGER}值获取到临时${var}” + + "将游戏面板${GP}上的${TRIGGER}值获取到临时${var}" @@ -4424,16 +4424,16 @@ "Get Audio Length" - - “获取音频长度” + + "获取音频长度" "Get Audio Pitch" - - “获取音频音调” + + "获取音频音调" @@ -4448,8 +4448,8 @@ "Get Current Room" - - “获取当前房间” + + "获取当前房间" @@ -4464,48 +4464,48 @@ "Get Draw Font" - - “获取绘制字体” + + "获取绘制字体" "Get Gamepad Axis" - - “获取游戏手柄轴” + + "获取游戏手柄轴" "Get Gamepad Connected" - - “获取已连接的游戏手柄” + + "获取已连接的游戏手柄" "Get Gamepad Count" - - “获取游戏手柄计数” + + "获取游戏手柄计数" "Get Gamepad Trigger" - - “获取游戏手柄触发器” + + "获取游戏手柄触发器" "Get Global Variable" - - “获取全局变量” + + "获取全局变量" @@ -4528,32 +4528,32 @@ "Get Index Of List Item" - - “获取列表项的索引” + + "获取列表项的索引" "Get Instance Count" - - “获取实例计数” + + "获取实例计数" "Get List Item At" - - “获取列表项的位置” + + "获取列表项的位置" "Get List Item Count" - - “获取列表项计数” + + "获取列表项计数" @@ -4568,24 +4568,24 @@ "Get Map Value" - - “获取映射值” + + "获取映射值" "Get Master Volume" - - “获取主音量” + + "获取主音量" "Get Random Number" - - “获取随机数” + + "获取随机数" @@ -4600,32 +4600,32 @@ "Get Sequence Head" - - “获取序列头” + + "获取序列头" "Get Sequence Length" - - “获取序列长度” + + "获取序列长度" "Get Sequence Position" - - “获取序列位置” + + "获取序列位置" "Get Text Alignment" - - “获取文本对齐方式” + + "获取文本对齐方式" @@ -4688,16 +4688,16 @@ "Get Virtual Keyboard Height" - - “获取虚拟键盘高度” + + "获取虚拟键盘高度" "Get a global variable." - - “获取全局变量。” + + "获取全局变量。" @@ -4712,32 +4712,32 @@ "Get a random element from a list into ${var} on ${applyto}${show_input_count}" - - “将列表中的随机元素获取到${applyto}${show_input_count}上的${var}” + + "将列表中的随机元素获取到${applyto}${show_input_count}上的${var}" "Get a random element from a list into ${var}${show_input_count}" - - “将列表中的随机元素获取到${var}${show_input_count}” + + "将列表中的随机元素获取到${var}${show_input_count}" "Get a random element from a list into temp ${var} on ${applyto}${show_input_count}" - - “将列表中的随机元素获取到${applyto}${show_input_count}上的临时${var}” + + "将列表中的随机元素获取到${applyto}${show_input_count}上的临时${var}" "Get a random element from a list into temp ${var}${show_input_count}" - - “将列表中的随机元素获取到临时${var}${show_input_count}” + + "将列表中的随机元素获取到临时${var}${show_input_count}" @@ -4752,32 +4752,32 @@ "Get a random number between ${min} and ${max} into ${var} on ${applyto}" - - “获取${applyto}上${var}中${min}和${max}之间的随机数” + + "获取${applyto}上${var}中${min}和${max}之间的随机数" "Get a random number between ${min} and ${max} into ${var}" - - “获取${var}中${min}和${max}之间的随机数” + + "获取${var}中${min}和${max}之间的随机数" "Get a random number between ${min} and ${max} into temp ${var} on ${applyto}" - - “在${applyto}上的临时${var}中获取一个介于${min}和${max}之间的随机数” + + "在${applyto}上的临时${var}中获取一个介于${min}和${max}之间的随机数" "Get a random number between ${min} and ${max} into temp ${var}" - - “在临时${var}中获取一个介于${min}和${max}之间的随机数” + + "在临时${var}中获取一个介于${min}和${max}之间的随机数" @@ -4808,808 +4808,808 @@ "Get alarm ${alarm} into ${var} on ${applyto}" - - “将警报${Alarm}获取到${applyto}上的${var}” + + "将警报${Alarm}获取到${applyto}上的${var}" "Get alarm ${alarm} into ${var}" - - “将警报${Alarm}获取到${var}” + + "将警报${Alarm}获取到${var}" "Get alarm ${alarm} into temp ${var} on ${applyto}" - - “将警报${Alarm}置于${applyto}上的临时${var}” + + "将警报${Alarm}置于${applyto}上的临时${var}" "Get alarm ${alarm} into temp ${var}" - - “将警报${Alarm}放入临时${var}” + + "将警报${Alarm}放入临时${var}" "Get current room into ${var} on ${applyto}" - - “将当前房间放入${applyto}上的${var}” + + "将当前房间放入${applyto}上的${var}" "Get current room into ${var}" - - “将当前房间放入${var}” + + "将当前房间放入${var}" "Get current room into temp ${var} on ${applyto}" - - “将当前房间放入${applyto}上的临时${var}” + + "将当前房间放入${applyto}上的临时${var}" "Get current room into temp ${var}" - - “将当前房间放入临时${var}” + + "将当前房间放入临时${var}" "Get draw color into ${var} on ${applyto}" - - “获取在${applyto}上将颜色绘制到${var}中” + + "获取在${applyto}上将颜色绘制到${var}中" "Get draw color into ${var}" - - “获取将颜色绘制到${var}中” + + "获取将颜色绘制到${var}中" "Get draw font into ${var} on ${applyto}" - - “在${applyto}上将字体绘制到${var}” + + "在${applyto}上将字体绘制到${var}" "Get draw font into ${var}" - - “将字体绘制到${var}” + + "将字体绘制到${var}" "Get drawing alpha channel into ${var} on ${applyto}" - - “将Alpha通道绘制到${applyto}上的${var}中” + + "将Alpha通道绘制到${applyto}上的${var}中" "Get drawing alpha channel into ${var}" - - “将Alpha通道绘制到${var}” + + "将Alpha通道绘制到${var}" "Get flip of tile data ${tile} into ${var} on ${applyto}" - - “将切片数据${TILE}翻转到${applyto}上的${var}” + + "将切片数据${TILE}翻转到${applyto}上的${var}" "Get flip of tile data ${tile} into ${var}" - - “将切片数据${TILE}翻转到${var}” + + "将切片数据${TILE}翻转到${var}" "Get flip of tile data ${tile} into temp ${var} on ${applyto}" - - “将切片数据${TILE}翻转到${applyto}上的临时${var}” + + "将切片数据${TILE}翻转到${applyto}上的临时${var}" "Get flip of tile data ${tile} into temp ${var}" - - “将切片数据${TILE}翻转到临时${var}” + + "将切片数据${TILE}翻转到临时${var}" "Get gamepad device count into ${var} on ${applyto}" - - “在${applyto}上将游戏手柄设备计数计入${var}” + + "在${applyto}上将游戏手柄设备计数计入${var}" "Get gamepad device count into ${var}" - - “将游戏手柄设备计数计入${var}” + + "将游戏手柄设备计数计入${var}" "Get gamepad device count into temp ${var} on ${applyto}" - - “将游戏手柄设备计数放入${applyto}上的临时${var}” + + "将游戏手柄设备计数放入${applyto}上的临时${var}" "Get gamepad device count into temp ${var}" - - “将游戏手柄设备计数获取到临时${var}” + + "将游戏手柄设备计数获取到临时${var}" "Get global variable ${var} into ${output} on ${applyto}${show_input_count}" - - “将全局变量${var}获取到${applyto}${show_input_count}上的${output}” + + "将全局变量${var}获取到${applyto}${show_input_count}上的${output}" "Get global variable ${var} into ${output}${show_input_count}" - - “将全局变量${var}获取到${output}${show_input_count}” + + "将全局变量${var}获取到${output}${show_input_count}" "Get global variable ${var} into temp ${output} on ${applyto}${show_input_count}" - - “将全局变量${var}获取到${applyto}${show_input_count}上的临时${output}” + + "将全局变量${var}获取到${applyto}${show_input_count}上的临时${output}" "Get global variable ${var} into temp ${output}${show_input_count}" - - “将全局变量${var}获取到临时${output}${show_input_count}” + + "将全局变量${var}获取到临时${output}${show_input_count}" "Get head position (in frames) of sequence instance ${sequenceelmid} into ${var}" - - “将序列实例${sequenceelmid}的头部位置(以帧为单位)获取到${var}” + + "将序列实例${sequenceelmid}的头部位置(以帧为单位)获取到${var}" "Get head position (in frames) of sequence instance ${sequenceelmid} into temp ${var}" - - “将序列实例${sequenceelmid}的头部位置(以帧为单位)获取到临时${var}” + + "将序列实例${sequenceelmid}的头部位置(以帧为单位)获取到临时${var}" "Get health into ${var} on ${applyto}" - - “使${applyto}上的${var}保持健康值” + + "使${applyto}上的${var}保持健康值" "Get health into ${var}" - - “让健康值进入${var}” + + "让健康值进入${var}" "Get health into temp ${var} on ${applyto}" - - “使${applyto}上的临时${var}保持健康值” + + "使${applyto}上的临时${var}保持健康值" "Get health into temp ${var}" - - “让临时值${var}保持健康值” + + "让临时值${var}保持健康值" "Get horizontal text alignment into ${var} on ${applyto}" - - “在${applyto}上将文本水平对齐到${var}” + + "在${applyto}上将文本水平对齐到${var}" "Get horizontal text alignment into ${var}" - - “将文本水平对齐到${var}” + + "将文本水平对齐到${var}" "Get index of item ${value} in list ${var} into ${assignee} on ${applyto}${show_input_count}" - - “将列表${var}中项目${value}的索引获取到${applyto}${show_input_count}上的${assignee}” + + "将列表${var}中项目${value}的索引获取到${applyto}${show_input_count}上的${assignee}" "Get index of item ${value} in list ${var} into ${assignee}${show_input_count}" - - “将列表${var}中项目${value}的索引获取到${assignee}${show_input_count}” + + "将列表${var}中项目${value}的索引获取到${assignee}${show_input_count}" "Get index of item ${value} in list ${var} into temp ${assignee} on ${applyto}${show_input_count}" - - “将列表${var}中项目${value}的索引获取到${applyto}${show_input_count}上的临时${assignee}” + + "将列表${var}中项目${value}的索引获取到${applyto}${show_input_count}上的临时${assignee}" "Get index of item ${value} in list ${var} into temp ${assignee}${show_input_count}" - - “将列表${var}中项目${value}的索引获取到临时${assignee}${show_input_count}” + + "将列表${var}中项目${value}的索引获取到临时${assignee}${show_input_count}" "Get instance variable ${dnd_get_inst_vars} into ${target} on ${applyto}${show_input_count}" - - “将实例变量${dnd_get_inst_vars}获取到${applyto}${show_input_count}上的${target}” + + "将实例变量${dnd_get_inst_vars}获取到${applyto}${show_input_count}上的${target}" "Get instance variable ${dnd_get_inst_vars} into ${target}${show_input_count}" - - “将实例变量${dnd_get_inst_vars}获取到${target}${show_input_count}” + + "将实例变量${dnd_get_inst_vars}获取到${target}${show_input_count}" "Get instance variable ${dnd_get_inst_vars} into temp ${target} on ${applyto}${show_input_count}" - - “将实例变量${dnd_get_inst_vars}获取到${applyto}${show_input_count}上的临时${target}” + + "将实例变量${dnd_get_inst_vars}获取到${applyto}${show_input_count}上的临时${target}" "Get instance variable ${dnd_get_inst_vars} into temp ${target}${show_input_count}" - - “将实例变量${dnd_get_inst_vars}获取到临时${target}${show_input_count}” + + "将实例变量${dnd_get_inst_vars}获取到临时${target}${show_input_count}" "Get item ${index} in list ${var} into ${assignee} on ${applyto}${show_input_count}" - - “将列表${var}中的项目${index}获取到${applyto}${show_input_count}上的${assignee}” + + "将列表${var}中的项目${index}获取到${applyto}${show_input_count}上的${assignee}" "Get item ${index} in list ${var} into ${assignee}${show_input_count}" - - “将列表${var}中的项目${index}获取到${assignee}${show_input_count}” + + "将列表${var}中的项目${index}获取到${assignee}${show_input_count}" "Get item ${index} in list ${var} into temp ${assignee} on ${applyto}${show_input_count}" - - “将列表${var}中的项目${index}获取到${applyto}${show_input_count}上的临时${assignee}” + + "将列表${var}中的项目${index}获取到${applyto}${show_input_count}上的临时${assignee}" "Get item ${index} in list ${var} into temp ${assignee}${show_input_count}" - - “将列表${var}中的项目${index}获取到临时${assignee}${show_input_count}” + + "将列表${var}中的项目${index}获取到临时${assignee}${show_input_count}" "Get item count in list ${var} and assign it to ${assignee} on ${applyto}" - - “获取列表${var}中的项目计数,并将其分配给${applyto}上的${assignee}” + + "获取列表${var}中的项目计数,并将其分配给${applyto}上的${assignee}" "Get item count in list ${var} and assign it to ${assignee}" - - “获取列表${var}中的项目计数并将其分配给${assignee}” + + "获取列表${var}中的项目计数并将其分配给${assignee}" "Get item count in list ${var} and assign it to temp ${assignee} on ${applyto}" - - “获取列表${var}中的项目计数,并将其分配给${applyto}上的临时${assignee}” + + "获取列表${var}中的项目计数,并将其分配给${applyto}上的临时${assignee}" "Get item count in list ${var} and assign it to temp ${assignee}" - - “获取列表${var}中的项目计数并将其分配给临时${assignee}” + + "获取列表${var}中的项目计数并将其分配给临时${assignee}" "Get length of audio ${sound} into ${var} on ${applyto}" - - “在${applyto}上将音频${ound}的长度获取到${var}” + + "在${applyto}上将音频${ound}的长度获取到${var}" "Get length of audio ${sound} into ${var}" - - “将音频${ound}的长度获取到${var}” + + "将音频${ound}的长度获取到${var}" "Get length of audio ${sound} into temp ${var} on ${applyto}" - - “获取${applyto}上的临时${var}中音频${ound}的长度” + + "获取${applyto}上的临时${var}中音频${ound}的长度" "Get length of audio ${sound} into temp ${var}" - - “将音频${SOUND}的长度获取到临时${var}” + + "将音频${SOUND}的长度获取到临时${var}" "Get length of sequence instance ${sequenceelmid} into ${var}" - - “将序列实例${sequenceelmid}的长度获取到${var}” + + "将序列实例${sequenceelmid}的长度获取到${var}" "Get length of sequence instance ${sequenceelmid} into temp ${var}" - - “将序列实例${sequenceelmid}的长度获取到临时${var}” + + "将序列实例${sequenceelmid}的长度获取到临时${var}" "Get lives into ${var} on ${applyto}" - - “将生命值置于${applyto}上的${var}” + + "将生命值置于${applyto}上的${var}" "Get lives into ${var}" - - “让生命值进入${var}” + + "让生命值进入${var}" "Get lives into temp ${var} on ${applyto}" - - “将生命值置于${applyto}上的临时${var}” + + "将生命值置于${applyto}上的临时${var}" "Get lives into temp ${var}" - - “让生命值进入临时${var}” + + "让生命值进入临时${var}" "Get master volume into ${var} on ${applyto}" - - “将主卷放入${applyto}上的${var}” + + "将主卷放入${applyto}上的${var}" "Get master volume into ${var}" - - “将主卷放入${var}” + + "将主卷放入${var}" "Get master volume into temp ${var} on ${applyto}" - - “将主卷放入${applyto}上的临时${var}” + + "将主卷放入${applyto}上的临时${var}" "Get master volume into temp ${var}" - - “将主卷获取到临时${var}” + + "将主卷获取到临时${var}" "Get mirror of tile data ${tile} into ${var} on ${applyto}" - - “将切片数据${TILE}的镜像获取到${applyto}上的${var}” + + "将切片数据${TILE}的镜像获取到${applyto}上的${var}" "Get mirror of tile data ${tile} into ${var}" - - “将切片数据${TILE}的镜像获取到${var}” + + "将切片数据${TILE}的镜像获取到${var}" "Get mirror of tile data ${tile} into temp ${var} on ${applyto}" - - “将切片数据${TILE}的镜像获取到${applyto}上的临时${var}” + + "将切片数据${TILE}的镜像获取到${applyto}上的临时${var}" "Get mirror of tile data ${tile} into temp ${var}" - - “将切片数据${TILE}的镜像获取到临时${var}” + + "将切片数据${TILE}的镜像获取到临时${var}" "Get path position into ${target} on ${applyto}" - - “获取${applyto}上${target}的路径位置” + + "获取${applyto}上${target}的路径位置" "Get path position into ${target}" - - “将路径位置获取到${target}” + + "将路径位置获取到${target}" "Get path position into temp ${target} on ${applyto}" - - “获取${applyto}上临时${target}的路径位置” + + "获取${applyto}上临时${target}的路径位置" "Get path position into temp ${target}" - - “将路径位置获取到临时${target}” + + "将路径位置获取到临时${target}" "Get path speed into ${target} on ${applyto}" - - “获取进入${applyto}上${target}的路径速度” + + "获取进入${applyto}上${target}的路径速度" "Get path speed into ${target}" - - “获取进入${target}的路径速度” + + "获取进入${target}的路径速度" "Get path speed into temp ${target} on ${applyto}" - - “获取${applyto}上临时${target}的路径速度” + + "获取${applyto}上临时${target}的路径速度" "Get path speed into temp ${target}" - - “获取进入临时${target}的路径速度” + + "获取进入临时${target}的路径速度" "Get pitch of audio ${sound} into ${var} on ${applyto}" - - “在${applyto}上将音频${SOUND}的音调转换为${var}” + + "在${applyto}上将音频${SOUND}的音调转换为${var}" "Get pitch of audio ${sound} into ${var}" - - “将音频${SOUND}的音调转换为${var}” + + "将音频${SOUND}的音调转换为${var}" "Get pitch of audio ${sound} into temp ${var} on ${applyto}" - - “在${applyto}上将音频${SOUND}的音调转换为临时${var}” + + "在${applyto}上将音频${SOUND}的音调转换为临时${var}" "Get pitch of audio ${sound} into temp ${var}" - - “将音频${SOUND}的音调转换为临时${var}” + + "将音频${SOUND}的音调转换为临时${var}" "Get position in buffer ${buffer} into ${target} on ${applyto}" - - “将缓冲区${buffer}中的位置获取到${applyto}上的${target}” + + "将缓冲区${buffer}中的位置获取到${applyto}上的${target}" "Get position in buffer ${buffer} into ${target}" - - “将缓冲区${buffer}中的位置获取到${target}” + + "将缓冲区${buffer}中的位置获取到${target}" "Get position in buffer ${buffer} into temp ${target} on ${applyto}" - - “将缓冲区${buffer}中的位置获取到${applyto}上的临时${target}” + + "将缓冲区${buffer}中的位置获取到${applyto}上的临时${target}" "Get position in buffer ${buffer} into temp ${target}" - - “将缓冲区${buffer}中的位置获取到临时${target}” + + "将缓冲区${buffer}中的位置获取到临时${target}" "Get position of sequence instance ${sequenceelmid} into ${varx} and ${vary}" - - “将序列实例${Sequenceelmid}的位置获取到${varx}和${Varie}中” + + "将序列实例${Sequenceelmid}的位置获取到${varx}和${Varie}中" "Get position of sequence instance ${sequenceelmid} into ${varx} and temp ${vary}" - - “将序列实例${equenceelmid}的位置获取到${varx}和Temp${Varie}中” + + "将序列实例${equenceelmid}的位置获取到${varx}和Temp${Varie}中" "Get position of sequence instance ${sequenceelmid} into temp ${varx} and ${vary}" - - “将序列实例${Sequenceelmid}的位置获取到临时${varx}和${Varie}中” + + "将序列实例${Sequenceelmid}的位置获取到临时${varx}和${Varie}中" "Get position of sequence instance ${sequenceelmid} into temp ${varx} and temp ${vary}" - - “将序列实例${Sequenceelmid}的位置获取到临时${varx}和临时${Varie}中” + + "将序列实例${Sequenceelmid}的位置获取到临时${varx}和临时${Varie}中" "Get rotate of tile data ${tile} into ${var} on ${applyto}" - - “将切片数据${TILE}旋转到${applyto}上的${var}” + + "将切片数据${TILE}旋转到${applyto}上的${var}" "Get rotate of tile data ${tile} into ${var}" - - “将切片数据${TILE}旋转到${var}” + + "将切片数据${TILE}旋转到${var}" "Get rotate of tile data ${tile} into temp ${var} on ${applyto}" - - “将切片数据${TILE}轮换到${applyto}上的临时${var}” + + "将切片数据${TILE}轮换到${applyto}上的临时${var}" "Get rotate of tile data ${tile} into temp ${var}" - - “将切片数据${TILE}旋转到临时${var}” + + "将切片数据${TILE}旋转到临时${var}" "Get score into ${var} on ${applyto}" - - “在${applyto}上获得${var}分数” + + "在${applyto}上获得${var}分数" "Get score into ${var}" - - “获取${var}的分数” + + "获取${var}的分数" "Get score into temp ${var} on ${applyto}" - - “在${applyto}上获取临时${var}的分数” + + "在${applyto}上获取临时${var}的分数" "Get score into temp ${var}" - - “获取临时${var}的分数” + + "获取临时${var}的分数" "Get size of buffer ${buffer} into ${target} on ${applyto}" - - “将缓冲区${buffer}的大小获取到${applyto}上的${target}” + + "将缓冲区${buffer}的大小获取到${applyto}上的${target}" "Get size of buffer ${buffer} into ${target}" - - “将缓冲区${buffer}的大小获取到${target}” + + "将缓冲区${buffer}的大小获取到${target}" "Get size of buffer ${buffer} into temp ${target} on ${applyto}" - - “将缓冲区${buffer}的大小获取到${applyto}上的临时${target}” + + "将缓冲区${buffer}的大小获取到${applyto}上的临时${target}" "Get size of buffer ${buffer} into temp ${target}" - - “将缓冲区${buffer}的大小获取到临时${target}” + + "将缓冲区${buffer}的大小获取到临时${target}" "Get the colour used to blend all drawing with." - - “获取用于混合所有绘图的颜色。” + + "获取用于混合所有绘图的颜色。" @@ -5624,24 +5624,24 @@ "Get the current pixel height of the virtual keyboard if it is visible." - - “获取虚拟键盘的当前像素高度(如果可见)。” + + "获取虚拟键盘的当前像素高度(如果可见)。" "Get the currently active room." - - “获取当前活动的房间。” + + "获取当前活动的房间。" "Get the font used for all text drawing." - - “获取用于所有文本绘制的字体。” + + "获取用于所有文本绘制的字体。" @@ -5656,8 +5656,8 @@ "Get the horizontal or vertical alignment of text drawing." - - “获取文本绘制的水平或垂直对齐方式。” + + "获取文本绘制的水平或垂直对齐方式。" @@ -5696,16 +5696,16 @@ "Get the number of connected gamepad devices." - - “获取连接的游戏手柄设备的数量。” + + "获取连接的游戏手柄设备的数量。" "Get the number of items in a list." - - “获取一个列表中的项目数。” + + "获取一个列表中的项目数。" @@ -5720,8 +5720,8 @@ "Get the score of the instance." - - “获取实例的分数。” + + "获取实例的分数。" @@ -5768,8 +5768,8 @@ "Get the value of a gamepad's trigger button." - - “获取游戏手柄的触发器按钮的值。” + + "获取游戏手柄的触发器按钮的值。" @@ -5784,48 +5784,48 @@ "Get the value of an axis on a gamepad." - - “获取游戏手柄上的轴的值。” + + "获取游戏手柄上的轴的值。" "Get the volume of a sound effect or a music track." - - “获取音效或音乐轨道的音量。” + + "获取音效或音乐轨道的音量。" "Get tile data at ${dnd_position} on layer ${layername} into ${var} on ${applyto}" - - “将图层${layername}上${dnd_position}处的切片数据获取到${applyto}上的${var}” + + "将图层${layername}上${dnd_position}处的切片数据获取到${applyto}上的${var}" "Get tile data at ${dnd_position} on layer ${layername} into ${var}" - - “将图层${layername}上${DND_Position}处的切片数据获取到${var}” + + "将图层${layername}上${DND_Position}处的切片数据获取到${var}" "Get tile data at ${dnd_position} on layer ${layername} into temp ${var} on ${applyto}" - - “将图层${layername}上${dnd_position}处的切片数据获取到${applyto}上的临时${var}” + + "将图层${layername}上${dnd_position}处的切片数据获取到${applyto}上的临时${var}" "Get tile data at ${dnd_position} on layer ${layername} into temp ${var}" - - “将图层${layername}上${DND_Position}处的切片数据获取到临时${var}” + + "将图层${layername}上${DND_Position}处的切片数据获取到临时${var}" @@ -5864,32 +5864,32 @@ "Get tile index at ${dnd_position} on layer ${layername} into ${var} on ${applyto}" - - “将图层${layername}上${dnd_position}处的切片索引获取到${applyto}上的${var}” + + "将图层${layername}上${dnd_position}处的切片索引获取到${applyto}上的${var}" "Get tile index at ${dnd_position} on layer ${layername} into ${var}" - - “将图层${layername}上${dnd_position}处的切片索引获取到${var}” + + "将图层${layername}上${dnd_position}处的切片索引获取到${var}" "Get tile index at ${dnd_position} on layer ${layername} into temp ${var} on ${applyto}" - - “将图层${layername}上${dnd_position}处的切片索引获取到${applyto}上的临时${var}” + + "将图层${layername}上${dnd_position}处的切片索引获取到${applyto}上的临时${var}" "Get tile index at ${dnd_position} on layer ${layername} into temp ${var}" - - “将图层${layername}上${dnd_position}处的切片索引获取到临时${var}” + + "将图层${layername}上${dnd_position}处的切片索引获取到临时${var}" @@ -5928,320 +5928,320 @@ "Get tilemap frame on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片图框获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片图框获取到${applyto}${show_input_count}上的${target}" "Get tilemap frame on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片图框获取到${target}${show_input_count}” + + "将图层${layername}上的切片图框获取到${target}${show_input_count}" "Get tilemap frame on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片图框获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片图框获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap frame on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片图框获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片图框获取到临时${target}${show_input_count}" "Get tilemap global mask on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图全局掩码获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片地图全局掩码获取到${applyto}${show_input_count}上的${target}" "Get tilemap global mask on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片地图全局掩码获取到${target}${show_input_count}” + + "将图层${layername}上的切片地图全局掩码获取到${target}${show_input_count}" "Get tilemap global mask on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图全局掩码获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片地图全局掩码获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap global mask on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片地图全局掩码获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片地图全局掩码获取到临时${target}${show_input_count}" "Get tilemap height on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片高度获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片高度获取到${applyto}${show_input_count}上的${target}" "Get tilemap height on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片高度获取到${target}${show_input_count}” + + "将图层${layername}上的切片高度获取到${target}${show_input_count}" "Get tilemap height on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片图高度获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片图高度获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap height on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片图高度获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片图高度获取到临时${target}${show_input_count}" "Get tilemap mask on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图掩模获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片地图掩模获取到${applyto}${show_input_count}上的${target}" "Get tilemap mask on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片地图掩码获取到${target}${show_input_count}” + + "将图层${layername}上的切片地图掩码获取到${target}${show_input_count}" "Get tilemap mask on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图掩模获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片地图掩模获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap mask on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片地图掩码获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片地图掩码获取到临时${target}${show_input_count}" "Get tilemap resource on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图资源获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片地图资源获取到${applyto}${show_input_count}上的${target}" "Get tilemap resource on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片地图资源获取到${target}${show_input_count}” + + "将图层${layername}上的切片地图资源获取到${target}${show_input_count}" "Get tilemap resource on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图资源获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片地图资源获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap resource on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片地图资源获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片地图资源获取到临时${target}${show_input_count}" "Get tilemap tile height on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片高度获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片高度获取到${applyto}${show_input_count}上的${target}" "Get tilemap tile height on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片高度获取到${target}${show_input_count}” + + "将图层${layername}上的切片高度获取到${target}${show_input_count}" "Get tilemap tile height on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片高度获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片高度获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap tile height on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片高度获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片高度获取到临时${target}${show_input_count}" "Get tilemap tile width on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片宽度获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片宽度获取到${applyto}${show_input_count}上的${target}" "Get tilemap tile width on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片宽度获取到${target}${show_input_count}” + + "将图层${layername}上的切片宽度获取到${target}${show_input_count}" "Get tilemap tile width on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片宽度获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片宽度获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap tile width on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片宽度获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片宽度获取到临时${target}${show_input_count}" "Get tilemap width on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图宽度获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片地图宽度获取到${applyto}${show_input_count}上的${target}" "Get tilemap width on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片图宽度获取到${target}${show_input_count}” + + "将图层${layername}上的切片图宽度获取到${target}${show_input_count}" "Get tilemap width on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图宽度获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片地图宽度获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap width on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片图宽度获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片图宽度获取到临时${target}${show_input_count}" "Get tilemap x on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图x获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片地图x获取到${applyto}${show_input_count}上的${target}" "Get tilemap x on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片地图x获取到${target}${show_input_count}” + + "将图层${layername}上的切片地图x获取到${target}${show_input_count}" "Get tilemap x on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图x获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片地图x获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap x on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片地图x获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片地图x获取到临时${target}${show_input_count}" "Get tilemap y on layer ${layername} into ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图y获取到${applyto}${show_input_count}上的${target}” + + "将图层${layername}上的切片地图y获取到${applyto}${show_input_count}上的${target}" "Get tilemap y on layer ${layername} into ${target}${show_input_count}" - - “将图层${layername}上的切片y获取到${target}${show_input_count}” + + "将图层${layername}上的切片y获取到${target}${show_input_count}" "Get tilemap y on layer ${layername} into temp ${target} on ${applyto}${show_input_count}" - - “将图层${layername}上的切片地图y获取到${applyto}${show_input_count}上的临时${target}” + + "将图层${layername}上的切片地图y获取到${applyto}${show_input_count}上的临时${target}" "Get tilemap y on layer ${layername} into temp ${target}${show_input_count}" - - “将图层${layername}上的切片地图y获取到临时${target}${show_input_count}” + + "将图层${layername}上的切片地图y获取到临时${target}${show_input_count}" @@ -6280,384 +6280,384 @@ "Get value of key ${key} in map ${map} into ${assignee} on ${applyto}${show_input_count}" - - “获取${applyto}${show_input_count}上映射${map}到${assignee}的密钥${key}的值” + + "获取${applyto}${show_input_count}上映射${map}到${assignee}的密钥${key}的值" "Get value of key ${key} in map ${map} into ${assignee}${show_input_count}" - - “获取映射${map}到${assignee}${show_input_count}中的键${key}的值” + + "获取映射${map}到${assignee}${show_input_count}中的键${key}的值" "Get value of key ${key} in map ${map} into temp ${assignee} on ${applyto}${show_input_count}" - - “将${map}中的密钥${key}的值获取到${applyto}${show_input_count}上的临时${assignee}” + + "将${map}中的密钥${key}的值获取到${applyto}${show_input_count}上的临时${assignee}" "Get value of key ${key} in map ${map} into temp ${assignee}${show_input_count}" - - “将映射${map}中的键${key}的值获取到临时${assignee}${show_input_count}” + + "将映射${map}中的键${key}的值获取到临时${assignee}${show_input_count}" "Get vertical text alignment into ${var} on ${applyto}" - - “将垂直文本对齐到${applyto}上的${var}” + + "将垂直文本对齐到${applyto}上的${var}" "Get vertical text alignment into ${var}" - - “将垂直文本对齐到${var}” + + "将垂直文本对齐到${var}" "Get view camera of view ${view} into ${target} on ${applyto}" - - “将视图${view}的视图摄像机获取到${applyto}上的${target}” + + "将视图${view}的视图摄像机获取到${applyto}上的${target}" "Get view camera of view ${view} into ${target}" - - “将视图${view}的视图摄像机获取到${target}” + + "将视图${view}的视图摄像机获取到${target}" "Get view camera of view ${view} into temp ${target} on ${applyto}" - - “将视图${view}的视图摄像机获取到${applyto}上的临时${target}” + + "将视图${view}的视图摄像机获取到${applyto}上的临时${target}" "Get view camera of view ${view} into temp ${target}" - - “将视图${view}的视图摄像机获取到临时${target}” + + "将视图${view}的视图摄像机获取到临时${target}" "Get view port X of view ${view} into ${target} on ${applyto}" - - “将视图${view}的视图端口X获取到${applyto}上的${target}” + + "将视图${view}的视图端口X获取到${applyto}上的${target}" "Get view port X of view ${view} into ${target}" - - “将视图${view}的视口X获取到${target}” + + "将视图${view}的视口X获取到${target}" "Get view port X of view ${view} into temp ${target} on ${applyto}" - - “将视图${view}的视图端口X获取到${applyto}上的临时${target}” + + "将视图${view}的视图端口X获取到${applyto}上的临时${target}" "Get view port X of view ${view} into temp ${target}" - - “将视图${view}的端口X获取到临时${target}” + + "将视图${view}的端口X获取到临时${target}" "Get view port Y of view ${view} into ${target} on ${applyto}" - - “将视图${view}的视图端口Y获取到${applyto}上的${target}” + + "将视图${view}的视图端口Y获取到${applyto}上的${target}" "Get view port Y of view ${view} into ${target}" - - “将视图${view}的视口Y获取到${target}” + + "将视图${view}的视口Y获取到${target}" "Get view port Y of view ${view} into temp ${target} on ${applyto}" - - “将视图${view}的视图端口Y获取到${applyto}上的临时${target}” + + "将视图${view}的视图端口Y获取到${applyto}上的临时${target}" "Get view port Y of view ${view} into temp ${target}" - - “将视图${view}的视口Y获取到临时${target}” + + "将视图${view}的视口Y获取到临时${target}" "Get view port height of view ${view} into ${target} on ${applyto}" - - “将视图${view}的视口高度获取到${applyto}上的${target}” + + "将视图${view}的视口高度获取到${applyto}上的${target}" "Get view port height of view ${view} into ${target}" - - “将视图${view}的视口高度获取到${target}” + + "将视图${view}的视口高度获取到${target}" "Get view port height of view ${view} into temp ${target} on ${applyto}" - - “将视图${view}的视口高度获取到${applyto}上的临时${target}” + + "将视图${view}的视口高度获取到${applyto}上的临时${target}" "Get view port height of view ${view} into temp ${target}" - - “将视图${view}的视口高度获取到临时${target}” + + "将视图${view}的视口高度获取到临时${target}" "Get view port width of view ${view} into ${target} on ${applyto}" - - “将视图${view}的视图端口宽度获取到${applyto}上的${target}” + + "将视图${view}的视图端口宽度获取到${applyto}上的${target}" "Get view port width of view ${view} into ${target}" - - “将视图${view}的视口宽度获取到${target}” + + "将视图${view}的视口宽度获取到${target}" "Get view port width of view ${view} into temp ${target} on ${applyto}" - - “将视图${view}的视图端口宽度获取到${applyto}上的临时${target}” + + "将视图${view}的视图端口宽度获取到${applyto}上的临时${target}" "Get view port width of view ${view} into temp ${target}" - - “将视图${view}的视口宽度获取到临时${target}” + + "将视图${view}的视口宽度获取到临时${target}" "Get view surface id of view ${view} into ${target} on ${applyto}" - - “将视图${view}的视图图面ID获取到${applyto}上的${target}” + + "将视图${view}的视图图面ID获取到${applyto}上的${target}" "Get view surface id of view ${view} into ${target}" - - “将视图${view}的视图图面ID获取到${target}” + + "将视图${view}的视图图面ID获取到${target}" "Get view surface id of view ${view} into temp ${target} on ${applyto}" - - “将视图${view}的视图图面ID获取到${applyto}上的临时${target}” + + "将视图${view}的视图图面ID获取到${applyto}上的临时${target}" "Get view surface id of view ${view} into temp ${target}" - - “将视图${view}的视图图面ID获取到临时${target}” + + "将视图${view}的视图图面ID获取到临时${target}" "Get view visibility of view ${view} into ${target} on ${applyto}" - - “获取视图${view}到${applyto}上${target}的视图可见性” + + "获取视图${view}到${applyto}上${target}的视图可见性" "Get view visibility of view ${view} into ${target}" - - “获取视图${view}到${target}的视图可见性” + + "获取视图${view}到${target}的视图可见性" "Get view visibility of view ${view} into temp ${target} on ${applyto}" - - “获取${applyto}上临时${target}视图${view}的视图可见性” + + "获取${applyto}上临时${target}视图${view}的视图可见性" "Get view visibility of view ${view} into temp ${target}" - - “将视图${view}的视图可见性获取到临时${target}” + + "将视图${view}的视图可见性获取到临时${target}" "Get virtual keyboard height into ${target}" - - “将虚拟键盘高度设置为${target}” + + "将虚拟键盘高度设置为${target}" "Get virtual keyboard height into temp ${target}" - - “将虚拟键盘高度获取到临时${target}” + + "将虚拟键盘高度获取到临时${target}" "Get volume of audio ${sound} into ${var} on ${applyto}" - - “在${applyto}上将音频${ound}的音量放入${var}” + + "在${applyto}上将音频${ound}的音量放入${var}" "Get volume of audio ${sound} into ${var}" - - “将音频${SOUND}的音量放入${var}” + + "将音频${SOUND}的音量放入${var}" "Get volume of audio ${sound} into temp ${var} on ${applyto}" - - “将音频${SOUND}的音量放入${applyto}上的临时${var}” + + "将音频${SOUND}的音量放入${applyto}上的临时${var}" "Get volume of audio ${sound} into temp ${var}" - - “将音频${SOUND}的音量放入临时${var}” + + "将音频${SOUND}的音量放入临时${var}" "Get whether a given gamepad is connected." - - “获取给定的游戏手柄是否已连接。” + + "获取给定的游戏手柄是否已连接。" "Get whether gamepad ${gp} is connected into ${var} on ${applyto}" - - “获取游戏面板${GP}是否连接到${applyto}上的${var}” + + "获取游戏面板${GP}是否连接到${applyto}上的${var}" "Get whether gamepad ${gp} is connected into ${var}" - - “获取游戏手柄${gp}是否连接到${var}” + + "获取游戏手柄${gp}是否连接到${var}" "Get whether gamepad ${gp} is connected into temp ${var} on ${applyto}" - - “获取游戏手柄${GP}是否连接到${applyto}上的临时${var}” + + "获取游戏手柄${GP}是否连接到${applyto}上的临时${var}" "Get whether gamepad ${gp} is connected into temp ${var}" - - “获取游戏手柄${GP}是否连接到临时${var}” + + "获取游戏手柄${GP}是否连接到临时${var}" "Gets the head position (in frames) of a sequence element." - - “获取序列元素的头部位置(以帧为单位)。” + + "获取序列元素的头部位置(以帧为单位)。" "Gets the length of a sequence element." - - “获取序列元素的长度。” + + "获取序列元素的长度。" "Give your project a name, choose a save location, and just jump right in!" - - “给你的项目起个名字,选择一个保存位置,然后直接跳进去!” + + "给你的项目起个名字,选择一个保存位置,然后直接跳进去!" @@ -6720,16 +6720,16 @@ "Go to room ${room} on ${applyto}" - - “转到${applyto}上的${room}房间” + + "转到${applyto}上的${room}房间" "Go to room ${room}" - - “转到${room}房间” + + "转到${room}房间" @@ -6768,8 +6768,8 @@ "Head (frames)" - - “头(帧)” + + "头(帧)" @@ -6784,904 +6784,904 @@ "Height" - - “高度” + + "高度" "Hide Virtual Keyboard" - - “隐藏虚拟键盘” + + "隐藏虚拟键盘" "Hide the virtual keyboard. - - “隐藏虚拟键盘。 + + "隐藏虚拟键盘。 "Hide virtual keyboard" - - “隐藏虚拟键盘” + + "隐藏虚拟键盘" "Horizontal" - - “水平” + + "水平" "IDE still running aborting..." - - “IDE仍在运行,正在中止.” + + "IDE仍在运行,正在中止." "If ${btn} on gamepad ${gp} is down on ${applyto}" - - “如果游戏面板${GP}上的${btn}在${applyto}上关闭” + + "如果游戏面板${GP}上的${btn}在${applyto}上关闭" "If ${btn} on gamepad ${gp} is down" - - “如果游戏面板${GP}上的${btn}已关闭” + + "如果游戏面板${GP}上的${btn}已关闭" "If ${btn} on gamepad ${gp} is not down on ${applyto}" - - “如果游戏面板${GP}上的${btn}未在${applyto}上关闭” + + "如果游戏面板${GP}上的${btn}未在${applyto}上关闭" "If ${btn} on gamepad ${gp} is not down" - - “如果游戏面板${GP}上的${btn}未关闭” + + "如果游戏面板${GP}上的${btn}未关闭" "If ${btn} on gamepad ${gp} is not pressed on ${applyto}" - - “如果未在${applyto}上按游戏面板${GP}上的${btn}” + + "如果未在${applyto}上按游戏面板${GP}上的${btn}" "If ${btn} on gamepad ${gp} is not pressed" - - “如果未按下游戏面板${GP}上的${btn}” + + "如果未按下游戏面板${GP}上的${btn}" "If ${btn} on gamepad ${gp} is not released on ${applyto}" - - “如果游戏面板${GP}上的${btn}未在${applyto}上释放” + + "如果游戏面板${GP}上的${btn}未在${applyto}上释放" "If ${btn} on gamepad ${gp} is not released" - - “如果游戏面板${GP}上的${btn}未释放” + + "如果游戏面板${GP}上的${btn}未释放" "If ${btn} on gamepad ${gp} is pressed on ${applyto}" - - “如果在${applyto}上按下游戏面板${GP}上的${btn}” + + "如果在${applyto}上按下游戏面板${GP}上的${btn}" "If ${btn} on gamepad ${gp} is pressed" - - “如果按下游戏面板${GP}上的${btn}” + + "如果按下游戏面板${GP}上的${btn}" "If ${btn} on gamepad ${gp} is released on ${applyto}" - - “如果游戏面板${GP}上的${btn}在${applyto}上释放” + + "如果游戏面板${GP}上的${btn}在${applyto}上释放" "If ${btn} on gamepad ${gp} is released" - - “如果游戏面板${GP}上的${btn}被释放” + + "如果游戏面板${GP}上的${btn}被释放" "If ${expr} is false on ${applyto}${show_input_count}" - - “如果${applyto}${show_input_count}上的${expr}为false” + + "如果${applyto}${show_input_count}上的${expr}为false" "If ${expr} is false${show_input_count}" - - “如果${expr}为FALSE${show_input_count}” + + "如果${expr}为FALSE${show_input_count}" "If ${expr} is true on ${applyto}${show_input_count}" - - “如果${applyto}${show_input_count}上的${expr}为true” + + "如果${applyto}${show_input_count}上的${expr}为true" "If ${expr} is true${show_input_count}" - - “如果${expr}为真${show_input_count}” + + "如果${expr}为真${show_input_count}" "If ${key} is down on ${applyto}" - - “如果${key}在${applyto}上关闭” + + "如果${key}在${applyto}上关闭" "If ${key} is down" - - “如果${key}已关闭” + + "如果${key}已关闭" "If ${key} is not down on ${applyto}" - - “如果${key}在${applyto}上未关闭” + + "如果${key}在${applyto}上未关闭" "If ${key} is not down" - - “如果${key}未关闭” + + "如果${key}未关闭" "If ${key} is not pressed on ${applyto}" - - “如果未在${applyto}上按${key}” + + "如果未在${applyto}上按${key}" "If ${key} is not pressed" - - “如果未按${key}” + + "如果未按${key}" "If ${key} is not released on ${applyto}" - - “如果${key}未在${applyto}上释放” + + "如果${key}未在${applyto}上释放" "If ${key} is not released" - - “如果${key}未释放” + + "如果${key}未释放" "If ${key} is pressed on ${applyto}" - - “如果在${applyto}上按下${key}” + + "如果在${applyto}上按下${key}" "If ${key} is pressed" - - “如果按下${key}” + + "如果按下${key}" "If ${key} is released on ${applyto}" - - “如果${key}在${applyto}上释放” + + "如果${key}在${applyto}上释放" "If ${key} is released" - - “如果释放${key}” + + "如果释放${key}" "If ${object} is not overlapping self at ${dnd_position} into ${target} on ${applyto}${show_input_count}" - - “如果${object}没有将${DND_POSITION}处的自身重叠到${applyto}${show_input_count}上的${target}中” + + "如果${object}没有将${DND_POSITION}处的自身重叠到${applyto}${show_input_count}上的${target}中" "If ${object} is not overlapping self at ${dnd_position} into ${target}${show_input_count}" - - “如果${object}没有将${DND_POSITION}处的自身重叠到${target}${show_input_count}” + + "如果${object}没有将${DND_POSITION}处的自身重叠到${target}${show_input_count}" "If ${object} is not overlapping self at ${dnd_position} into temp ${target} on ${applyto}${show_input_count}" - - “如果${object}没有将${DND_POSITION}处的自我重叠到${applyto}${show_input_count}上的临时${target}中” + + "如果${object}没有将${DND_POSITION}处的自我重叠到${applyto}${show_input_count}上的临时${target}中" "If ${object} is not overlapping self at ${dnd_position} into temp ${target}${show_input_count}" - - “如果${object}没有将${DND_POSITION}处的自身重叠到临时${target}${show_input_count}” + + "如果${object}没有将${DND_POSITION}处的自身重叠到临时${target}${show_input_count}" "If ${object} is not overlapping self at ${dnd_position} on ${applyto}${show_input_count}" - - “如果${object}未在${applyto}${show_input_count}上的${DND_POSITION}处重叠自身” + + "如果${object}未在${applyto}${show_input_count}上的${DND_POSITION}处重叠自身" "If ${object} is not overlapping self at ${dnd_position}${show_input_count}" - - “如果${object}未在${DND_POSITION}${show_input_count}处重叠自身” + + "如果${object}未在${DND_POSITION}${show_input_count}处重叠自身" "If ${object} is overlapping self at ${dnd_position} into ${target} on ${applyto}${show_input_count}" - - “如果${object}将${DND_POSITION}处的自身重叠到${applyto}${show_input_count}上的${target}” + + "如果${object}将${DND_POSITION}处的自身重叠到${applyto}${show_input_count}上的${target}" "If ${object} is overlapping self at ${dnd_position} into ${target}${show_input_count}" - - “如果${object}将位于${DND_POSITION}的自身重叠到${target}${show_input_count}” + + "如果${object}将位于${DND_POSITION}的自身重叠到${target}${show_input_count}" "If ${object} is overlapping self at ${dnd_position} into temp ${target} on ${applyto}${show_input_count}" - - “如果${object}将${DND_POSITION}处的自身重叠到${applyto}${show_input_count}上的临时${target}中” + + "如果${object}将${DND_POSITION}处的自身重叠到${applyto}${show_input_count}上的临时${target}中" "If ${object} is overlapping self at ${dnd_position} into temp ${target}${show_input_count}" - - “如果${object}将位于${DND_POSITION}的自身重叠到临时${target}${show_input_count}” + + "如果${object}将位于${DND_POSITION}的自身重叠到临时${target}${show_input_count}" "If ${object} is overlapping self at ${dnd_position} on ${applyto}${show_input_count}" - - “如果${object}在${applyto}${show_input_count}上的${DND_POSITION}处与自身重叠” + + "如果${object}在${applyto}${show_input_count}上的${DND_POSITION}处与自身重叠" "If ${object} is overlapping self at ${dnd_position}${show_input_count}" - - “如果${object}在${DND_POSITION}${show_input_count}与自身重叠” + + "如果${object}在${DND_POSITION}${show_input_count}与自身重叠" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则为${applyto}上的${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则为${applyto}上的${target}" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into ${target}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则为${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则为${target}" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list ${target} on ${applyto}" - - “如果${obj}在${DND_Position 1}到${DND_Position 2}处的椭圆与${applyto}上的列表${target}相交” + + "如果${obj}在${DND_Position 1}到${DND_Position 2}处的椭圆与${applyto}上的列表${target}相交" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list ${target}" - - “如果${obj}与列表${target}中${DND_Position 1}到${DND_Position 2}处的椭圆相交” + + "如果${obj}与列表${target}中${DND_Position 1}到${DND_Position 2}处的椭圆相交" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list temp ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则进入${applyto}上的列表临时${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则进入${applyto}上的列表临时${target}" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list temp ${target}" - - “如果${obj}与列表TEMP${target}中${DND_Position 1}到${DND_Position 2}处的椭圆相交” + + "如果${obj}与列表TEMP${target}中${DND_Position 1}到${DND_Position 2}处的椭圆相交" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into temp ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则为${applyto}上的临时${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的椭圆相交,则为${applyto}上的临时${target}" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into temp ${target}" - - “如果${obj}在${DND_Position 1}到${DND_Position 2}处的椭圆与临时${target}相交” + + "如果${obj}在${DND_Position 1}到${DND_Position 2}处的椭圆与临时${target}相交" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “如果${obj}与${applyto}上的${DND_Position 1}到${DND_Position 2}处的椭圆相交” + + "如果${obj}与${applyto}上的${DND_Position 1}到${DND_Position 2}处的椭圆相交" "If ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2}" - - “如果${obj}在${DND_Position 1}到${DND_Position 2}处与椭圆相交” + + "如果${obj}在${DND_Position 1}到${DND_Position 2}处与椭圆相交" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的线相交,则为${applyto}上的${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的线相交,则为${applyto}上的${target}" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into ${target}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的线相交,则为${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的线相交,则为${target}" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list ${target} on ${applyto}" - - “如果${obj}将${DND_Position 1}到${DND_Position 2}处的行与${applyto}上的列表${target}相交” + + "如果${obj}将${DND_Position 1}到${DND_Position 2}处的行与${applyto}上的列表${target}相交" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list ${target}" - - “如果${obj}与列表${target}中位于${DND_Position 1}到${DND_Position 2}的行相交” + + "如果${obj}与列表${target}中位于${DND_Position 1}到${DND_Position 2}的行相交" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list temp ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的行相交,则进入${applyto}上的列表临时${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的行相交,则进入${applyto}上的列表临时${target}" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list temp ${target}" - - “如果${obj}与列表TEMP${target}中${DND_Position 1}到${DND_Position 2}的行相交” + + "如果${obj}与列表TEMP${target}中${DND_Position 1}到${DND_Position 2}的行相交" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into temp ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的行相交,则为${applyto}上的临时${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的行相交,则为${applyto}上的临时${target}" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into temp ${target}" - - “如果${obj}与位于${DND_Position 1}到${DND_Position 2}的行相交,则进入临时${target}” + + "如果${obj}与位于${DND_Position 1}到${DND_Position 2}的行相交,则进入临时${target}" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “如果${obj}与${applyto}上${DND_Position 1}到${DND_Position 2}处的线相交” + + "如果${obj}与${applyto}上${DND_Position 1}到${DND_Position 2}处的线相交" "If ${obj} intersects line at ${dnd_position1} to ${dnd_position2}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的线相交” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的线相交" "If ${obj} intersects point ${dnd_position} into ${target} on ${applyto}" - - “如果${obj}将点${dnd_position}与${applyto}上的${target}相交” + + "如果${obj}将点${dnd_position}与${applyto}上的${target}相交" "If ${obj} intersects point ${dnd_position} into ${target}" - - “如果${obj}将点${DND_POSITION}与${target}相交” + + "如果${obj}将点${DND_POSITION}与${target}相交" "If ${obj} intersects point ${dnd_position} into list ${target} on ${applyto}" - - “如果${obj}将点${dnd_position}与${applyto}上的列表${target}相交” + + "如果${obj}将点${dnd_position}与${applyto}上的列表${target}相交" "If ${obj} intersects point ${dnd_position} into list ${target}" - - “如果${obj}与列表${target}中的点${dnd_position}相交” + + "如果${obj}与列表${target}中的点${dnd_position}相交" "If ${obj} intersects point ${dnd_position} into list temp ${target} on ${applyto}" - - “如果${obj}与${applyto}上的列表临时${target}中的点${dnd_position}相交” + + "如果${obj}与${applyto}上的列表临时${target}中的点${dnd_position}相交" "If ${obj} intersects point ${dnd_position} into list temp ${target}" - - “如果${obj}将点${DND_POSITION}与列表TEMP${target}相交” + + "如果${obj}将点${DND_POSITION}与列表TEMP${target}相交" "If ${obj} intersects point ${dnd_position} into temp ${target} on ${applyto}" - - “如果${obj}将点${dnd_position}与${applyto}上的临时${target}相交” + + "如果${obj}将点${dnd_position}与${applyto}上的临时${target}相交" "If ${obj} intersects point ${dnd_position} into temp ${target}" - - “如果${obj}将点${DND_POSITION}与临时${target}相交” + + "如果${obj}将点${DND_POSITION}与临时${target}相交" "If ${obj} intersects point ${dnd_position} on ${applyto}" - - “如果${obj}与${applyto}上的点${dnd_position}相交” + + "如果${obj}与${applyto}上的点${dnd_position}相交" "If ${obj} intersects point ${dnd_position}" - - “如果${obj}与点${DND_POSITION}相交” + + "如果${obj}与点${DND_POSITION}相交" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则为${applyto}上的${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则为${applyto}上的${target}" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into ${target}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则为${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则为${target}" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则列表${target}位于${applyto}上” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则列表${target}位于${applyto}上" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list ${target}" - - “如果${obj}与列表${target}中${DND_Position 1}到${DND_Position 2}处的矩形相交” + + "如果${obj}与列表${target}中${DND_Position 1}到${DND_Position 2}处的矩形相交" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list temp ${target} on ${applyto}" - - “如果${obj}与${DND_Position1}到${DND_Position2}处的矩形相交,则进入${applyto}上的列表临时${target}” + + "如果${obj}与${DND_Position1}到${DND_Position2}处的矩形相交,则进入${applyto}上的列表临时${target}" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list temp ${target}" - - “如果${obj}与位于${DND_Position 1}到${DND_Position 2}的矩形相交,则列表临时为${target}” + + "如果${obj}与位于${DND_Position 1}到${DND_Position 2}的矩形相交,则列表临时为${target}" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into temp ${target} on ${applyto}" - - “如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则为${applyto}上的临时${target}” + + "如果${obj}与${DND_Position 1}到${DND_Position 2}处的矩形相交,则为${applyto}上的临时${target}" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into temp ${target}" - - “如果${obj}与位于${DND_Position 1}到${DND_Position 2}的矩形相交,则为临时${target}” + + "如果${obj}与位于${DND_Position 1}到${DND_Position 2}的矩形相交,则为临时${target}" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “如果${obj}与${applyto}上${DND_Position 1}处的矩形与${DND_Position 2}相交” + + "如果${obj}与${applyto}上${DND_Position 1}处的矩形与${DND_Position 2}相交" "If ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2}" - - “如果${obj}与${DND_Position 1}处的矩形相交,则为${DND_Position 2}” + + "如果${obj}与${DND_Position 1}处的矩形相交,则为${DND_Position 2}" "If ${var} is equal to ${value} on ${applyto}" - - “如果${var}等于${applyto}上的${value}” + + "如果${var}等于${applyto}上的${value}" "If ${var} is equal to ${value}" - - “如果${var}等于${value}” + + "如果${var}等于${value}" "If ${var} is greater than ${value} on ${applyto}" - - “如果${var}大于${applyto}上的${value}” + + "如果${var}大于${applyto}上的${value}" "If ${var} is greater than ${value}" - - “如果${var}大于${value}” + + "如果${var}大于${value}" "If ${var} is greater than or equal to ${value} on ${applyto}" - - “如果${var}大于或等于${applyto}上的${value}” + + "如果${var}大于或等于${applyto}上的${value}" "If ${var} is greater than or equal to ${value}" - - “如果${var}大于或等于${value}” + + "如果${var}大于或等于${value}" "If ${var} is less than ${value} on ${applyto}" - - “如果${var}在${applyto}上小于${value}” + + "如果${var}在${applyto}上小于${value}" "If ${var} is less than ${value}" - - “如果${var}小于${value}” + + "如果${var}小于${value}" "If ${var} is less than or equal to ${value} on ${applyto}" - - “如果${var}小于或等于${applyto}上的${value}” + + "如果${var}小于或等于${applyto}上的${value}" "If ${var} is less than or equal to ${value}" - - “如果${var}小于或等于${value}” + + "如果${var}小于或等于${value}" "If ${var} is not equal to ${value} on ${applyto}" - - “如果${var}不等于${applyto}上的${value}” + + "如果${var}不等于${applyto}上的${value}" "If ${var} is not equal to ${value}" - - “如果${var}不等于${value}” + + "如果${var}不等于${value}" "If ${var} is not greater than ${value} on ${applyto}" - - “如果${var}不大于${applyto}上的${value}” + + "如果${var}不大于${applyto}上的${value}" "If ${var} is not greater than ${value}" - - “如果${var}不大于${value}” + + "如果${var}不大于${value}" "If ${var} is not greater than or equal to ${value} on ${applyto}" - - “如果${var}不大于或等于${applyto}上的${value}” + + "如果${var}不大于或等于${applyto}上的${value}" "If ${var} is not greater than or equal to ${value}" - - “如果${var}不大于或等于${value}” + + "如果${var}不大于或等于${value}" "If ${var} is not less than ${value} on ${applyto}" - - “如果${var}在${applyto}上不小于${value}” + + "如果${var}在${applyto}上不小于${value}" "If ${var} is not less than ${value}" - - “如果${var}不小于${value}” + + "如果${var}不小于${value}" "If ${var} is not less than or equal to ${value} on ${applyto}" - - “如果${var}不小于或等于${applyto}上的${value}” + + "如果${var}不小于或等于${applyto}上的${value}" "If ${var} is not less than or equal to ${value}" - - “如果${var}不小于或等于${value}” + + "如果${var}不小于或等于${value}" "If ${var} is not undefined on ${applyto}${show_input_count}" - - “如果${applyto}${show_input_count}上的${var}未定义” + + "如果${applyto}${show_input_count}上的${var}未定义" "If ${var} is not undefined${show_input_count}" - - “如果${var}不是未定义的${show_input_count}” + + "如果${var}不是未定义的${show_input_count}" "If ${var} is undefined on ${applyto}${show_input_count}" - - “如果${applyto}${show_input_count}上的${var}未定义” + + "如果${applyto}${show_input_count}上的${var}未定义" "If ${var} is undefined${show_input_count}" - - “如果${var}未定义${show_input_count}” + + "如果${var}未定义${show_input_count}" "If Any Object At Place" - - “如果在某个位置有任何物体” + + "如果在某个位置有任何物体" "If Audio Is Paused" - - “如果音频暂停” + + "如果音频暂停" "If Audio Is Playing" - - “如果正在播放音频” + + "如果正在播放音频" @@ -7712,56 +7712,56 @@ "If Data Structure Exists" - - “如果数据结构存在” + + "如果数据结构存在" "If Expression" - - “如果表达式” + + "如果表达式" "If Gamepad Button Down" - - “如果按下游戏手柄按钮” + + "如果按下游戏手柄按钮" "If Gamepad Button Pressed" - - “如果按下游戏手柄按钮” + + "如果按下游戏手柄按钮" "If Gamepad Button Released" - - “如果游戏手柄按钮释放” + + "如果游戏手柄按钮释放" "If Health" - - “如果健康值” + + "如果健康值" "If Key Down" - - “如果按下键” + + "如果按下键" @@ -7792,48 +7792,48 @@ "If Mouse Down" - - “如果鼠标按下” + + "如果鼠标按下" "If Mouse Pressed" - - “如果按下鼠标” + + "如果按下鼠标" "If Mouse Released" - - “如果释放鼠标” + + "如果释放鼠标" "If Object At Place" - - “如果物体位于” + + "如果物体位于" "If Room Is First" - - “如果房间是第一个” + + "如果房间是第一个" "If Room Is Last" - - “如果房间是最后一个” + + "如果房间是最后一个" @@ -7848,816 +7848,816 @@ "If Sequence Exists" - - “如果序列存在” + + "如果序列存在" "If Undefined" - - “如果未定义” + + "如果未定义" "If Variable" - - “如果变量” + + "如果变量" "If Virtual Keyboard Showing" - - “如果显示虚拟键盘” + + "如果显示虚拟键盘" "If any instance is overlapping self at ${dnd_position} on ${applyto}" - - “如果${applyto}上的${DND_POSITION}处有任何实例与自身重叠” + + "如果${applyto}上的${DND_POSITION}处有任何实例与自身重叠" "If any instance is overlapping self at ${dnd_position}" - - “如果任何实例在${DND_POSITION}处与自身重叠” + + "如果任何实例在${DND_POSITION}处与自身重叠" "If audio ${soundid} is not paused on ${applyto}" - - “如果在${applyto}上未暂停音频${sounid}” + + "如果在${applyto}上未暂停音频${sounid}" "If audio ${soundid} is not paused" - - “如果音频${sounid}未暂停” + + "如果音频${sounid}未暂停" "If audio ${soundid} is not playing on ${applyto}" - - “如果${applyto}上未播放音频${sounhad}” + + "如果${applyto}上未播放音频${sounhad}" "If audio ${soundid} is not playing" - - “如果音频${sounid}未播放” + + "如果音频${sounid}未播放" "If audio ${soundid} is paused on ${applyto}" - - “如果在${applyto}上暂停音频${sounhad}” + + "如果在${applyto}上暂停音频${sounhad}" "If audio ${soundid} is paused" - - “如果暂停音频${sounid}” + + "如果暂停音频${sounid}" "If audio ${soundid} is playing on ${applyto}" - - “如果音频${soundo}正在${applyto}上播放” + + "如果音频${soundo}正在${applyto}上播放" "If audio ${soundid} is playing" - - “如果正在播放音频${sounid}” + + "如果正在播放音频${sounid}" "If buffer ${buffer} does not exist on ${applyto}" - - “如果${applyto}上不存在缓冲区${buffer}” + + "如果${applyto}上不存在缓冲区${buffer}" "If buffer ${buffer} does not exist" - - “如果缓冲区${buffer}不存在” + + "如果缓冲区${buffer}不存在" "If buffer ${buffer} exists on ${applyto}" - - “如果${applyto}上存在缓冲区${buffer}” + + "如果${applyto}上存在缓冲区${buffer}" "If buffer ${buffer} exists" - - “如果缓冲区${buffer}存在” + + "如果缓冲区${buffer}存在" "If end of buffer ${buffer} not reached on ${applyto}" - - “如果在${applyto}上未到达缓冲区${buffer}的末尾” + + "如果在${applyto}上未到达缓冲区${buffer}的末尾" "If end of buffer ${buffer} not reached" - - “如果未到达缓冲区${buffer}的末尾” + + "如果未到达缓冲区${buffer}的末尾" "If end of buffer ${buffer} reached on ${applyto}" - - “如果在${applyto}上到达缓冲区${buffer}的末尾” + + "如果在${applyto}上到达缓冲区${buffer}的末尾" "If end of buffer ${buffer} reached" - - “如果达到缓冲区${buffer}的末尾” + + "如果达到缓冲区${buffer}的末尾" "If file ${file} does not exist on ${applyto}" - - “如果${applyto}上不存在文件${file}” + + "如果${applyto}上不存在文件${file}" "If file ${file} does not exist" - - “如果文件${file}不存在” + + "如果文件${file}不存在" "If file ${file} exists on ${applyto}" - - “如果${applyto}上存在文件${file}” + + "如果${applyto}上存在文件${file}" "If file ${file} exists" - - “如果文件${file}存在” + + "如果文件${file}存在" "If grid ${var} does not exists on ${applyto}" - - “如果${applyto}上不存在网格${var}” + + "如果${applyto}上不存在网格${var}" "If grid ${var} does not exists" - - “如果网格${var}不存在” + + "如果网格${var}不存在" "If grid ${var} exists on ${applyto}" - - “如果${applyto}上存在网格${var}” + + "如果${applyto}上存在网格${var}" "If grid ${var} exists" - - “如果网格${var}存在” + + "如果网格${var}存在" "If grid ${var} is empty on ${applyto}" - - “如果${applyto}上的网格${var}为空” + + "如果${applyto}上的网格${var}为空" "If grid ${var} is empty" - - “如果网格${var}为空” + + "如果网格${var}为空" "If grid ${var} is not empty on ${applyto}" - - “如果${applyto}上的网格${var}不为空” + + "如果${applyto}上的网格${var}不为空" "If grid ${var} is not empty" - - “如果网格${var}不为空” + + "如果网格${var}不为空" "If instance health is equal to ${value} on ${applyto}" - - “如果实例运行状况等于${applyto}上的${value}” + + "如果实例运行状况等于${applyto}上的${value}" "If instance health is equal to ${value}" - - “如果实例运行状况等于${value}” + + "如果实例运行状况等于${value}" "If instance health is greater than ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况大于${value}” + + "如果${applyto}上的实例运行状况大于${value}" "If instance health is greater than ${value}" - - “如果实例运行状况大于${value}” + + "如果实例运行状况大于${value}" "If instance health is greater than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况大于或等于${value}” + + "如果${applyto}上的实例运行状况大于或等于${value}" "If instance health is greater than or equal to ${value}" - - “如果实例运行状况大于或等于${value}” + + "如果实例运行状况大于或等于${value}" "If instance health is less than ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况低于${value}” + + "如果${applyto}上的实例运行状况低于${value}" "If instance health is less than ${value}" - - “如果实例运行状况小于${value}” + + "如果实例运行状况小于${value}" "If instance health is less than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况小于或等于${value}” + + "如果${applyto}上的实例运行状况小于或等于${value}" "If instance health is less than or equal to ${value}" - - “如果实例运行状况小于或等于${value}” + + "如果实例运行状况小于或等于${value}" "If instance health is not equal to ${value} on ${applyto}" - - “如果实例运行状况不等于${applyto}上的${value}” + + "如果实例运行状况不等于${applyto}上的${value}" "If instance health is not equal to ${value}" - - “如果实例运行状况不等于${value}” + + "如果实例运行状况不等于${value}" "If instance health is not greater than ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况不大于${value}” + + "如果${applyto}上的实例运行状况不大于${value}" "If instance health is not greater than ${value}" - - “如果实例运行状况不大于${value}” + + "如果实例运行状况不大于${value}" "If instance health is not greater than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况不大于或等于${value}” + + "如果${applyto}上的实例运行状况不大于或等于${value}" "If instance health is not greater than or equal to ${value}" - - “如果实例运行状况不大于或等于${value}” + + "如果实例运行状况不大于或等于${value}" "If instance health is not less than ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况不低于${value}” + + "如果${applyto}上的实例运行状况不低于${value}" "If instance health is not less than ${value}" - - “如果实例运行状况不低于${value}” + + "如果实例运行状况不低于${value}" "If instance health is not less than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例运行状况不小于或等于${value}” + + "如果${applyto}上的实例运行状况不小于或等于${value}" "If instance health is not less than or equal to ${value}" - - “如果实例运行状况不小于或等于${value}” + + "如果实例运行状况不小于或等于${value}" "If instance lives is equal to ${value} on ${applyto}" - - “如果实例生存期等于${applyto}上的${value}” + + "如果实例生存期等于${applyto}上的${value}" "If instance lives is equal to ${value}" - - “如果实例生存时间等于${value}” + + "如果实例生存时间等于${value}" "If instance lives is greater than ${value} on ${applyto}" - - “如果${applyto}上的实例生存时间大于${value}” + + "如果${applyto}上的实例生存时间大于${value}" "If instance lives is greater than ${value}" - - “如果实例生存时间大于${value}” + + "如果实例生存时间大于${value}" "If instance lives is greater than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例Lives大于或等于${value}” + + "如果${applyto}上的实例Lives大于或等于${value}" "If instance lives is greater than or equal to ${value}" - - “如果实例生存时间大于或等于${value}” + + "如果实例生存时间大于或等于${value}" "If instance lives is less than ${value} on ${applyto}" - - “如果${applyto}上的实例生存期小于${value}” + + "如果${applyto}上的实例生存期小于${value}" "If instance lives is less than ${value}" - - “如果实例生存时间小于${value}” + + "如果实例生存时间小于${value}" "If instance lives is less than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例生存期小于或等于${value}” + + "如果${applyto}上的实例生存期小于或等于${value}" "If instance lives is less than or equal to ${value}" - - “如果实例生存期小于或等于${value}” + + "如果实例生存期小于或等于${value}" "If instance lives is not equal to ${value} on ${applyto}" - - “如果实例生存期不等于${applyto}上的${value}” + + "如果实例生存期不等于${applyto}上的${value}" "If instance lives is not equal to ${value}" - - “如果实例生存时间不等于${value}” + + "如果实例生存时间不等于${value}" "If instance lives is not greater than ${value} on ${applyto}" - - “如果${applyto}上的实例Lives不大于${value}” + + "如果${applyto}上的实例Lives不大于${value}" "If instance lives is not greater than ${value}" - - “如果实例生存时间不大于${value}” + + "如果实例生存时间不大于${value}" "If instance lives is not greater than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例Lives不大于或等于${value}” + + "如果${applyto}上的实例Lives不大于或等于${value}" "If instance lives is not greater than or equal to ${value}" - - “如果实例生存时间不大于或等于${value}” + + "如果实例生存时间不大于或等于${value}" "If instance lives is not less than ${value} on ${applyto}" - - “如果${applyto}上的实例生存时间不小于${value}” + + "如果${applyto}上的实例生存时间不小于${value}" "If instance lives is not less than ${value}" - - “如果实例生存时间不小于${value}” + + "如果实例生存时间不小于${value}" "If instance lives is not less than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例生存时间不小于或等于${value}” + + "如果${applyto}上的实例生存时间不小于或等于${value}" "If instance lives is not less than or equal to ${value}" - - “如果实例生存期不小于或等于${value}” + + "如果实例生存期不小于或等于${value}" "If instance score is equal to ${value} on ${applyto}" - - “如果${applyto}上的实例分数等于${value}” + + "如果${applyto}上的实例分数等于${value}" "If instance score is equal to ${value}" - - “如果实例分数等于${value}” + + "如果实例分数等于${value}" "If instance score is greater than ${value} on ${applyto}" - - “如果${applyto}上的实例分数大于${value}” + + "如果${applyto}上的实例分数大于${value}" "If instance score is greater than ${value}" - - “如果实例分数大于${value}” + + "如果实例分数大于${value}" "If instance score is greater than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例分数大于或等于${value}” + + "如果${applyto}上的实例分数大于或等于${value}" "If instance score is greater than or equal to ${value}" - - “如果实例分数大于或等于${value}” + + "如果实例分数大于或等于${value}" "If instance score is less than ${value} on ${applyto}" - - “如果${applyto}上的实例分数小于${value}” + + "如果${applyto}上的实例分数小于${value}" "If instance score is less than ${value}" - - “如果实例分数小于${value}” + + "如果实例分数小于${value}" "If instance score is less than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例分数小于或等于${value}” + + "如果${applyto}上的实例分数小于或等于${value}" "If instance score is less than or equal to ${value}" - - “如果实例分数小于或等于${value}” + + "如果实例分数小于或等于${value}" "If instance score is not equal to ${value} on ${applyto}" - - “如果实例分数不等于${applyto}上的${value}” + + "如果实例分数不等于${applyto}上的${value}" "If instance score is not equal to ${value}" - - “如果实例分数不等于${value}” + + "如果实例分数不等于${value}" "If instance score is not greater than ${value} on ${applyto}" - - “如果${applyto}上的实例分数不大于${value}” + + "如果${applyto}上的实例分数不大于${value}" "If instance score is not greater than ${value}" - - “如果实例分数不大于${value}” + + "如果实例分数不大于${value}" "If instance score is not greater than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例分数不大于或等于${value}” + + "如果${applyto}上的实例分数不大于或等于${value}" "If instance score is not greater than or equal to ${value}" - - “如果实例分数不大于或等于${value}” + + "如果实例分数不大于或等于${value}" "If instance score is not less than ${value} on ${applyto}" - - “如果${applyto}上的实例分数不小于${value}” + + "如果${applyto}上的实例分数不小于${value}" "If instance score is not less than ${value}" - - “如果实例分数不小于${value}” + + "如果实例分数不小于${value}" "If instance score is not less than or equal to ${value} on ${applyto}" - - “如果${applyto}上的实例分数不小于或等于${value}” + + "如果${applyto}上的实例分数不小于或等于${value}" "If instance score is not less than or equal to ${value}" - - “如果实例分数不小于或等于${value}” + + "如果实例分数不小于或等于${value}" "If list ${var} does not exists on ${applyto}" - - “如果${applyto}上不存在列表${var}” + + "如果${applyto}上不存在列表${var}" "If list ${var} does not exists" - - “如果列表${var}不存在” + + "如果列表${var}不存在" "If list ${var} exists on ${applyto}" - - “如果${applyto}上存在列表${var}” + + "如果${applyto}上存在列表${var}" "If list ${var} exists" - - “如果列表${var}存在” + + "如果列表${var}存在" "If list ${var} is empty on ${applyto}" - - “如果${applyto}上的列表${var}为空” + + "如果${applyto}上的列表${var}为空" "If list ${var} is empty" - - “如果列表${var}为空” + + "如果列表${var}为空" "If list ${var} is not empty on ${applyto}" - - “如果${applyto}上的列表${var}不为空” + + "如果${applyto}上的列表${var}不为空" "If list ${var} is not empty" - - “如果列表${var}不为空” + + "如果列表${var}不为空" @@ -8672,576 +8672,576 @@ "If map ${var} does not exists on ${applyto}" - - “如果${applyto}上不存在映射${var}” + + "如果${applyto}上不存在映射${var}" "If map ${var} does not exists" - - “如果地图${var}不存在” + + "如果地图${var}不存在" "If map ${var} exists on ${applyto}" - - “如果${applyto}上存在映射${var}” + + "如果${applyto}上存在映射${var}" "If map ${var} exists" - - “如果映射${var}存在” + + "如果映射${var}存在" "If map ${var} is empty on ${applyto}" - - “如果${applyto}上的映射${var}为空” + + "如果${applyto}上的映射${var}为空" "If map ${var} is empty" - - “如果地图${var}为空” + + "如果地图${var}为空" "If map ${var} is not empty on ${applyto}" - - “如果${applyto}上的地图${var}不为空” + + "如果${applyto}上的地图${var}不为空" "If map ${var} is not empty" - - “如果地图${var}不为空” + + "如果地图${var}不为空" "If mouse button ${button} is down on ${applyto}" - - “如果鼠标按钮${button}在${applyto}上按下” + + "如果鼠标按钮${button}在${applyto}上按下" "If mouse button ${button} is down" - - “如果鼠标按键${BUTTON}按下” + + "如果鼠标按键${BUTTON}按下" "If mouse button ${button} is not down on ${applyto}" - - “如果${applyto}上的鼠标按钮${button}未按下” + + "如果${applyto}上的鼠标按钮${button}未按下" "If mouse button ${button} is not down" - - “如果鼠标按钮${BUTTON}未按下” + + "如果鼠标按钮${BUTTON}未按下" "If mouse button ${button} is not pressed on ${applyto}" - - “如果在${applyto}上未按下鼠标按钮${button}” + + "如果在${applyto}上未按下鼠标按钮${button}" "If mouse button ${button} is not pressed" - - “如果未按下鼠标按钮${BUTTON}” + + "如果未按下鼠标按钮${BUTTON}" "If mouse button ${button} is not released on ${applyto}" - - “如果在${applyto}上未释放鼠标按钮${button}” + + "如果在${applyto}上未释放鼠标按钮${button}" "If mouse button ${button} is not released" - - “如果未释放鼠标按钮${BUTTON}” + + "如果未释放鼠标按钮${BUTTON}" "If mouse button ${button} is pressed on ${applyto}" - - “如果在${applyto}上按下鼠标按钮${button}” + + "如果在${applyto}上按下鼠标按钮${button}" "If mouse button ${button} is pressed" - - “如果按下鼠标按钮${BUTTON}” + + "如果按下鼠标按钮${BUTTON}" "If mouse button ${button} is released on ${applyto}" - - “如果在${applyto}上释放鼠标按钮${button}” + + "如果在${applyto}上释放鼠标按钮${button}" "If mouse button ${button} is released" - - “如果释放鼠标按钮${BUTTON}” + + "如果释放鼠标按钮${BUTTON}" "If no instance is overlapping self at ${dnd_position} on ${applyto}" - - “如果在${applyto}上的${DND_POSITION}处没有实例与自身重叠” + + "如果在${applyto}上的${DND_POSITION}处没有实例与自身重叠" "If no instance is overlapping self at ${dnd_position}" - - “如果${DND_POSITION}处没有实例与自身重叠” + + "如果${DND_POSITION}处没有实例与自身重叠" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆与${applyto}上的${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆与${applyto}上的${target}相交" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆与${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆与${target}相交" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆相交到${applyto}上的列表${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆相交到${applyto}上的列表${target}" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list ${target}" - - “否则,${obj}将位于${DND_Position 1}处的椭圆与列表${target}中的${DND_Position 2}相交” + + "否则,${obj}将位于${DND_Position 1}处的椭圆与列表${target}中的${DND_Position 2}相交" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list temp ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆相交到${applyto}上的列表临时${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆相交到${applyto}上的列表临时${target}" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into list temp ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆相交到列表TEMP${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆相交到列表TEMP${target}" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into temp ${target} on ${applyto}" - - “否则,${obj}在${DND_Position 1}到${DND_Position 2}处的椭圆与${applyto}上的临时${target}相交” + + "否则,${obj}在${DND_Position 1}到${DND_Position 2}处的椭圆与${applyto}上的临时${target}相交" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} into temp ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆与临时${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的椭圆与临时${target}相交" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “否则,${obj}与${applyto}上的${DND_Position 1}到${DND_Position 2}处的椭圆相交” + + "否则,${obj}与${applyto}上的${DND_Position 1}到${DND_Position 2}处的椭圆相交" "If not ${obj} intersects ellipse at ${dnd_position1} to ${dnd_position2}" - - “否则,${obj}与椭圆在${DND_Position 1}到${DND_Position 2}相交” + + "否则,${obj}与椭圆在${DND_Position 1}到${DND_Position 2}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${applyto}上的${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${applyto}上的${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into ${target}" - - “如果不是,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${target}相交” + + "如果不是,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${applyto}上的列表${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${applyto}上的列表${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position2}的行与列表${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position2}的行与列表${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list temp ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position1}到${DND_Position2}的行与${applyto}上的列表临时${target}相交” + + "否则,${obj}将位于${DND_Position1}到${DND_Position2}的行与${applyto}上的列表临时${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into list temp ${target}" - - “如果不是,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与列表TEMP${target}相交” + + "如果不是,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与列表TEMP${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into temp ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${applyto}上的临时${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与${applyto}上的临时${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} into temp ${target}" - - “如果不是,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与临时${target}相交” + + "如果不是,${obj}将位于${DND_Position 1}到${DND_Position 2}的行与临时${target}相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “如果不是,${obj}与${applyto}上${DND_Position 1}到${DND_Position 2}处的线相交” + + "如果不是,${obj}与${applyto}上${DND_Position 1}到${DND_Position 2}处的线相交" "If not ${obj} intersects line at ${dnd_position1} to ${dnd_position2}" - - “如果不是,${obj}与${DND_Position 1}到${DND_Position 2}处的线相交” + + "如果不是,${obj}与${DND_Position 1}到${DND_Position 2}处的线相交" "If not ${obj} intersects point ${dnd_position} into ${target} on ${applyto}" - - “否则,${obj}将点${dnd_position}与${applyto}上的${target}相交” + + "否则,${obj}将点${dnd_position}与${applyto}上的${target}相交" "If not ${obj} intersects point ${dnd_position} into ${target}" - - “否则,${obj}将点${dnd_position}相交到${target}” + + "否则,${obj}将点${dnd_position}相交到${target}" "If not ${obj} intersects point ${dnd_position} into list ${target} on ${applyto}" - - “否则,${obj}将点${dnd_position}与${applyto}上的列表${target}相交” + + "否则,${obj}将点${dnd_position}与${applyto}上的列表${target}相交" "If not ${obj} intersects point ${dnd_position} into list ${target}" - - “否则,${obj}会将点${dnd_position}与列表${target}相交” + + "否则,${obj}会将点${dnd_position}与列表${target}相交" "If not ${obj} intersects point ${dnd_position} into list temp ${target} on ${applyto}" - - “否则,${obj}将点${dnd_position}与${applyto}上的列表临时${target}相交” + + "否则,${obj}将点${dnd_position}与${applyto}上的列表临时${target}相交" "If not ${obj} intersects point ${dnd_position} into list temp ${target}" - - “否则,${obj}将点${DND_POSITION}与列表TEMP${target}相交” + + "否则,${obj}将点${DND_POSITION}与列表TEMP${target}相交" "If not ${obj} intersects point ${dnd_position} into temp ${target} on ${applyto}" - - “否则,${obj}将点${dnd_position}与${applyto}上的临时${target}相交” + + "否则,${obj}将点${dnd_position}与${applyto}上的临时${target}相交" "If not ${obj} intersects point ${dnd_position} into temp ${target}" - - “否则,${obj}会将点${dnd_position}与临时${target}相交” + + "否则,${obj}会将点${dnd_position}与临时${target}相交" "If not ${obj} intersects point ${dnd_position} on ${applyto}" - - “如果不是,${obj}与${applyto}上的点${dnd_position}相交” + + "如果不是,${obj}与${applyto}上的点${dnd_position}相交" "If not ${obj} intersects point ${dnd_position}" - - “如果不是,${obj}与点${DND_POSITION}相交” + + "如果不是,${obj}与点${DND_POSITION}相交" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与${applyto}上的${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与${applyto}上的${target}相交" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形相交到${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形相交到${target}" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与${applyto}上的列表${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与${applyto}上的列表${target}相交" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形相交到列表${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形相交到列表${target}" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list temp ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形相交到${applyto}上的列表临时${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形相交到${applyto}上的列表临时${target}" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into list temp ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position2}的矩形相交到列表TEMP${target}” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position2}的矩形相交到列表TEMP${target}" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into temp ${target} on ${applyto}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与${applyto}上的临时${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与${applyto}上的临时${target}相交" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} into temp ${target}" - - “否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与临时${target}相交” + + "否则,${obj}将位于${DND_Position 1}到${DND_Position 2}的矩形与临时${target}相交" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2} on ${applyto}" - - “否则,${obj}与${applyto}上${DND_Position 1}处的矩形与${DND_Position 2}相交” + + "否则,${obj}与${applyto}上${DND_Position 1}处的矩形与${DND_Position 2}相交" "If not ${obj} intersects rectangle at ${dnd_position1} to ${dnd_position2}" - - “否则,${obj}与${DND_Position 1}处的矩形相交到${DND_Position 2}” + + "否则,${obj}与${DND_Position 1}处的矩形相交到${DND_Position 2}" "If sequence ${obj} does not exists" - - “如果序列${obj}不存在” + + "如果序列${obj}不存在" "If sequence ${obj} exists" - - “如果序列${obj}存在” + + "如果序列${obj}存在" "If stack ${var} does not exists on ${applyto}" - - “如果${applyto}上不存在堆栈${var}” + + "如果${applyto}上不存在堆栈${var}" "If stack ${var} does not exists" - - “如果堆栈${var}不存在” + + "如果堆栈${var}不存在" "If stack ${var} exists on ${applyto}" - - “如果${applyto}上存在堆栈${var}” + + "如果${applyto}上存在堆栈${var}" "If stack ${var} exists" - - “如果堆栈${var}存在” + + "如果堆栈${var}存在" "If stack ${var} is empty on ${applyto}" - - “如果${applyto}上的堆栈${var}为空” + + "如果${applyto}上的堆栈${var}为空" "If stack ${var} is empty" - - “如果堆栈${var}为空” + + "如果堆栈${var}为空" "If stack ${var} is not empty on ${applyto}" - - “如果${applyto}上的堆栈${var}不为空” + + "如果${applyto}上的堆栈${var}不为空" "If stack ${var} is not empty" - - “如果堆栈${var}不为空” + + "如果堆栈${var}不为空" @@ -9256,136 +9256,136 @@ "If this is a persistent issue, please try the following:\nCheck any firewall is not blocking GameMaker access.\nCheck any antivirus is not blocking GameMaker access.\nCheck any proxy or VPN is not blocking GameMaker access.\nAnd if all else fails, submit a help ticket and include your ui.log which can be found:\nOn Mac - /Users/Shared/GameMakerStudio2\nOn PC - C:\ProgramData\GameMakerStudio2" - - “如果此问题持续存在,请尝试下列操作:\n检查是否有防火墙没有阻止 GameMaker 访问。\n检查是否有任何防病毒程序没有阻止 GameMaker 访问。\n检查是否有任何代理或 VPN 没有阻止 GameMaker 访问。\n如果其他方法都失败,请提交帮助票证并包括您的 ui.log,可以找到:\nOn Mac-/Users/Shared/GameMakerStudio2\nOn PC-C:\ProgramData\GameMakerStudio2” + + "如果此问题持续存在,请尝试下列操作:\n检查是否有防火墙没有阻止 GameMaker 访问。\n检查是否有任何防病毒程序没有阻止 GameMaker 访问。\n检查是否有任何代理或 VPN 没有阻止 GameMaker 访问。\n如果其他方法都失败,请提交帮助票证并包括您的 ui.log,可以找到:\nOn Mac-/Users/Shared/GameMakerStudio2\nOn PC-C:\ProgramData\GameMakerStudio2" "If this is not the first room" - - “如果这不是第一个房间” + + "如果这不是第一个房间" "If this is not the last room" - - “如果这不是最后一个房间” + + "如果这不是最后一个房间" "If this is the first room" - - “如果这是第一个房间” + + "如果这是第一个房间" "If this is the last room" - - “如果这是最后一个房间” + + "如果这是最后一个房间" "If virtual keyboard is not showing into ${target} on ${applyto}" - - “如果虚拟键盘未显示到${applyto}上的${target}中” + + "如果虚拟键盘未显示到${applyto}上的${target}中" "If virtual keyboard is not showing into ${target}" - - “如果虚拟键盘未显示在${target}中” + + "如果虚拟键盘未显示在${target}中" "If virtual keyboard is not showing into temp ${target} on ${applyto}" - - “如果虚拟键盘未显示到${applyto}上的临时${target}中” + + "如果虚拟键盘未显示到${applyto}上的临时${target}中" "If virtual keyboard is not showing into temp ${target}" - - “如果虚拟键盘未显示到临时${target}” + + "如果虚拟键盘未显示到临时${target}" "If virtual keyboard is not showing on ${applyto}" - - “如果${applyto}上没有显示虚拟键盘” + + "如果${applyto}上没有显示虚拟键盘" "If virtual keyboard is not showing" - - “如果虚拟键盘未显示” + + "如果虚拟键盘未显示" "If virtual keyboard is showing into ${target} on ${applyto}" - - “如果虚拟键盘显示在${applyto}上的${target}中” + + "如果虚拟键盘显示在${applyto}上的${target}中" "If virtual keyboard is showing into ${target}" - - “如果虚拟键盘显示在${target}中” + + "如果虚拟键盘显示在${target}中" "If virtual keyboard is showing into temp ${target} on ${applyto}" - - “如果虚拟键盘显示在${applyto}上的临时${target}中” + + "如果虚拟键盘显示在${applyto}上的临时${target}中" "If virtual keyboard is showing into temp ${target}" - - “如果虚拟键盘显示在临时${target}中” + + "如果虚拟键盘显示在临时${target}中" "If virtual keyboard is showing on ${applyto}" - - “如果${applyto}上显示虚拟键盘” + + "如果${applyto}上显示虚拟键盘" "If virtual keyboard is showing" - - “如果显示虚拟键盘” + + "如果显示虚拟键盘" @@ -9400,16 +9400,16 @@ "Import a project that has previously been exported or is from a legacy version of GameMaker" - - “导入以前已导出的项目或来自旧版 GameMaker 的项目” + + "导入以前已导出的项目或来自旧版 GameMaker 的项目" "Imported layer depths for room(s) '{0}' were not adequately spaced. - - “房间 ‘{0}’ 的导入图层深度间距不足。 + + "房间 ‘{0}’ 的导入图层深度间距不足。 @@ -9480,24 +9480,24 @@ "Index" - - “索引” + + "索引" "Insert ${value} into list ${var} at index ${index} on ${applyto}" - - “将${value}插入列表${var},位于${applyto}上的索引${index}处” + + "将${value}插入列表${var},位于${applyto}上的索引${index}处" "Insert ${value} into list ${var} at index ${index}" - - “将${value}插入列表${var}的索引${index}” + + "将${value}插入列表${var}的索引${index}" @@ -9544,40 +9544,40 @@ "Instance Variables" - - “实例变量” + + "实例变量" "Instances" - - “实例” + + "实例" "Invalid name, already in use: {0}. - - “名称无效,已在使用:{0}。 + + "名称无效,已在使用:{0}。 "Invalid name, cannot change extension from '{0}' to '{1}'." - - “名称无效,无法将扩展名从‘{0}’更改为‘{1}’。” + + "名称无效,无法将扩展名从‘{0}’更改为‘{1}’。" "Invalid name, contains invalid characters: {0}. - - “无效名称,包含无效字符:{0}。 + + "无效名称,包含无效字符:{0}。 @@ -9592,8 +9592,8 @@ "Is" - - “是” + + "是" @@ -9616,80 +9616,80 @@ "Jump ${applyto} to start" - - “跳转${applyto}开始” + + "跳转${applyto}开始" "Jump To Point" - - “跳转到点” + + "跳转到点" "Jump To Start" - - “跳转到起点” + + "跳转到起点" "Jump to ${dnd_position} on ${applyto}" - - “跳至${applyto}上的${DND_POSITION}” + + "跳至${applyto}上的${DND_POSITION}" "Jump to ${dnd_position}" - - “跳转到${DND_POSITION}” + + "跳转到${DND_POSITION}" "Jump to start" - - “跳转开始” + + "跳转开始" "Jump to the instance's start position." - - “跳转到实例的开始位置。” + + "跳转到实例的开始位置。" "Jump to the specified position." - - “跳转到指定位置。” + + "跳转到指定位置。" "Keep glyphs in font units and ignore requested size\nThis implies 'Disable Hinting'" - - “以字体单位保留字形并忽略请求的大小\n这意味着‘禁用提示’” + + "以字体单位保留字形并忽略请求的大小\n这意味着‘禁用提示’" "Key" - - “键” + + "键" @@ -9704,8 +9704,8 @@ "LMB + {0} to translate path, LMB + {1} to rotate path, LMB + {2} to scale path" - - “鼠标左键 + {0} 平移路径,鼠标左键 + {1} 旋转路径,鼠标左键 + {2} 缩放路径” + + "鼠标左键 + {0} 平移路径,鼠标左键 + {1} 旋转路径,鼠标左键 + {2} 缩放路径" @@ -9720,8 +9720,8 @@ "Layer" - - “层” + + "层" @@ -9736,16 +9736,16 @@ "Left" - - “左” + + "左" "Let's get you started setting up your first project.\nFirst, click on the button below labelled 'NEW'." - - “让我们开始设置您的第一个项目。\n首先,请单击下面标记为'新建'的按钮。” + + "让我们开始设置您的第一个项目。\n首先,请单击下面标记为'新建'的按钮。" @@ -9768,8 +9768,8 @@ "List" - - “列表” + + "列表" @@ -9784,56 +9784,56 @@ "Load Game" - - “加载游戏” + + "加载游戏" "Load file ${filename} into buffer ${target} on ${applyto}" - - “将文件${fileName}加载到${applyto}上的缓冲区${target}” + + "将文件${fileName}加载到${applyto}上的缓冲区${target}" "Load file ${filename} into buffer ${target}" - - “将文件${fileName}加载到缓冲区${target}” + + "将文件${fileName}加载到缓冲区${target}" "Load file ${filename} into buffer temp ${target} on ${applyto}" - - “将文件${fileName}加载到${applyto}上的缓冲区临时${target}” + + "将文件${fileName}加载到${applyto}上的缓冲区临时${target}" "Load file ${filename} into buffer temp ${target}" - - “将文件${fileName}加载到缓冲区临时${target}” + + "将文件${fileName}加载到缓冲区临时${target}" "Load game from file ${filename} on ${applyto}" - - “从${applyto}上的文件${fileName}加载游戏” + + "从${applyto}上的文件${fileName}加载游戏" "Load game from file ${filename}" - - “从文件${fileName}加载游戏” + + "从文件${fileName}加载游戏" @@ -9848,16 +9848,16 @@ "Loop" - - “循环” + + "循环" "Loops" - - “循环” + + "循环" @@ -9912,16 +9912,16 @@ "Max Size" - - “最大尺寸” + + "最大尺寸" "Max Speed" - - “最高速度” + + "最高速度" @@ -9944,16 +9944,16 @@ "Mem {0}" - - “内存 {0}” + + "内存 {0}" "Message" - - “消息” + + "消息" @@ -9992,8 +9992,8 @@ "Min Speed" - - “最低速度” + + "最低速度" @@ -10008,24 +10008,24 @@ "Mirror tile data ${tile} on ${applyto}" - - “在${applyto}上镜像磁贴数据${TILE}” + + "在${applyto}上镜像磁贴数据${TILE}" "Mirror tile data ${tile}" - - “镜像磁贴数据${TILE}” + + "镜像磁贴数据${TILE}" "Miscellaneous" - - “杂项” + + "杂项" @@ -10040,8 +10040,8 @@ "Mouse & Keyboard" - - “鼠标和键盘” + + "鼠标和键盘" @@ -10056,8 +10056,8 @@ "Name" - - “名称” + + "名称" @@ -10088,8 +10088,8 @@ "Number" - - “数字” + + "数字" @@ -10112,24 +10112,24 @@ "One or more included files has an invalid filename, should only contain a-z, A_Z, 0-9, _ or .\nSee the output panel for a list." - - "一个或多个内含文件(included files )包含无效的文件名,应该只能包含 a-z、 A_Z、 0-9, 或者“_ ”。\n查看输出面板中获取列表。" + + "一个或多个内含文件(included files )包含无效的文件名,应该只能包含 a-z、 A_Z、 0-9, 或者"_ "。\n查看输出面板中获取列表。" "Open Ini File" - - “打开Ini文件” + + "打开Ini文件" "Open a project you've already started and continue from when your last saved" - - “打开一个您已经开始的项目,并从上次保存时继续” + + "打开一个您已经开始的项目,并从上次保存时继续" @@ -10144,16 +10144,16 @@ "Open ini file ${filename} on ${applyto}" - - “在${applyto}上打开ini文件${fileName}” + + "在${applyto}上打开ini文件${fileName}" "Open ini file ${filename}" - - “打开ini文件${fileName}” + + "打开ini文件${fileName}" @@ -10176,24 +10176,24 @@ "Optimising executable... this may take some time" - - “优化可执行文件.这可能需要一些时间” + + "优化可执行文件.这可能需要一些时间" "Optional" - - “可选” + + "可选" "Our <a href="https://www.yoyogames.com/legal/privacy">Privacy Policy</a> and <a href="https://www.yoyogames.com/legal/cookies">Cookie Policy</a> governs the way we collect, store and process your data. - - "我们的<a href=https://www.yoyogames.com/legal/privacy“>Privacy策略</a>和<a href=”https://www.yoyogames.com/legal/cookies“>Cookie策略</a>管理我们的收集方式 + + "我们的<a href=https://www.yoyogames.com/legal/privacy">Privacy策略</a>和<a href="https://www.yoyogames.com/legal/cookies">Cookie策略</a>管理我们的收集方式 @@ -10248,56 +10248,56 @@ "Particles" - - “粒子” + + "粒子" "Path" - - “路径” + + "路径" "Paths" - - “路径” + + "路径" "Pause All Audio" - - “暂停所有音频” + + "暂停所有音频" "Pause Audio" - - “暂停音频” + + "暂停音频" "Pause Particle System" - - “暂停粒子系统” + + "暂停粒子系统" "Pause Sequence" - - “暂停序列” + + "暂停序列" @@ -10312,96 +10312,96 @@ "Pause all audio on ${applyto}" - - “暂停${applyto}上的所有音频” + + "暂停${applyto}上的所有音频" "Pause all audio" - - “暂停所有音频” + + "暂停所有音频" "Pause all audio." - - “暂停所有音频。” + + "暂停所有音频。" "Pause audio ${sound} on ${applyto}" - - “暂停${applyto}上的音频${SOUND}” + + "暂停${applyto}上的音频${SOUND}" "Pause audio ${sound}" - - “暂停音频${SOUND}” + + "暂停音频${SOUND}" "Pause or resume the particle system." - - “暂停或恢复粒子系统。” + + "暂停或恢复粒子系统。" "Pause particle system ${system} on ${applyto}" - - “暂停${applyto}上的粒子系统${system}” + + "暂停${applyto}上的粒子系统${system}" "Pause particle system ${system}" - - “暂停粒子系统${system}” + + "暂停粒子系统${system}" "Pause sequence ${var}" - - “暂停序列${var}” + + "暂停序列${var}" "Pause timeline on ${applyto}" - - “在${applyto}上暂停时间轴” + + "在${applyto}上暂停时间轴" "Pause timeline" - - “暂停时间轴” + + "暂停时间轴" "Pauses the sequence." - - “暂停序列。” + + "暂停序列。" @@ -10416,16 +10416,16 @@ "Play Audio" - - “播放音频” + + "播放音频" "Play Sequence" - - “播放序列” + + "播放序列" @@ -10440,112 +10440,112 @@ "Play audio ${soundid} and assign id to ${target} on ${applyto}" - - “播放音频${sounid}并将ID分配给${applyto}上的${target}” + + "播放音频${sounid}并将ID分配给${applyto}上的${target}" "Play audio ${soundid} and assign id to ${target}" - - “播放音频${sounid}并将ID分配给${target}” + + "播放音频${sounid}并将ID分配给${target}" "Play audio ${soundid} and assign id to temp ${target} on ${applyto}" - - “播放音频${sounid}并将ID分配给${applyto}上的临时${target}” + + "播放音频${sounid}并将ID分配给${applyto}上的临时${target}" "Play audio ${soundid} and assign id to temp ${target}" - - “播放音频${sounid}并将ID分配给临时${target}” + + "播放音频${sounid}并将ID分配给临时${target}" "Play audio ${soundid} looped and assign id to ${target} on ${applyto}" - - “播放音频${sounid}循环,并将ID分配给${applyto}上的${target}” + + "播放音频${sounid}循环,并将ID分配给${applyto}上的${target}" "Play audio ${soundid} looped and assign id to ${target}" - - “播放音频${sounid}循环并将ID分配给${target}” + + "播放音频${sounid}循环并将ID分配给${target}" "Play audio ${soundid} looped and assign id to temp ${target} on ${applyto}" - - “播放音频${sounid}循环,并将ID分配给${applyto}上的临时${target}” + + "播放音频${sounid}循环,并将ID分配给${applyto}上的临时${target}" "Play audio ${soundid} looped and assign id to temp ${target}" - - “播放音频${sounid}循环,并将ID分配给临时${target}” + + "播放音频${sounid}循环,并将ID分配给临时${target}" "Play audio ${soundid} looped on ${applyto}" - - “在${applyto}上循环播放音频${sounid}” + + "在${applyto}上循环播放音频${sounid}" "Play audio ${soundid} looped" - - “播放音频${sounid}循环” + + "播放音频${sounid}循环" "Play audio ${soundid} on ${applyto}" - - “在${applyto}上播放音频${soundo}” + + "在${applyto}上播放音频${soundo}" "Play audio ${soundid}" - - “播放音频${sounid}” + + "播放音频${sounid}" "Play sequence ${var}" - - “播放序列${var}” + + "播放序列${var}" "Plays the sequence." - - “播放序列。” + + "播放序列。" @@ -10584,48 +10584,48 @@ "Pop from stack ${var} into ${assignee} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将堆栈${var}弹出到${assignee}” + + "在${applyto}${show_input_count}上将堆栈${var}弹出到${assignee}" "Pop from stack ${var} into ${assignee}${show_input_count}" - - “从堆栈${var}弹出到${assignee}${show_input_count}” + + "从堆栈${var}弹出到${assignee}${show_input_count}" "Pop from stack ${var} into temp ${assignee} on ${applyto}${show_input_count}" - - “从堆栈${var}弹出到${applyto}${show_input_count}上的临时${assignee}” + + "从堆栈${var}弹出到${applyto}${show_input_count}上的临时${assignee}" "Pop from stack ${var} into temp ${assignee}${show_input_count}" - - “从堆栈${var}弹出到临时${assignee}${show_input_count}” + + "从堆栈${var}弹出到临时${assignee}${show_input_count}" "Position (0-1)" - - “位置 (0-1)” + + "位置 (0-1)" "Prefer using the auto-hinter over the font's native hinter\nThis is overridden by 'Disable Auto-hinter' and 'Disable Hinting'" - - “比起字体的本机提示,我更喜欢使用自动提示\n这会被‘禁用自动提示’和‘禁用提示’覆盖” + + "比起字体的本机提示,我更喜欢使用自动提示\n这会被‘禁用自动提示’和‘禁用提示’覆盖" @@ -10640,208 +10640,208 @@ "Program your game with GML's simple coding syntax and powerful object-oriented language features, suitable for users learning how to code and advanced programmers skilled in industry-standard languages." - - “使用 GML 简单的编码语法和强大的面向对象语言功能为您的游戏编程,适合学习如何编码的用户和精通行业标准语言的高级程序员。” + + "使用 GML 简单的编码语法和强大的面向对象语言功能为您的游戏编程,适合学习如何编码的用户和精通行业标准语言的高级程序员。" "Project directory '{0}' has been reconnected. - - “项目目录 ‘{0}’ 已重新连接。 + + "项目目录 ‘{0}’ 已重新连接。 "Project directory '{0}' has had a large number of changes detected. - - “检测到项目目录 ‘{0}’ 有大量更改。 + + "检测到项目目录 ‘{0}’ 有大量更改。 "Push ${value} onto stack ${var} on ${applyto}${show_input_count}" - - “将${value}推送到${applyto}${show_input_count}上的堆栈${var}” + + "将${value}推送到${applyto}${show_input_count}上的堆栈${var}" "Push ${value} onto stack ${var}${show_input_count}" - - “将${value}推送到堆栈${var}${show_input_count}” + + "将${value}推送到堆栈${var}${show_input_count}" "Push Onto Stack" - - “推送到堆栈” + + "推送到堆栈" "Push a value onto a stack." - - “将值推入堆栈。” + + "将值推入堆栈。" "Random" - - “随机” + + "随机" "Randomize seed" - - “随机化种子” + + "随机化种子" "Randomize" - - “随机化” + + "随机化" "Read Ini File" - - “读取Ini文件” + + "读取Ini文件" "Read a string or numeric value from an ini file." - - “从ini文件中读取字符串或数字值。” + + "从ini文件中读取字符串或数字值。" "Read from buffer ${buffer} into ${target} on ${applyto}" - - “从缓冲区${buffer}读取到${applyto}上的${target}” + + "从缓冲区${buffer}读取到${applyto}上的${target}" "Read from buffer ${buffer} into ${target}" - - “从缓冲区${buffer}读取到${target}” + + "从缓冲区${buffer}读取到${target}" "Read from buffer ${buffer} into temp ${target} on ${applyto}" - - “从缓冲区${buffer}读取到${applyto}上的临时${target}” + + "从缓冲区${buffer}读取到${applyto}上的临时${target}" "Read from buffer ${buffer} into temp ${target}" - - “从缓冲区${buffer}读取到临时${target}” + + "从缓冲区${buffer}读取到临时${target}" "Read from buffer ${buffer} on ${applyto}" - - “从${applyto}上的缓冲区${buffer}读取” + + "从${applyto}上的缓冲区${buffer}读取" "Read from buffer ${buffer}" - - “从缓冲区${buffer}读取” + + "从缓冲区${buffer}读取" "Read key ${key} in section ${section} and assign it to ${var} on ${applyto}" - - “读取节${Section}中的密钥${key},并将其分配给${applyto}上的${var}” + + "读取节${Section}中的密钥${key},并将其分配给${applyto}上的${var}" "Read key ${key} in section ${section} and assign it to ${var}" - - “读取节${Section}中的密钥${key},并将其分配给${var}” + + "读取节${Section}中的密钥${key},并将其分配给${var}" "Read key ${key} in section ${section} and assign it to temp ${var} on ${applyto}" - - “读取部分${Section}中的密钥${key},并将其分配给${applyto}上的临时${var}” + + "读取部分${Section}中的密钥${key},并将其分配给${applyto}上的临时${var}" "Read key ${key} in section ${section} and assign it to temp ${var}" - - “读取节${Section}中的密钥${key},并将其分配给临时${var}” + + "读取节${Section}中的密钥${key},并将其分配给临时${var}" "Register File Associations" - - “注册文件关联” + + "注册文件关联" "Remove From List" - - “从列表中删除” + + "从列表中删除" "Remove Map Entry" - - “删除映射条目” + + "删除映射条目" "Remove a map entry." - - “删除映射条目。” + + "删除映射条目。" @@ -10856,64 +10856,64 @@ "Remove item ${index} from list ${var} on ${applyto}" - - “从${applyto}上的列表${var}中删除项目${index}” + + "从${applyto}上的列表${var}中删除项目${index}" "Remove item ${index} from list ${var}" - - “从列表${var}中删除项目${index}” + + "从列表${var}中删除项目${index}" "Remove key ${key} from map ${map} on ${applyto}${show_input_count}" - - “从${applyto}${show_input_count}上的映射${map}中删除密钥${key}” + + "从${applyto}${show_input_count}上的映射${map}中删除密钥${key}" "Remove key ${key} from map ${map}${show_input_count}" - - “从映射${map}${show_input_count}中删除密钥${key}” + + "从映射${map}${show_input_count}中删除密钥${key}" "Rename file ${file1} to ${file2} on ${applyto}" - - “将${applyto}上的文件${file1}重命名为${file2}” + + "将${applyto}上的文件${file1}重命名为${file2}" "Rename file ${file1} to ${file2}" - - “将文件${file1}重命名为${file2}” + + "将文件${file1}重命名为${file2}" "Repeat ${times} times on ${applyto}" - - “在${applyto}上重复${Times}次” + + "在${applyto}上重复${Times}次" "Repeat ${times} times" - - “重复${Times}次” + + "重复${Times}次" @@ -10928,8 +10928,8 @@ "Repeat" - - “重复” + + "重复" @@ -10944,24 +10944,24 @@ "Resource name collision '{0}' already exists, renamed to '{1}'" - - "资源名称冲突,“{0}”已存在,已重命名为“{1}”" + + "资源名称冲突,"{0}"已存在,已重命名为"{1}"" "Resources have been deleted from disk in '{0}'. - - “已从 ‘{0}’ 中的磁盘删除资源。 + + "已从 ‘{0}’ 中的磁盘删除资源。 "Restart Game" - - “重启游戏” + + "重启游戏" @@ -10976,16 +10976,16 @@ "Restart current room" - - “重新启动当前房间” + + "重新启动当前房间" "Restart game" - - “重新启动游戏” + + "重新启动游戏" @@ -11000,72 +11000,72 @@ "Restart the game." - - “重新开始游戏。” + + "重新开始游戏。" "Resume All Audio" - - “恢复所有音频” + + "恢复所有音频" "Resume Audio" - - “恢复音频” + + "恢复音频" "Resume all audio on ${applyto}" - - “恢复${applyto}上的所有音频” + + "恢复${applyto}上的所有音频" "Resume all audio" - - “恢复所有音频” + + "恢复所有音频" "Resume audio ${sound} on ${applyto}" - - “恢复${applyto}上的音频${SOUND}” + + "恢复${applyto}上的音频${SOUND}" "Resume audio ${sound}" - - “继续音频${SOUND}” + + "继续音频${SOUND}" "Resume particle system ${system} on ${applyto}" - - “恢复${applyto}上的粒子系统${system}” + + "恢复${applyto}上的粒子系统${system}" "Resume particle system ${system}" - - “恢复粒子系统${system}” + + "恢复粒子系统${system}" @@ -11088,32 +11088,32 @@ "Resume timeline on ${applyto}" - - “恢复${applyto}的时间轴” + + "恢复${applyto}的时间轴" "Resume timeline" - - “恢复时间轴” + + "恢复时间轴" "Return ${value} on ${applyto}" - - “在${applyto}上返回${value}” + + "在${applyto}上返回${value}" "Return ${value}" - - “返回${value}” + + "返回${value}" @@ -11136,104 +11136,104 @@ "Return a value from a function." - - “从函数返回值。” + + "从函数返回值。" "Return" - - “返回” + + "返回" "Returns the number of active instances of the object." - - “返回物体的活动实例数。” + + "返回物体的活动实例数。" "Reverse a direction from a list of presets." - - “从预设列表反转方向。” + + "从预设列表反转方向。" "Reverse direction on ${applyto}" - - “${applyto}上的反向” + + "${applyto}上的反向" "Reverse direction" - - “反向” + + "反向" "Reverse gravitational direction on ${applyto}" - - “在${applyto}上反转重力方向” + + "在${applyto}上反转重力方向" "Reverse gravitational direction" - - “反转引力方向” + + "反转引力方向" "Reverse horizontal speed on ${applyto}" - - “在${applyto}上反向水平速度” + + "在${applyto}上反向水平速度" "Reverse horizontal speed" - - “反向水平速度” + + "反向水平速度" "Reverse vertical speed on ${applyto}" - - “${applyto}上的反向垂直速度” + + "${applyto}上的反向垂直速度" "Reverse vertical speed" - - “反向垂直速度” + + "反向垂直速度" "Reverse" - - “反转” + + "反转" @@ -11248,32 +11248,32 @@ "Room" - - “房间” + + "房间" "Rooms" - - “房间” + + "房间" "Rotate tile data ${tile} on ${applyto}" - - “在${applyto}上旋转切片数据${TILE}” + + "在${applyto}上旋转切片数据${TILE}" "Rotate tile data ${tile}" - - “旋转切片数据${TILE}” + + "旋转切片数据${TILE}" @@ -11288,32 +11288,32 @@ "Round ${n} and assign it to ${var} on ${applyto}" - - “取整${n}并将其分配给${applyto}上的${var}” + + "取整${n}并将其分配给${applyto}上的${var}" "Round ${n} and assign it to ${var}" - - “取整${n}并将其分配给${var}” + + "取整${n}并将其分配给${var}" "Round ${n} and assign it to temp ${var} on ${applyto}" - - “取整${n}并将其分配给${applyto}上的临时${var}” + + "取整${n}并将其分配给${applyto}上的临时${var}" "Round ${n} and assign it to temp ${var}" - - “取整${n}并将其分配给临时${var}” + + "取整${n}并将其分配给临时${var}" @@ -11336,16 +11336,16 @@ "Row" - - “行” + + "行" "Running Dot Net 3.5 sp1 Framework Setup..." - - “正在运行Dot Net 3.5 SP1 Framework 安装程序.” + + "正在运行Dot Net 3.5 SP1 Framework 安装程序." @@ -11360,32 +11360,32 @@ "Running Visual Studio 2012 x64 Redistributable Setup..." - - “正在运行Visual Studio 2012 x64可再发行安装程序.” + + "正在运行Visual Studio 2012 x64可再发行安装程序." "Running Visual Studio 2012 x86 Redistributable Setup..." - - “正在运行Visual Studio 2012 x86可再发行安装程序.” + + "正在运行Visual Studio 2012 x86可再发行安装程序." "Running Visual Studio 2015 x64 Redistributable Setup..." - - “正在运行Visual Studio 2015 x64可再发行安装程序.” + + "正在运行Visual Studio 2015 x64可再发行安装程序." "Running Visual Studio 2015 x86 Redistributable Setup..." - - “正在运行Visual Studio 2015 x86可再发行安装程序.” + + "正在运行Visual Studio 2015 x86可再发行安装程序." @@ -11400,112 +11400,112 @@ "Save buffer ${buffer} to file ${filename} on ${applyto}" - - “将缓冲区${buffer}保存到${applyto}上的文件${fileName}” + + "将缓冲区${buffer}保存到${applyto}上的文件${fileName}" "Save buffer ${buffer} to file ${filename}" - - “将缓冲区${buffer}保存到文件${fileName}” + + "将缓冲区${buffer}保存到文件${fileName}" "Save game to file ${filename} on ${applyto}" - - “将游戏保存到${applyto}上的文件${fileName}” + + "将游戏保存到${applyto}上的文件${fileName}" "Save game to file ${filename}" - - “将游戏保存到文件${fileName}” + + "将游戏保存到文件${fileName}" "Save the current progress." - - “保存当前进度。” + + "保存当前进度。" "Scale ${applyto} to ${xscale},${yscale} on ${applyto}" - - ”将${applyto}上的${applyto}缩放到${XScale}、${yscale}“ + + "将${applyto}上的${applyto}缩放到${XScale}、${yscale}" "Scale ${applyto} to ${xscale},image_yscale on ${applyto}" - - ”将${applyto}缩放到${XScale},${applyto}上的image_yscale“ + + "将${applyto}缩放到${XScale},${applyto}上的image_yscale" "Scale ${applyto} to ${xscale},image_yscale+${yscale} on ${applyto}" - - ”将${applyto}缩放到${xScale},${applyto}上的image_yscale+${yscale}“ + + "将${applyto}缩放到${xScale},${applyto}上的image_yscale+${yscale}" "Scale ${applyto} to image_xscale+${xscale},${yscale} on ${applyto}" - - “将${applyto}缩放到${applyto}上的image_XScale+${XScale},${yscale}” + + "将${applyto}缩放到${applyto}上的image_XScale+${XScale},${yscale}" "Scale ${applyto} to image_xscale+${xscale},image_yscale on ${applyto}" - - ”将${applyto}缩放到${applyto}上的image_xscale+${xscale}、image_yscale“ + + "将${applyto}缩放到${applyto}上的image_xscale+${xscale}、image_yscale" "Scale ${applyto} to image_xscale+${xscale},image_yscale+${yscale} on ${applyto}" - - ”将${applyto}缩放到${applyto}上的image_xscale+${xscale}、image_yscale+${yscale}“ + + "将${applyto}缩放到${applyto}上的image_xscale+${xscale}、image_yscale+${yscale}" "Scale ${applyto} to image_xscale,${yscale} on ${applyto}" - - ”将${applyto}缩放到${applyto}上的image_XScale,${yscale}“ + + "将${applyto}缩放到${applyto}上的image_XScale,${yscale}" "Scale ${applyto} to image_xscale,image_yscale on ${applyto}" - - ”将${applyto}缩放到${applyto}上的image_xscale、image_yscale“ + + "将${applyto}缩放到${applyto}上的image_xscale、image_yscale" "Scale ${applyto} to image_xscale,image_yscale+${yscale} on ${applyto}" - - ”将${applyto}缩放到${applyto}上的image_xscale、image_yscale+${yscale}“ + + "将${applyto}缩放到${applyto}上的image_xscale、image_yscale+${yscale}" @@ -11528,80 +11528,80 @@ "Scale to ${xscale},${yscale}" - - “缩放至${xScale}、${yscale}” + + "缩放至${xScale}、${yscale}" "Scale to ${xscale},image_yscale" - - “缩放至${XScale},image_yscale” + + "缩放至${XScale},image_yscale" "Scale to ${xscale},image_yscale+${yscale}" - - “缩放至${XScale},image_yscale+${yscale}” + + "缩放至${XScale},image_yscale+${yscale}" "Scale to image_xscale+${xscale},${yscale}" - - “缩放至image_xScale+${xScale},${yscale}” + + "缩放至image_xScale+${xScale},${yscale}" "Scale to image_xscale+${xscale},image_yscale" - - “缩放至image_xScale+${xScale},image_yscale” + + "缩放至image_xScale+${xScale},image_yscale" "Scale to image_xscale+${xscale},image_yscale+${yscale}" - - ”缩放至image_xscale+${xscale}、image_yscale+${yscale}“ + + "缩放至image_xscale+${xscale}、image_yscale+${yscale}" "Scale to image_xscale,${yscale}" - - “缩放至image_xscale,${yscale}” + + "缩放至image_xscale,${yscale}" "Scale to image_xscale,image_yscale" - - “缩放至image_xscale、image_yscale” + + "缩放至image_xscale、image_yscale" "Scale to image_xscale,image_yscale+${yscale}" - - “缩放至image_xscale,image_yscale+${yscale}” + + "缩放至image_xscale,image_yscale+${yscale}" "Score" - - “得分” + + "得分" @@ -11624,80 +11624,80 @@ "Section" - - “节” + + "节" "Seek to position ${pos} from end in buffer ${buffer} on ${applyto}" - - “查找从${applyto}上缓冲区${buffer}的末端开始定位${pos}” + + "查找从${applyto}上缓冲区${buffer}的末端开始定位${pos}" "Seek to position ${pos} from end in buffer ${buffer}" - - “查找从缓冲区${buffer}的末尾开始定位${pos}” + + "查找从缓冲区${buffer}的末尾开始定位${pos}" "Seek to position ${pos} from start in buffer ${buffer} on ${applyto}" - - “查找从${applyto}上的缓冲区${buffer}中开始的${pos}位置” + + "查找从${applyto}上的缓冲区${buffer}中开始的${pos}位置" "Seek to position ${pos} from start in buffer ${buffer}" - - “查找缓冲区${buffer}中从起始位置开始的${pos}” + + "查找缓冲区${buffer}中从起始位置开始的${pos}" "Seek to position ${pos} relative to position in buffer ${buffer} on ${applyto}" - - “寻求相对于${applyto}上缓冲区${buffer}中的位置定位${pos}” + + "寻求相对于${applyto}上缓冲区${buffer}中的位置定位${pos}" "Seek to position ${pos} relative to position in buffer ${buffer}" - - “查找相对于缓冲区${buffer}中位置的${pos}” + + "查找相对于缓冲区${buffer}中位置的${pos}" "Select a template below, or choose BLANK to start a fresh new project" - - “选择下面的模板,或选择空白开始一个全新的项目” + + "选择下面的模板,或选择空白开始一个全新的项目" "Selected control point(s): {0}" - - “选定的控制点:{0}” + + "选定的控制点:{0}" "Send" - - “发送” + + "发送" @@ -11712,8 +11712,8 @@ "Sequences" - - “序列” + + "序列" @@ -11736,120 +11736,120 @@ "Set ${var} to ${expr} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将${var}设置为${expr}” + + "在${applyto}${show_input_count}上将${var}设置为${expr}" "Set ${var} to ${expr}${show_input_count}" - - “将 ${var} 设置为 ${expr} ${show_input_count}” + + "将 ${var} 设置为 ${expr} ${show_input_count}" "Set ${var} to new instance of ${function} with ${input_count} arguments" - - “使用${input_count}个参数将${var}设置为${function}的新实例” + + "使用${input_count}个参数将${var}设置为${function}的新实例" "Set ${var} to new instance of ${function} with 1 argument" - - “使用1个参数将${var}设置为${function}的新实例” + + "使用1个参数将${var}设置为${function}的新实例" "Set ${var} to new instance of ${function}" - - “将${var}设置为${function}的新实例” + + "将${var}设置为${function}的新实例" "Set ${var} to return value of ${function} on ${applyto}" - - “将${var}设置为在${applyto}上返回${function}的值” + + "将${var}设置为在${applyto}上返回${function}的值" "Set ${var} to return value of ${function} with ${input_count} arguments on ${applyto}" - - “设置${var}以使用${applyto}上的${input_count}参数返回值${function}” + + "设置${var}以使用${applyto}上的${input_count}参数返回值${function}" "Set ${var} to return value of ${function} with ${input_count} arguments" - - “设置${var}以使用${input_count}参数返回值${function}” + + "设置${var}以使用${input_count}参数返回值${function}" "Set ${var} to return value of ${function} with 1 argument on ${applyto}" - - “将${var}设置为在${applyto}上使用1个参数返回值${function}” + + "将${var}设置为在${applyto}上使用1个参数返回值${function}" "Set ${var} to return value of ${function} with 1 argument" - - “设置${var}以使用1个参数返回值${function}” + + "设置${var}以使用1个参数返回值${function}" "Set ${var} to return value of ${function}" - - “将${var}设置为返回值${function}” + + "将${var}设置为返回值${function}" "Set Alarm Countdown" - - “设置计时器倒计时” + + "设置计时器倒计时" "Set Animation Speed" - - “设置动画速度” + + "设置动画速度" "Set Audio Pitch" - - “设置音频音调” + + "设置音频音调" "Set Audio Position" - - “设置音频位置” + + "设置音频位置" @@ -11864,88 +11864,88 @@ "Set Direction Fixed" - - “设置固定方向” + + "设置固定方向" "Set Direction Random" - - “设置随机方向” + + "设置随机方向" "Set Direction Variable" - - “设置方向变量” + + "设置方向变量" "Set Draw Colour" - - “设置绘制颜色” + + "设置绘制颜色" "Set Font" - - “设置字体” + + "设置字体" "Set Friction" - - “设置阻力” + + "设置阻力" "Set Gamepad Axis Deadzone" - - “设置游戏手柄轴死区” + + "设置游戏手柄轴死区" "Set Gamepad Button Threshold" - - “设置游戏面板按钮阈值” + + "设置游戏面板按钮阈值" "Set Global Variable" - - “设置全局变量” + + "设置全局变量" "Set Gravity Direction" - - “设置重力方向” + + "设置重力方向" "Set Gravity Force" - - “设置重力” + + "设置重力" @@ -11968,40 +11968,40 @@ "Set Instance Alpha" - - “设置实例透明度” + + "设置实例透明度" "Set Instance Colour" - - “设置实例颜色” + + "设置实例颜色" "Set Instance Rotation" - - “设置实例旋转” + + "设置实例旋转" "Set Instance Scale" - - “设置实例比例” + + "设置实例比例" "Set Instance Timeline" - - “设置实例时间轴” + + "设置实例时间轴" @@ -12016,32 +12016,32 @@ "Set Map Value" - - “设置映射值” + + "设置映射值" "Set Master Volume" - - “设置主音量” + + "设置主音量" "Set Particle Colour" - - “设置粒子颜色” + + "设置粒子颜色" "Set Particle Gravity" - - “设置粒子重力” + + "设置粒子重力" @@ -12056,24 +12056,24 @@ "Set Particle Orientation" - - “设置粒子方向” + + "设置粒子方向" "Set Path Follow Speed" - - “设置路径跟随速度” + + "设置路径跟随速度" "Set Point Direction" - - “设定点方向” + + "设定点方向" @@ -12096,32 +12096,32 @@ "Set Secondary Particles" - - “设置次级粒子” + + "设置次级粒子" "Set Sequence Head" - - “设置序列头” + + "设置序列头" "Set Sequence Position" - - “设置序列位置” + + "设置序列位置" "Set Speed" - - “设定速度” + + "设定速度" @@ -12136,8 +12136,8 @@ "Set Text Alignment" - - “设置文本对齐方式” + + "设置文本对齐方式" @@ -12224,168 +12224,168 @@ "Set Window State" - - “设置窗口状态” + + "设置窗口状态" "Set a direction towards a specified point." - - “设置朝向指定点的方向。” + + "设置朝向指定点的方向。" "Set a fixed direction." - - “设置固定方向。” + + "设置固定方向。" "Set a global variable." - - “设置全局变量。” + + "设置全局变量。" "Set a new grid with size ${width},${height} to ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上设置大小为${width}、${high}至${var}的新网格” + + "在${applyto}${show_input_count}上设置大小为${width}、${high}至${var}的新网格" "Set a new grid with size ${width},${height} to ${var}${show_input_count}" - - “将大小为${width}、${high}至${var}的新网格设置为${show_input_count}” + + "将大小为${width}、${high}至${var}的新网格设置为${show_input_count}" "Set a new grid with size ${width},${height} to temp ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将大小为${width}、${Height}的新网格设置为临时${var}” + + "在${applyto}${show_input_count}上将大小为${width}、${Height}的新网格设置为临时${var}" "Set a new grid with size ${width},${height} to temp ${var}${show_input_count}" - - “将大小为${width}、${Height}的新网格设置为临时${var}${show_input_count}” + + "将大小为${width}、${Height}的新网格设置为临时${var}${show_input_count}" "Set a new list to ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将新列表设置为${var}” + + "在${applyto}${show_input_count}上将新列表设置为${var}" "Set a new list to ${var}${show_input_count}" - - “将新列表设置为${var}${show_input_count}” + + "将新列表设置为${var}${show_input_count}" "Set a new list to temp ${var} on ${applyto}${show_input_count}" - - “将新列表设置为${applyto}${show_input_count}上的临时${var}” + + "将新列表设置为${applyto}${show_input_count}上的临时${var}" "Set a new list to temp ${var}${show_input_count}" - - “将新列表设置为临时${var}${show_input_count}” + + "将新列表设置为临时${var}${show_input_count}" "Set a new map to ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将新映射设置为${var}” + + "在${applyto}${show_input_count}上将新映射设置为${var}" "Set a new map to ${var}${show_input_count}" - - “将新映射设置为${var}${show_input_count}” + + "将新映射设置为${var}${show_input_count}" "Set a new map to temp ${var} on ${applyto}${show_input_count}" - - “将新映射设置为${applyto}${show_input_count}上的临时${var}” + + "将新映射设置为${applyto}${show_input_count}上的临时${var}" "Set a new map to temp ${var}${show_input_count}" - - “将新映射设置为临时${var}${show_input_count}” + + "将新映射设置为临时${var}${show_input_count}" "Set a new stack to ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将新堆栈设置为${var}” + + "在${applyto}${show_input_count}上将新堆栈设置为${var}" "Set a new stack to ${var}${show_input_count}" - - “将新堆栈设置为${var}${show_input_count}” + + "将新堆栈设置为${var}${show_input_count}" "Set a new stack to temp ${var} on ${applyto}${show_input_count}" - - “将新堆栈设置为${applyto}${show_input_count}上的临时${var}” + + "将新堆栈设置为${applyto}${show_input_count}上的临时${var}" "Set a new stack to temp ${var}${show_input_count}" - - “将新堆栈设置为临时${var}${show_input_count}” + + "将新堆栈设置为临时${var}${show_input_count}" "Set a random direction based on the specified directions." - - “根据指定方向设置随机方向。” + + "根据指定方向设置随机方向。" @@ -12400,8 +12400,8 @@ "Set a variable direction." - - “设置可变方向。” + + "设置可变方向。" @@ -12416,144 +12416,144 @@ "Set alarm ${alarm} to ${steps} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将报警${ALARM}设置为${STEPS}” + + "在${applyto}${show_input_count}上将报警${ALARM}设置为${STEPS}" "Set alarm ${alarm} to ${steps}${show_input_count}" - - “将报警${Alarm}设置为${step}${show_input_count}” + + "将报警${Alarm}设置为${step}${show_input_count}" "Set alpha channel of particle type ${type} to start ${start}, end ${end} on ${applyto}" - - “将粒子类型${type}的Alpha通道设置为在${applyto}上开始${start},结束${end}” + + "将粒子类型${type}的Alpha通道设置为在${applyto}上开始${start},结束${end}" "Set alpha channel of particle type ${type} to start ${start}, end ${end}" - - “将粒子类型${type}的Alpha通道设置为开始${start},结束${end}” + + "将粒子类型${type}的Alpha通道设置为开始${start},结束${end}" "Set alpha channel of particle type ${type} to start ${start}, mid ${middle}, end ${end} on ${applyto}" - - “将粒子类型${type}的Alpha通道设置为在${applyto}上开始${start}、中期${mediate}、结束${end}” + + "将粒子类型${type}的Alpha通道设置为在${applyto}上开始${start}、中期${mediate}、结束${end}" "Set alpha channel of particle type ${type} to start ${start}, mid ${middle}, end ${end}" - - “将粒子类型${type}的Alpha通道设置为开始${start}、中间${mediate}、结束${end}” + + "将粒子类型${type}的Alpha通道设置为开始${start}、中间${mediate}、结束${end}" "Set alpha to ${alpha} on ${applyto}" - - “在${applyto}上将Alpha设置为${alpha}” + + "在${applyto}上将Alpha设置为${alpha}" "Set alpha to ${alpha}" - - “将Alpha设置为${Alpha}” + + "将Alpha设置为${Alpha}" "Set animation speed to ${speed} on ${applyto}" - - “在${applyto}上将动画速度设置为${SPEED}” + + "在${applyto}上将动画速度设置为${SPEED}" "Set animation speed to ${speed}" - - “将动画速度设置为${SPEED}” + + "将动画速度设置为${SPEED}" "Set audio position of ${sound} to ${time} seconds on ${applyto}" - - “在${applyto}上将${ound}的音频位置设置为${time}秒” + + "在${applyto}上将${ound}的音频位置设置为${time}秒" "Set audio position of ${sound} to ${time} seconds" - - “将${SOUND}的音频位置设置为${time}秒” + + "将${SOUND}的音频位置设置为${time}秒" "Set button threshold of gamepad ${gp} to ${threshold} on ${applyto}" - - “在${applyto}上将游戏面板${GP}的按钮阈值设置为${Threshold}” + + "在${applyto}上将游戏面板${GP}的按钮阈值设置为${Threshold}" "Set button threshold of gamepad ${gp} to ${threshold}" - - “将游戏面板${GP}的按钮阈值设置为${Threshold}” + + "将游戏面板${GP}的按钮阈值设置为${Threshold}" "Set colour of particle type ${type} to start ${startcol}, mid ${midcol}, end ${endcol} on ${applyto}" - - “在${applyto}上将粒子类型${type}的颜色设置为开始${startol}、中间${midol}、结束${endol}” + + "在${applyto}上将粒子类型${type}的颜色设置为开始${startol}、中间${midol}、结束${endol}" "Set colour of particle type ${type} to start ${startcol}, mid ${midcol}, end ${endcol}" - - “将粒子类型${type}的颜色设置为开始${startol}、中间${midol}、结束${endol}” + + "将粒子类型${type}的颜色设置为开始${startol}、中间${midol}、结束${endol}" "Set deadzone of gamepad ${gp} to ${deadzone} on ${applyto}" - - “在${applyto}上将游戏手柄${GP}的死区设置为${Deadzone}” + + "在${applyto}上将游戏手柄${GP}的死区设置为${Deadzone}" "Set deadzone of gamepad ${gp} to ${deadzone}" - - “将游戏手柄${GP}的死区设置为${Deadzone}” + + "将游戏手柄${GP}的死区设置为${Deadzone}" @@ -12576,296 +12576,296 @@ "Set direction of particle type ${type} from min ${mindir} to max ${maxdir} with rotation ${incr} and wiggle ${wiggle} on ${applyto}" - - “将粒子类型 ${type} 的方向从最小 ${mindir} 设置为最大 ${maxdir},并在 ${applyto} 上旋转 ${incr} 和摆动 ${wiggle}” + + "将粒子类型 ${type} 的方向从最小 ${mindir} 设置为最大 ${maxdir},并在 ${applyto} 上旋转 ${incr} 和摆动 ${wiggle}" "Set direction of particle type ${type} from min ${mindir} to max ${maxdir} with rotation ${incr} and wiggle ${wiggle}" - - “将粒子类型 ${type} 的方向从最小 ${mindir} 设置为最大 ${maxdir},旋转 ${incr} 和摆动 ${wiggle}” + + "将粒子类型 ${type} 的方向从最小 ${mindir} 设置为最大 ${maxdir},旋转 ${incr} 和摆动 ${wiggle}" "Set direction to ${direction} on ${applyto}" - - “将方向设置为${applyto}上的${direction}” + + "将方向设置为${applyto}上的${direction}" "Set direction to ${direction}" - - “将方向设置为${direction}” + + "将方向设置为${direction}" "Set direction towards ${dnd_position} on ${applyto}" - - “将方向设置为${applyto}上的${DND_POSITION}” + + "将方向设置为${applyto}上的${DND_POSITION}" "Set direction towards ${dnd_position}" - - “设置朝向${DND_POSITION}的方向” + + "设置朝向${DND_POSITION}的方向" "Set draw color to ${color} on ${applyto}" - - “在${applyto}上将绘制颜色设置为${color}” + + "在${applyto}上将绘制颜色设置为${color}" "Set draw color to ${color}" - - “将绘制颜色设置为${color}” + + "将绘制颜色设置为${color}" "Set drawing alpha channel to ${alpha} on ${applyto}" - - “在${applyto}上将绘图Alpha通道设置为${alpha}” + + "在${applyto}上将绘图Alpha通道设置为${alpha}" "Set drawing alpha channel to ${alpha}" - - “将绘图Alpha通道设置为${Alpha}” + + "将绘图Alpha通道设置为${Alpha}" "Set font to ${font} on ${applyto}" - - “在${applyto}上将字体设置为${font}” + + "在${applyto}上将字体设置为${font}" "Set font to ${font}" - - “将字体设置为${font}” + + "将字体设置为${font}" "Set friction to ${friction} on ${applyto}" - - “在${applyto}上将摩擦力设置为${Friction}” + + "在${applyto}上将摩擦力设置为${Friction}" "Set friction to ${friction}" - - “将摩擦力设置为${Friction}” + + "将摩擦力设置为${Friction}" "Set global variable ${var} to ${value} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将全局变量${var}设置为${value}” + + "在${applyto}${show_input_count}上将全局变量${var}设置为${value}" "Set global variable ${var} to ${value}${show_input_count}" - - “将全局变量${var}设置为${value}${show_input_count}” + + "将全局变量${var}设置为${value}${show_input_count}" "Set gravity direction to ${direction} on ${applyto}" - - “在${applyto}上将重力方向设置为${direction}” + + "在${applyto}上将重力方向设置为${direction}" "Set gravity direction to ${direction}" - - “将重力方向设置为${direction}” + + "将重力方向设置为${direction}" "Set gravity force to ${force} on ${applyto}" - - “在${applyto}上将重力设置为${force}” + + "在${applyto}上将重力设置为${force}" "Set gravity force to ${force}" - - “将重力设置为${force}” + + "将重力设置为${force}" "Set gravity of particle type ${type} to ${amount} in direction ${direction} on ${applyto}" - - “在${applyto}上将粒子类型${type}的重力设置为${Amount},方向为${Direction}” + + "在${applyto}上将粒子类型${type}的重力设置为${Amount},方向为${Direction}" "Set gravity of particle type ${type} to ${amount} in direction ${direction}" - - “将粒子类型${type}的重力设置为${Amount},方向为${Direction}” + + "将粒子类型${type}的重力设置为${Amount},方向为${Direction}" "Set head position (in frames) of sequence instance ${sequenceelmid} to ${var}" - - “将序列实例${sequenceelmid}的头部位置(以帧为单位)设置为${var}” + + "将序列实例${sequenceelmid}的头部位置(以帧为单位)设置为${var}" "Set health to ${health} on ${applyto}" - - “在${applyto}上将运行状况设置为${Health}” + + "在${applyto}上将运行状况设置为${Health}" "Set health to ${health}" - - “将运行状况设置为${Health}” + + "将运行状况设置为${Health}" "Set horizontal speed to ${speed} on ${applyto}" - - “在${applyto}上将水平速度设置为${SPEED}” + + "在${applyto}上将水平速度设置为${SPEED}" "Set horizontal speed to ${speed}" - - “将水平速度设置为${SPEED}” + + "将水平速度设置为${SPEED}" "Set instance variable ${dnd_set_inst_vars} to ${value} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上将实例变量${dnd_set_inst_vars}设置为${value}” + + "在${applyto}${show_input_count}上将实例变量${dnd_set_inst_vars}设置为${value}" "Set instance variable ${dnd_set_inst_vars} to ${value}${show_input_count}" - - “将实例变量${dnd_set_inst_vars}设置为${value}${show_input_count}” + + "将实例变量${dnd_set_inst_vars}设置为${value}${show_input_count}" "Set key ${key} to ${value} in map ${var} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上的映射${var}中将密钥${key}设置为${value}” + + "在${applyto}${show_input_count}上的映射${var}中将密钥${key}设置为${value}" "Set key ${key} to ${value} in map ${var}${show_input_count}" - - “将映射${var}${show_input_count}中的密钥${key}设置为${value}” + + "将映射${var}${show_input_count}中的密钥${key}设置为${value}" "Set life of particle type ${typ} from min ${minlife} to max ${maxlife} on ${applyto}" - - “在${applyto}上将粒子类型${typ}的寿命从最小${minlife}设置为最大${maxlife}” + + "在${applyto}上将粒子类型${typ}的寿命从最小${minlife}设置为最大${maxlife}" "Set life of particle type ${typ} from min ${minlife} to max ${maxlife}" - - “将粒子类型${typ}的寿命设置为从最小${minlife}到最大${maxlife}” + + "将粒子类型${typ}的寿命设置为从最小${minlife}到最大${maxlife}" "Set lives to ${lives} on ${applyto}" - - “在${applyto}上将Lives设置为${Lives}” + + "在${applyto}上将Lives设置为${Lives}" "Set lives to ${lives}" - - “将Lives设置为${Lives}” + + "将Lives设置为${Lives}" "Set master volume to ${volume} on ${applyto}" - - “在${applyto}上将主卷设置为${volume}” + + "在${applyto}上将主卷设置为${volume}" "Set master volume to ${volume}" - - “将主卷设置为${volume}” + + "将主卷设置为${volume}" @@ -12888,88 +12888,88 @@ "Set orientation of particle type ${type} from min ${minangle} to max ${maxangle} with rotation ${incr} and wiggle ${wiggle} on ${applyto}" - - “在 ${applyto} 上设置粒子类型 ${type} 的方向,从最小值 ${minangle} 到最大值 ${maxangle},并旋转 ${incr} 和摆动 ${wiggle}” + + "在 ${applyto} 上设置粒子类型 ${type} 的方向,从最小值 ${minangle} 到最大值 ${maxangle},并旋转 ${incr} 和摆动 ${wiggle}" "Set orientation of particle type ${type} from min ${minangle} to max ${maxangle} with rotation ${incr} and wiggle ${wiggle}" - - “使用旋转 ${incr} 和摆动 ${wigger} 将粒子类型 ${type} 的方向从最小 ${minangle} 设置为最大 ${maxangle}” + + "使用旋转 ${incr} 和摆动 ${wigger} 将粒子类型 ${type} 的方向从最小 ${minangle} 设置为最大 ${maxangle}" "Set path position to ${position} on ${applyto}" - - “在${applyto}上将路径位置设置为${position}” + + "在${applyto}上将路径位置设置为${position}" "Set path position to ${position}" - - “将路径位置设置为${position}” + + "将路径位置设置为${position}" "Set path speed to ${speed} on ${applyto}" - - “在${applyto}上将路径速度设置为${SPEED}” + + "在${applyto}上将路径速度设置为${SPEED}" "Set path speed to ${speed}" - - “将路径速度设置为${SPEED}” + + "将路径速度设置为${SPEED}" "Set pitch of audio ${sound} to ${pitch} on ${applyto}" - - “在${applyto}上将音频${SOUND}的音调设置为${Pitch}” + + "在${applyto}上将音频${SOUND}的音调设置为${Pitch}" "Set pitch of audio ${sound} to ${pitch}" - - “将音频${Sound}的音调设置为${Pitch}” + + "将音频${Sound}的音调设置为${Pitch}" "Set position of sequence instance ${sequenceelmid} to ${dnd_pos}" - - “将序列实例${Sequenceelmid}的位置设置为${DND_POS}” + + "将序列实例${Sequenceelmid}的位置设置为${DND_POS}" "Set random direction from ${direction} on ${applyto}" - - “从${applyto}上的${direction}设置随机方向” + + "从${applyto}上的${direction}设置随机方向" "Set random direction from ${direction}" - - “从${direction}设置随机方向” + + "从${direction}设置随机方向" @@ -12992,64 +12992,64 @@ "Set relative orientation of particle type ${type} from min ${minangle} to max ${maxangle} with rotation ${incr} and wiggle ${wiggle} on ${applyto}" - - “将粒子类型 ${type} 的相对方向从最小 ${minangle} 设置为最大 ${maxangle},旋转 $(incr},并在 ${applyto} 上摆动 ${wigger}” + + "将粒子类型 ${type} 的相对方向从最小 ${minangle} 设置为最大 ${maxangle},旋转 $(incr},并在 ${applyto} 上摆动 ${wigger}" "Set relative orientation of particle type ${type} from min ${minangle} to max ${maxangle} with rotation ${incr} and wiggle ${wiggle}" - - “将粒子类型 ${type} 的相对方向从最小 ${minangle} 设置为最大 ${maxangle},旋转 ${incr} 和摆动 ${wiggle}” + + "将粒子类型 ${type} 的相对方向从最小 ${minangle} 设置为最大 ${maxangle},旋转 ${incr} 和摆动 ${wiggle}" "Set rotation to ${angle} on ${applyto}" - - “在${applyto}上将旋转设置为${angle}” + + "在${applyto}上将旋转设置为${angle}" "Set rotation to ${angle}" - - “将旋转设置为${angle}” + + "将旋转设置为${angle}" "Set score to ${score} on ${applyto}" - - “在${applyto}上将分数设置为${core}” + + "在${applyto}上将分数设置为${core}" "Set score to ${score}" - - “将分数设置为${Score}” + + "将分数设置为${Score}" "Set shape of particle type ${type} to ${shape} on ${applyto}" - - “在${applyto}上将粒子类型${type}的形状设置为${Shape}” + + "在${applyto}上将粒子类型${type}的形状设置为${Shape}" "Set shape of particle type ${type} to ${shape}" - - “将粒子类型${type}的形状设置为${Shape}” + + "将粒子类型${type}的形状设置为${Shape}" @@ -13072,16 +13072,16 @@ "Set size of particle type ${type} from min ${minsize} to max ${maxsize} with increase ${sizeincr} and wiggle ${wiggle} on ${applyto}" - - “将粒子类型 ${type} 的大小从最小值 ${minsize} 设置为最大值 ${maxsize},并在 ${applyto} 上增加 ${sizeincr} 和抖动 ${wigger}” + + "将粒子类型 ${type} 的大小从最小值 ${minsize} 设置为最大值 ${maxsize},并在 ${applyto} 上增加 ${sizeincr} 和抖动 ${wigger}" "Set size of particle type ${type} from min ${minsize} to max ${maxsize} with increase ${sizeincr} and wiggle ${wiggle}" - - “将粒子类型 ${type} 的大小从最小值 ${minsize} 设置为最大值 ${maxsize},并增加 ${sizeincr} 和抖动 ${wigger}” + + "将粒子类型 ${type} 的大小从最小值 ${minsize} 设置为最大值 ${maxsize},并增加 ${sizeincr} 和抖动 ${wigger}" @@ -13104,152 +13104,152 @@ "Set speed of particle type ${type} from min ${minspeed} to max ${maxspeed} with increase ${incr} and wiggle ${wiggle} on ${applyto}" - - “将粒子类型 ${type} 的速度从最小 ${minspeed} 设置为最大 ${maxspeed},同时增加 ${incr} 并在 ${applyto} 上摆动 ${wiggle}” + + "将粒子类型 ${type} 的速度从最小 ${minspeed} 设置为最大 ${maxspeed},同时增加 ${incr} 并在 ${applyto} 上摆动 ${wiggle}" "Set speed of particle type ${type} from min ${minspeed} to max ${maxspeed} with increase ${incr} and wiggle ${wiggle}" - - “将粒子类型 ${type} 的速度从最小 ${minspeed} 设置为最大 ${maxspeed},同时增加 ${incr} 和抖动 ${wigger}” + + "将粒子类型 ${type} 的速度从最小 ${minspeed} 设置为最大 ${maxspeed},同时增加 ${incr} 和抖动 ${wigger}" "Set speed to ${speed} on ${applyto}" - - “在${applyto}上将速度设置为${SPEED}” + + "在${applyto}上将速度设置为${SPEED}" "Set speed to ${speed}" - - “将速度设置为${SPEED}” + + "将速度设置为${SPEED}" "Set sprite blend colour to ${colour} on ${applyto}" - - “在${applyto}上将子画面混合颜色设置为${color}” + + "在${applyto}上将子画面混合颜色设置为${color}" "Set sprite blend colour to ${colour}" - - “将精灵混合颜色设置为${color}” + + "将精灵混合颜色设置为${color}" "Set sprite of particle type ${type} to ${sprite} on ${applyto}" - - “在${applyto}上将粒子类型${type}的精灵设置为${Sprite}” + + "在${applyto}上将粒子类型${type}的精灵设置为${Sprite}" "Set sprite of particle type ${type} to ${sprite}" - - “将粒子类型${type}的精灵设置为${Sprite}” + + "将粒子类型${type}的精灵设置为${Sprite}" "Set sprite to ${spriteind} at frame ${imageind} on ${applyto}" - - “将${applyto}上第${imageind}帧的精灵设置为${spriteind}” + + "将${applyto}上第${imageind}帧的精灵设置为${spriteind}" "Set sprite to ${spriteind} at frame ${imageind}" - - “在第${imageind}帧中将精灵设置为${spriteind}” + + "在第${imageind}帧中将精灵设置为${spriteind}" "Set temp ${var} to new instance of ${function} with ${input_count} arguments" - - “使用${input_count}个参数将临时${var}设置为${function}的新实例” + + "使用${input_count}个参数将临时${var}设置为${function}的新实例" "Set temp ${var} to new instance of ${function} with 1 argument" - - “使用1个参数将临时${var}设置为${function}的新实例” + + "使用1个参数将临时${var}设置为${function}的新实例" "Set temp ${var} to new instance of ${function}" - - “将临时${var}设置为${function}的新实例” + + "将临时${var}设置为${function}的新实例" "Set temp ${var} to return value of ${function} on ${applyto}" - - “将临时${var}设置为在${applyto}上返回${function}的值” + + "将临时${var}设置为在${applyto}上返回${function}的值" "Set temp ${var} to return value of ${function} with ${input_count} arguments on ${applyto}" - - “将临时${var}设置为在${applyto}上使用${input_count}个参数返回值${function}” + + "将临时${var}设置为在${applyto}上使用${input_count}个参数返回值${function}" "Set temp ${var} to return value of ${function} with ${input_count} arguments" - - “将临时${var}设置为使用${input_count}个参数返回值${function}” + + "将临时${var}设置为使用${input_count}个参数返回值${function}" "Set temp ${var} to return value of ${function} with 1 argument on ${applyto}" - - “将临时${var}设置为在${applyto}上使用1个参数返回值${function}” + + "将临时${var}设置为在${applyto}上使用1个参数返回值${function}" "Set temp ${var} to return value of ${function} with 1 argument" - - “将临时${var}设置为使用1个参数返回值${function}” + + "将临时${var}设置为使用1个参数返回值${function}" "Set temp ${var} to return value of ${function}" - - “将临时${var}设置为返回值${function}” + + "将临时${var}设置为返回值${function}" @@ -13288,16 +13288,16 @@ "Set the animation speed of an instance's sprite." - - “设置实例的精灵的动画速度。” + + "设置实例的精灵的动画速度。" "Set the colour blend of an instance's sprite." - - “设置实例的精灵的混合颜色。” + + "设置实例的精灵的混合颜色。" @@ -13336,32 +13336,32 @@ "Set the deadzone of a gamepad axis." - - “设置游戏手柄轴的死区。” + + "设置游戏手柄轴的死区。" "Set the font to use for all text drawing." - - “设置用于所有文本绘制的字体。” + + "设置用于所有文本绘制的字体。" "Set the gravitational direction." - - “设置重力方向。” + + "设置重力方向。" "Set the gravitational force." - - “设置重力。” + + "设置重力。" @@ -13384,16 +13384,16 @@ "Set the horizontal and vertical alignment of text drawing." - - “设置文本绘制的水平和垂直对齐方式。” + + "设置文本绘制的水平和垂直对齐方式。" "Set the horizontal and vertical scaling of an instance's sprite." - - “设置实例的精灵的水平和垂直缩放比例。” + + "设置实例的精灵的水平和垂直缩放比例。" @@ -13424,8 +13424,8 @@ "Set the orientation of a particle type." - - “设置粒子类型的方向。” + + "设置粒子类型的方向。" @@ -13456,8 +13456,8 @@ "Set the rotation of an instance." - - “设置实例的旋转。” + + "设置实例的旋转。" @@ -13480,8 +13480,8 @@ "Set the speed of an instance." - - “设置实例的速度。” + + "设置实例的速度。" @@ -13504,8 +13504,8 @@ "Set the threshold for the analogue buttons of the given gamepad device." - - “设置给定游戏手柄设备的模拟按钮的阈值。” + + "设置给定游戏手柄设备的模拟按钮的阈值。" @@ -13552,8 +13552,8 @@ "Set the transparency (0-1) of an instance's sprite." - - “设置实例的精灵的透明度(0-1)。” + + "设置实例的精灵的透明度(0-1)。" @@ -13568,32 +13568,32 @@ "Set the volume of a sound effect or a music track." - - “设置一个音效或音轨的音量。” + + "设置一个音效或音轨的音量。" "Set the window state of the game." - - “设置游戏的窗口状态。” + + "设置游戏的窗口状态。" "Set tile data at ${dnd_position} on layer ${layername} to ${element} on ${applyto}" - - “将图层${layername}上${DND_Position}处的切片数据设置为${applyto}上的${element}” + + "将图层${layername}上${DND_Position}处的切片数据设置为${applyto}上的${element}" "Set tile data at ${dnd_position} on layer ${layername} to ${element}" - - “将图层${layername}上${DND_Position}处的切片数据设置为${element}” + + "将图层${layername}上${DND_Position}处的切片数据设置为${element}" @@ -13616,16 +13616,16 @@ "Set tile on layer ${layername} at ${dnd_position} to ${tile} on ${applyto}" - - “将${DND_POSITION}处的图层${layername}上的切片设置为${applyto}上的${TILE}” + + "将${DND_POSITION}处的图层${layername}上的切片设置为${applyto}上的${TILE}" "Set tile on layer ${layername} at ${dnd_position} to ${tile}" - - “将图层${layername}上${DND_POSITION}处的切片设置为${TILE}” + + "将图层${layername}上${DND_POSITION}处的切片设置为${TILE}" @@ -13648,264 +13648,264 @@ "Set tile set ${tileset} on layer ${layername} on ${applyto}" - - “在${applyto}的图层${layername}上设置切片集${tileset}” + + "在${applyto}的图层${layername}上设置切片集${tileset}" "Set tile set ${tileset} on layer ${layername}" - - “在图层${layername}上设置切片集${tileset}” + + "在图层${layername}上设置切片集${tileset}" "Set timeline ${timeline} and loop it on ${applyto}" - - “设置时间轴${timeline}并在${applyto}上循环” + + "设置时间轴${timeline}并在${applyto}上循环" "Set timeline ${timeline} and loop it" - - “设置时间轴${timeline}并循环” + + "设置时间轴${timeline}并循环" "Set timeline ${timeline} on ${applyto}" - - “在${applyto}上设置时间轴${timeline}” + + "在${applyto}上设置时间轴${timeline}" "Set timeline ${timeline}" - - “设置时间轴${timeline}” + + "设置时间轴${timeline}" "Set timeline position to ${position} on ${applyto}" - - “在${applyto}上将时间轴位置设置为${position}” + + "在${applyto}上将时间轴位置设置为${position}" "Set timeline position to ${position}" - - “将时间轴位置设置为${position}” + + "将时间轴位置设置为${position}" "Set timeline speed to ${speed} on ${applyto}" - - “在${applyto}上将时间轴速度设置为${SPEED}” + + "在${applyto}上将时间轴速度设置为${SPEED}" "Set timeline speed to ${speed}" - - “将时间轴速度设置为${SPEED}” + + "将时间轴速度设置为${SPEED}" "Set vertical speed to ${speed} on ${applyto}" - - “在${applyto}上将垂直速度设置为${SPEED}” + + "在${applyto}上将垂直速度设置为${SPEED}" "Set vertical speed to ${speed}" - - “将垂直速度设置为${SPEED}” + + "将垂直速度设置为${SPEED}" "Set view camera of view ${view} to ${value} on ${applyto}" - - “在${applyto}上将视图${view}的视图摄像机设置为${value}” + + "在${applyto}上将视图${view}的视图摄像机设置为${value}" "Set view camera of view ${view} to ${value}" - - “将视图${view}的视图摄像机设置为${value}” + + "将视图${view}的视图摄像机设置为${value}" "Set view port X of view ${view} to ${value} on ${applyto}" - - “在${applyto}上将视图${view}的视图端口X设置为${value}” + + "在${applyto}上将视图${view}的视图端口X设置为${value}" "Set view port X of view ${view} to ${value}" - - “将视图${view}的视口X设置为${value}” + + "将视图${view}的视口X设置为${value}" "Set view port Y of view ${view} to ${value} on ${applyto}" - - “在${applyto}上将视图${view}的视图端口Y设置为${value}” + + "在${applyto}上将视图${view}的视图端口Y设置为${value}" "Set view port Y of view ${view} to ${value}" - - “将视图${view}的视口Y设置为${value}” + + "将视图${view}的视口Y设置为${value}" "Set view port height of view ${view} to ${value} on ${applyto}" - - “在${applyto}上将视图${view}的视口高度设置为${value}” + + "在${applyto}上将视图${view}的视口高度设置为${value}" "Set view port height of view ${view} to ${value}" - - “将视图${view}的视口高度设置为${value}” + + "将视图${view}的视口高度设置为${value}" "Set view port width of view ${view} to ${value} on ${applyto}" - - “在${applyto}上将视图${view}的视口宽度设置为${value}” + + "在${applyto}上将视图${view}的视口宽度设置为${value}" "Set view port width of view ${view} to ${value}" - - “将视图${view}的视口宽度设置为${value}” + + "将视图${view}的视口宽度设置为${value}" "Set view surface id of view ${view} to ${value} on ${applyto}" - - “在${applyto}上将视图${view}的视图图面ID设置为${value}” + + "在${applyto}上将视图${view}的视图图面ID设置为${value}" "Set view surface id of view ${view} to ${value}" - - “将视图${view}的视图图面ID设置为${value}” + + "将视图${view}的视图图面ID设置为${value}" "Set view visibility of view ${view} to ${value} on ${applyto}" - - “将${applyto}上视图${view}的视图可见性设置为${value}” + + "将${applyto}上视图${view}的视图可见性设置为${value}" "Set view visibility of view ${view} to ${value}" - - “将视图${view}的视图可见性设置为${value}” + + "将视图${view}的视图可见性设置为${value}" "Set volume of audio ${sound} to ${volume} on ${applyto}" - - “在${applyto}上将音频${SOUND}的音量设置为${VOLUME}” + + "在${applyto}上将音频${SOUND}的音量设置为${VOLUME}" "Set volume of audio ${sound} to ${volume}" - - “将音频${SOUND}的音量设置为${VOLUME}” + + "将音频${SOUND}的音量设置为${VOLUME}" "Set window state to fullscreen" - - “将窗口状态设置为全屏” + + "将窗口状态设置为全屏" "Set window state to window" - - “将窗口状态设置为窗口” + + "将窗口状态设置为窗口" "Sets the head position (in frames) of a sequence element." - - “设置序列元素的头部位置(以帧为单位)。” + + "设置序列元素的头部位置(以帧为单位)。" "Sets the position of the sequence." - - “设置序列的位置。” + + "设置序列的位置。" "Sets the values of the x and y variables to the position of the sequence." - - “将 x 和 y 变量的值设置为序列的位置。” + + "将 x 和 y 变量的值设置为序列的位置。" @@ -13920,8 +13920,8 @@ "Setup Start Menu shortcuts for All Users." - - "为所有用户安装“开始菜单”快捷方式。" + + "为所有用户安装"开始菜单"快捷方式。" @@ -13936,8 +13936,8 @@ "Shape" - - “形状” + + "形状" @@ -13960,8 +13960,8 @@ "Show Virtual Keyboard" - - “显示虚拟键盘” + + "显示虚拟键盘" @@ -13984,32 +13984,32 @@ "Show debug message ${msg} on ${applyto}${show_input_count}" - - “在${applyto}${show_input_count}上显示调试消息${msg}” + + "在${applyto}${show_input_count}上显示调试消息${msg}" "Show debug message ${msg}${show_input_count}" - - “显示调试消息${msg}${show_input_count}” + + "显示调试消息${msg}${show_input_count}" "Show effect at ${dnd_position} on ${applyto}" - - “在${applyto}上的${DND_POSITION}显示效果” + + "在${applyto}上的${DND_POSITION}显示效果" "Show effect at ${dnd_position}" - - “在${DND_POSITION}显示效果” + + "在${DND_POSITION}显示效果" @@ -14048,16 +14048,16 @@ "Show virtual keyboard with ${keyboard_type} on ${applyto}" - - “在${applyto}上显示${keyboard_type}的虚拟键盘” + + "在${applyto}上显示${keyboard_type}的虚拟键盘" "Show virtual keyboard with ${keyboard_type}" - - “显示具有${KEYBLE_TYPE}的虚拟键盘” + + "显示具有${KEYBLE_TYPE}的虚拟键盘" @@ -14072,8 +14072,8 @@ "Slightly warp glyphs to improve their grid alignment\nThis requires the auto-hinter and 'Normal' hinting mode" - - “略微扭曲字形以改进其网格对齐\n这需要自动提示和 “Normal” 提示模式” + + "略微扭曲字形以改进其网格对齐\n这需要自动提示和 "Normal" 提示模式" @@ -14096,16 +14096,16 @@ "Snap Position" - - “捕捉位置” + + "捕捉位置" "Snap an instance's position to a grid." - - “将实例位置捕捉到网格。” + + "将实例位置捕捉到网格。" @@ -14120,8 +14120,8 @@ "Sound" - - “声音” + + "声音" @@ -14136,8 +14136,8 @@ "Source Control Output will go here." - - “源代码管理输出将放在此处。” + + "源代码管理输出将放在此处。" @@ -14152,8 +14152,8 @@ "Speed" - - “速度” + + "速度" @@ -14208,80 +14208,80 @@ "Start from scratch with a new empty project or start from a template; one we've included or one of your own" - - “从新的空项目从头开始,或从我们内置的模板或您自己的模板开始” + + "从新的空项目从头开始,或从我们内置的模板或您自己的模板开始" "Start path ${path} with speed ${speed} and ${atend} on end on ${applyto}" - - “在${applyto}上以速度${Speed}和结束${atend}开始路径${path}” + + "在${applyto}上以速度${Speed}和结束${atend}开始路径${path}" "Start path ${path} with speed ${speed} and ${atend} on end" - - “开始路径${path},结束速度为${Speed}和${atend}” + + "开始路径${path},结束速度为${Speed}和${atend}" "Start timeline ${timeline} and loop it on ${applyto}" - - “启动时间轴${timeline}并在${applyto}上循环” + + "启动时间轴${timeline}并在${applyto}上循环" "Start timeline ${timeline} and loop it" - - “启动时间轴${timeline}并循环” + + "启动时间轴${timeline}并循环" "Start timeline ${timeline} on ${applyto}" - - “在${applyto}上开始时间轴${timeline}” + + "在${applyto}上开始时间轴${timeline}" "Start timeline ${timeline}" - - “开始时间轴${timeline}” + + "开始时间轴${timeline}" "Start timeline on ${applyto}" - - “在${applyto}上开始时间轴” + + "在${applyto}上开始时间轴" "Start timeline" - - “开始时间轴” + + "开始时间轴" "Start" - - “开始” + + "开始" @@ -14296,24 +14296,24 @@ "Static" - - “静态” + + "静态" "Stop All Audio" - - “停止所有音频” + + "停止所有音频" "Stop Audio" - - “停止音频” + + "停止音频" @@ -14328,24 +14328,24 @@ "Stop all audio on ${applyto}" - - “停止${applyto}上的所有音频” + + "停止${applyto}上的所有音频" "Stop all audio" - - “停止所有音频” + + "停止所有音频" "Stop all audio." - - “停止所有音频。” + + "停止所有音频。" @@ -14360,48 +14360,48 @@ "Stop audio ${soundid} on ${applyto}" - - “停止${applyto}上的音频${soundo}” + + "停止${applyto}上的音频${soundo}" "Stop audio ${soundid}" - - “停止音频${sounid}” + + "停止音频${sounid}" "Stop following a path on ${applyto}" - - “停止跟踪${applyto}上的路径” + + "停止跟踪${applyto}上的路径" "Stop following a path" - - ”停止跟随路径“ + + "停止跟随路径" "Stop movement on ${applyto}" - - “停止${applyto}上的移动” + + "停止${applyto}上的移动" "Stop movement" - - “停止移动” + + "停止移动" @@ -14416,32 +14416,32 @@ "Stop timeline on ${applyto}" - - “${applyto}上的停止时间轴” + + "${applyto}上的停止时间轴" "Stop timeline" - - “停止时间轴” + + "停止时间轴" "Stream ${number} particles of type ${type} from emitter ${emitter} in system ${system} on ${applyto}" - - “从${applyto}上系统${system}中的发射器${emitter}流式传输${type}类型的${number}粒子” + + "从${applyto}上系统${system}中的发射器${emitter}流式传输${type}类型的${number}粒子" "Stream ${number} particles of type ${type} from emitter ${emitter} in system ${system}" - - “从系统${system}中的发射器${emitter}流式传输${type}类型的${number}粒子” + + "从系统${system}中的发射器${emitter}流式传输${type}类型的${number}粒子" @@ -14464,24 +14464,24 @@ "Structure" - - “结构” + + "结构" "Switch ${expr} on ${applyto}" - - “${applyto}上的开关${expr}” + + "${applyto}上的开关${expr}" "Switch ${expr}" - - “交换机${expr}” + + "交换机${expr}" @@ -14496,8 +14496,8 @@ "Switch" - - “切换” + + "切换" @@ -14512,24 +14512,24 @@ "Target" - - “目标” + + "目标" "Temp" - - “临时” + + "临时" "Text Prediction" - - “文本预测” + + "文本预测" @@ -14576,72 +14576,72 @@ "The file(s) you attempted to load are not supported by the image editor." - - “图像编辑器不支持您试图加载的文件。” + + "图像编辑器不支持您试图加载的文件。" "The file(s) you attempted to load are not supported by the sprite editor." - - “精灵编辑器不支持您试图加载的文件。” + + "精灵编辑器不支持您试图加载的文件。" "The following package resource(s) have the same names as existing project resources. - - “下列包资源与现有项目资源同名。 + + "下列包资源与现有项目资源同名。 "The main project file '{0}' has changed. - - “主项目文件 ‘{0}’ 已更改。 + + "主项目文件 ‘{0}’ 已更改。 "The manual for the current manual language ({0}) is not installed. - - "“未安装当前手册语言({0})的手册。 + + ""未安装当前手册语言({0})的手册。 "The project file '{0}' was deleted. - - “项目文件 ‘{0}’ 已删除。 + + "项目文件 ‘{0}’ 已删除。 "The project files were corrupted. - - “项目文件已损坏。 + + "项目文件已损坏。 "The selected layer does not accept the dragged assets, please select an appropriate layer type, ie. - - “所选层不接受拖动的资源,请选择合适的图层类型。 + + "所选层不接受拖动的资源,请选择合适的图层类型。 "There are conflicts within this project. - - “这个项目内部存在冲突。 + + "这个项目内部存在冲突。 @@ -14664,8 +14664,8 @@ "This Object currently has no Events.\nAdd Events here or via the editor" - - “此物体当前没有事件。\n在此处或通过编辑器添加事件” + + "此物体当前没有事件。\n在此处或通过编辑器添加事件" @@ -14680,48 +14680,48 @@ "This asset can only be applied to an Asset Layer and you do not currently have one selected.\n\nWould you like to create a new Asset Layer?" - - “此资产只能应用于资源层,而您当前没有选定的资源层。\n\n是否要创建新的资源层?” + + "此资产只能应用于资源层,而您当前没有选定的资源层。\n\n是否要创建新的资源层?" "This asset can only be applied to an Instance Layer and you do not currently have one selected.\n\nWould you like to create a new Instance Layer?" - - “此资源只能应用于实例层,而您当前没有选择实例层。\n\n是否要创建新的实例层?” + + "此资源只能应用于实例层,而您当前没有选择实例层。\n\n是否要创建新的实例层?" "This interpreter imitates subpixel hinting" - - “此解释器模仿亚像素提示” + + "此解释器模仿亚像素提示" "This interpreter is based on the TrueType specification and produces black-and-white bitmaps" - - “此解释器基于 TrueType 规范并生成黑白位图。” + + "此解释器基于 TrueType 规范并生成黑白位图。" "This is the default anti-aliased hinting algorithm" - - “这是默认的抗锯齿提示算法” + + "这是默认的抗锯齿提示算法" "This legacy font was not upgraded automatically.\n\nUpgrading the font may show inconsistencies but the font will be backed up in its folder." - - “此旧字体未自动升级。\n\n升级字体可能会显示不一致,但字体将备份在其文件夹中。” + + "此旧字体未自动升级。\n\n升级字体可能会显示不一致,但字体将备份在其文件夹中。" @@ -14736,16 +14736,16 @@ "This project requires a newer version of the IDE and so will not be loaded. - - “此项目需要较新版本的IDE,因此不会加载。 + + "此项目需要较新版本的IDE,因此不会加载。 "This will lose any unapplied changes you have made - do you want to continue?" - - “这将丢失您所做的所有未应用的更改 - 是否要继续?” + + "这将丢失您所做的所有未应用的更改 - 是否要继续?" @@ -14760,8 +14760,8 @@ "Tile Horizontally and Tile Vertically relate to how the edges of the image will be\ncreated when placed on the texture page. - - “水平平铺和垂直平铺与放置在纹理页上时\n创建图像边缘的方式相关。 + + "水平平铺和垂直平铺与放置在纹理页上时\n创建图像边缘的方式相关。 @@ -14816,8 +14816,8 @@ "Timeline Moments: {0}" - - “时间轴时刻:{0}” + + "时间轴时刻:{0}" @@ -14832,8 +14832,8 @@ "Timelines" - - “时间轴” + + "时间轴" @@ -14848,16 +14848,16 @@ "To achieve better monochrome font results, go to Options and set Hinting to 'Monochrome'" - - “要获得更好的单色字体效果,请转到”选项“并将”提示“设置为”“Monochrome”“。” + + "要获得更好的单色字体效果,请转到"选项"并将"提示"设置为""Monochrome""。" "To distribute your title outside of the Mac App Store macOS requires that your\npackage is codesigned. - - “要在 Mac App Store MacOS 之外分发您的文件,需要\n对您的软件包进行代码签名。 + + "要在 Mac App Store MacOS 之外分发您的文件,需要\n对您的软件包进行代码签名。 @@ -14888,32 +14888,32 @@ "To use Spine animations with GameMaker, please agree to the licence above." - - “要在 GameMaker 中使用 Spine 动画,请同意上面的许可证。” + + "要在 GameMaker 中使用 Spine 动画,请同意上面的许可证。" "Toggle window state" - - “切换窗口状态” + + "切换窗口状态" "Top Left" - - “左上” + + "左上" "Top Right" - - “右上” + + "右上" @@ -14944,40 +14944,40 @@ "Type" - - “类型” + + "类型" "Types" - - “类型” + + "类型" "Unable to access the Runtime Feed and no local Runtime installed. - - “无法访问运行库源 (Runtime Feed),并且没有安装本地运行库. + + "无法访问运行库源 (Runtime Feed),并且没有安装本地运行库. "Unable to drag resources into room, ensure one layer is selected" - - “无法将资源拖入文件室,请确保选择了一个层” + + "无法将资源拖入文件室,请确保选择了一个层" "Unable to drag resources into room, ensure selected layer '{0}' is unlocked and visible" - - “无法将资源拖入房间,请确保选定的层‘{0}’处于解锁状态并且可见” + + "无法将资源拖入房间,请确保选定的层‘{0}’处于解锁状态并且可见" @@ -15008,24 +15008,24 @@ "Unable to find PlayStation 5 param.sfo editor.\nPlease update your tools directory.\n{0}" - - “找不到 PlayStation 5 param.sfo 编辑器。\n请更新您的工具目录。\n{0}” + + "找不到 PlayStation 5 param.sfo 编辑器。\n请更新您的工具目录。\n{0}" "Unable to find PlayStation 5 share file editor.\nPlease update your tools directory.\n{0}" - - “找不到 PlayStation 5 共享文件编辑器。\n请更新您的工具目录。\n{0}” + + "找不到 PlayStation 5 共享文件编辑器。\n请更新您的工具目录。\n{0}" "Unable to find PlayStation 5 trophy editor.\nPlease update your tools directory.\n{0}" - - “找不到 PlayStation 5 奖杯编辑器。\n请更新您的工具目录。\n{0}” + + "找不到 PlayStation 5 奖杯编辑器。\n请更新您的工具目录。\n{0}" @@ -15040,8 +15040,8 @@ "Unable to find file {0}.\nIf the file is inside an archive, please extract it first." - - “找不到文件 {0}。\n如果该文件在压缩包中,请先将其解压缩。” + + "找不到文件 {0}。\n如果该文件在压缩包中,请先将其解压缩。" @@ -15064,24 +15064,24 @@ "Update Particle System" - - “更新粒子系统” + + "更新粒子系统" "Update particle system ${system} on ${applyto}" - - “更新${applyto}上的粒子系统${system}” + + "更新${applyto}上的粒子系统${system}" "Update particle system ${system}" - - “更新粒子系统${system}” + + "更新粒子系统${system}" @@ -15120,8 +15120,8 @@ "User defined layer depths are not adequately spaced. - - “用户定义的层深度间隔不充分。 + + "用户定义的层深度间隔不充分。 @@ -15136,16 +15136,16 @@ "Value (0-100)" - - “值 (0-100)” + + "值 (0-100)" "Value" - - “值” + + "值" @@ -15160,8 +15160,8 @@ "Vertical" - - “垂直” + + "垂直" @@ -15176,24 +15176,24 @@ "Visually program your game using actions. - - “使用动作对您的游戏进行可视化编程。 + + "使用动作对您的游戏进行可视化编程。 "Volume" - - “音量” + + "音量" "Warping" - - “翘曲” + + "翘曲" @@ -15216,264 +15216,264 @@ "While ${var} is equal to ${value} on ${applyto}" - - “而${var}等于${applyto}上的${value}” + + "而${var}等于${applyto}上的${value}" "While ${var} is equal to ${value}" - - “而${var}等于${value}” + + "而${var}等于${value}" "While ${var} is greater than ${value} on ${applyto}" - - “当${var}大于${applyto}上的${value}时” + + "当${var}大于${applyto}上的${value}时" "While ${var} is greater than ${value}" - - “当${var}大于${value}时” + + "当${var}大于${value}时" "While ${var} is greater than or equal to ${value} on ${applyto}" - - “当${var}大于或等于${applyto}上的${value}时” + + "当${var}大于或等于${applyto}上的${value}时" "While ${var} is greater than or equal to ${value}" - - “当${var}大于或等于${value}时” + + "当${var}大于或等于${value}时" "While ${var} is less than ${value} on ${applyto}" - - “而${var}在${applyto}上小于${value}” + + "而${var}在${applyto}上小于${value}" "While ${var} is less than ${value}" - - “当${var}小于${value}时” + + "当${var}小于${value}时" "While ${var} is less than or equal to ${value} on ${applyto}" - - “当${var}小于或等于${applyto}上的${value}时” + + "当${var}小于或等于${applyto}上的${value}时" "While ${var} is less than or equal to ${value}" - - “而${var}小于或等于${value}” + + "而${var}小于或等于${value}" "While ${var} is not equal to ${value} on ${applyto}" - - “而${var}不等于${applyto}上的${value}” + + "而${var}不等于${applyto}上的${value}" "While ${var} is not equal to ${value}" - - “而${var}不等于${value}” + + "而${var}不等于${value}" "While ${var} is not greater than ${value} on ${applyto}" - - “而${var}不大于${applyto}上的${value}” + + "而${var}不大于${applyto}上的${value}" "While ${var} is not greater than ${value}" - - “而${var}不大于${value}” + + "而${var}不大于${value}" "While ${var} is not greater than or equal to ${value} on ${applyto}" - - “而${var}不大于或等于${applyto}上的${value}” + + "而${var}不大于或等于${applyto}上的${value}" "While ${var} is not greater than or equal to ${value}" - - “而${var}不大于或等于${value}” + + "而${var}不大于或等于${value}" "While ${var} is not less than ${value} on ${applyto}" - - “而${var}在${applyto}上不小于${value}” + + "而${var}在${applyto}上不小于${value}" "While ${var} is not less than ${value}" - - “而${var}不小于${value}” + + "而${var}不小于${value}" "While ${var} is not less than or equal to ${value} on ${applyto}" - - “而${var}不小于或等于${applyto}上的${value}” + + "而${var}不小于或等于${applyto}上的${value}" "While ${var} is not less than or equal to ${value}" - - “而${var}不小于或等于${value}” + + "而${var}不小于或等于${value}" "While Loop" - - “While 循环” + + "While 循环" "Width" - - “宽度” + + "宽度" "With the GUID provided, you may change the game settings only on GXC" - - “使用提供的GUID,您只能在GXC上更改游戏设置” + + "使用提供的GUID,您只能在GXC上更改游戏设置" "Wrap ${applyto} around room on ${applyto}" - - “环绕${applyto}上的空间${applyto}” + + "环绕${applyto}上的空间${applyto}" "Wrap Around Room" - - “环绕房间” + + "环绕房间" "Wrap around room" - - “环绕房间” + + "环绕房间" "Wrap around room." - - “环绕房间.” + + "环绕房间." "Write ${value} to buffer ${buffer} on ${applyto}" - - “将${value}写入${applyto}上的缓冲区${buffer}” + + "将${value}写入${applyto}上的缓冲区${buffer}" "Write ${value} to buffer ${buffer}" - - “将${value}写入缓冲区${buffer}” + + "将${value}写入缓冲区${buffer}" "Write ${value} under key ${key} in section ${section} to ini file on ${applyto}" - - “将第${Section}节中键${key}下的${value}写入${applyto}上的ini文件” + + "将第${Section}节中键${key}下的${value}写入${applyto}上的ini文件" "Write ${value} under key ${key} in section ${section} to ini file" - - “将第${Section}节中注册表项${key}下的${value}写入ini文件” + + "将第${Section}节中注册表项${key}下的${value}写入ini文件" "Write To Ini File" - - “写入Ini文件” + + "写入Ini文件" "Write a string or numeric value to an ini file." - - “将字符串或数值写入ini文件。” + + "将字符串或数值写入ini文件。" @@ -15496,16 +15496,16 @@ "You are about to delete the directory ""{0}"" and all the items it contains. - - “您即将删除目录”“{0}”“及其包含的所有项目。 + + "您即将删除目录""{0}""及其包含的所有项目。 "You are about to delete the file ""{0}"". - - “您即将删除文件”“{0}”“。 + + "您即将删除文件""{0}""。 @@ -15520,16 +15520,16 @@ "You have not specified a commit message, are you sure you want to continue?" - - “您尚未指定一个 commit 消息,是否确实要继续?” + + "您尚未指定一个 commit 消息,是否确实要继续?" "You've selected 'New Blank' template." - - “您已经选择了‘新建空白’模板。” + + "您已经选择了‘新建空白’模板。" @@ -15544,8 +15544,8 @@ "Your GameMaker Licence has expired.\n\nIf you enjoyed using GameMaker and want to continue, please purchase one of our great value licences at yoyogames.com.\n\nBUY NOW and Get CREATIVE!" - - “您的 GameMaker 许可证已过期。\n\n如果您喜欢并想继续使用 GameMaker,请在 yoyogames.com 上购买我们的超值许可证之一。\n\n现在就购买,开始创意吧!” + + "您的 GameMaker 许可证已过期。\n\n如果您喜欢并想继续使用 GameMaker,请在 yoyogames.com 上购买我们的超值许可证之一。\n\n现在就购买,开始创意吧!" @@ -15568,8 +15568,8 @@ "Your GameMaker trial has expired.\n\nIf you enjoyed using GameMaker and want to continue, please purchase one of our great value licences at yoyogames.com.\n\nBUY NOW and Get CREATIVE!" - - “您的 GameMaker 试用版已过期。\n\n如果您喜欢并想继续使用 GameMaker,请在 yoyogames.com 上购买我们的超值许可证之一。\n\n现在就购买,开始创意吧!” + + "您的 GameMaker 试用版已过期。\n\n如果您喜欢并想继续使用 GameMaker,请在 yoyogames.com 上购买我们的超值许可证之一。\n\n现在就购买,开始创意吧!" @@ -15632,8 +15632,8 @@ "errors found in uninstall" - - “卸载时发现错误” + + "卸载时发现错误" @@ -15664,8 +15664,8 @@ "relative position: ({0}px, {1}px) dimension: ({2}px, {3}px)" - - “相对位置:({0}像素,{1}像素) 尺寸:({2}像素,{3}像素)” + + "相对位置:({0}像素,{1}像素) 尺寸:({2}像素,{3}像素)" @@ -15688,8 +15688,8 @@ "uninstall from GAC... this may take some time" - - “从GAC卸载.这可能需要一些时间” + + "从GAC卸载.这可能需要一些时间" @@ -15736,8 +15736,8 @@ "{0}'Access All Areas'{1}. - - “{0}‘访问所有区域’{1}。 + + "{0}‘访问所有区域’{1}。 @@ -15800,8 +15800,8 @@ $\n$\nClick 'OK' to remove the previous version or 'Cancel' to cancel this upgrade." - - "$\n$\n单击“确定”删除以前的版本,或单击“取消”取消此升级。" + + "$\n$\n单击"确定"删除以前的版本,或单击"取消"取消此升级。" @@ -15936,32 +15936,32 @@ 'Convert to Curve' to make edits in this view - - “转换为曲线”可在此视图中进行编辑 + + "转换为曲线"可在此视图中进行编辑 'My Projects' directory - - “我的项目”目录 + + "我的项目"目录 'Sample' shows the font's sample text\n'Game Preview' shows the font's generated texture that is used in the game - - “示例”显示字体的示例文本\ n“游戏预览”显示字体在游戏中使用的生成纹理 + + "示例"显示字体的示例文本\ n"游戏预览"显示字体在游戏中使用的生成纹理 'Tracks' appear here when assets have been added to the project. - - 将资源添加到项目后,此处会显示“跟踪”。 + + 将资源添加到项目后,此处会显示"跟踪"。 @@ -16000,8 +16000,8 @@ '{0}' contains resources not supported by GameMaker Trial - - “{0}” 包含 GameMaker 试用版不支持的资源 + + "{0}" 包含 GameMaker 试用版不支持的资源 @@ -16792,8 +16792,8 @@ A duplicate of stylename '{0}' was found in\n'{1}'\nthe style will continue to be saved in\n'{2}' - - 样式名为“{0}”的副本被发现在\n'{1}'\n样式将继续保存在\n'{2}' + + 样式名为"{0}"的副本被发现在\n'{1}'\n样式将继续保存在\n'{2}' @@ -19194,8 +19194,8 @@ Add-ons应该怎么翻译? An image that is to be tiled will have the edges (horizontal or vertical)\nadded to by the edges from the opposite side." - - 要平铺的图像的边缘(水平或垂直)\n将由反面的边缘添加。“ + + 要平铺的图像的边缘(水平或垂直)\n将由反面的边缘添加。" @@ -19925,8 +19925,8 @@ Add-ons应该怎么翻译? Are you sure you want to continue?" - - 您确定要继续吗?“ + + 您确定要继续吗?" @@ -20261,8 +20261,8 @@ Add-ons应该怎么翻译? Are you sure you wish to continue loading?" - - 您确定要继续加载吗?“ + + 您确定要继续加载吗?" @@ -23156,8 +23156,8 @@ Add-ons应该怎么翻译? Cannot import project '{0}' with a Trial Licence - - 无法使用试用许可证导入项目 “{0}” + + 无法使用试用许可证导入项目 "{0}" @@ -23228,8 +23228,8 @@ Add-ons应该怎么翻译? Cannot run AVD directly with version '{0}' of the Android SDK.\nPlease launch 'Android Studio' and select 'Tools > Android > AVD Manager'. - - 无法直接使用Android SDK的版本“{0}”运行AVD。\n请启动“Android Studio”并选择“Tools> Android> AVD Manager”。 + + 无法直接使用Android SDK的版本"{0}"运行AVD。\n请启动"Android Studio"并选择"Tools> Android> AVD Manager"。 @@ -25793,8 +25793,8 @@ Add-ons应该怎么翻译? Configuration Problem : Icon file is not a valid '.ico' format image. - - 配置问题:图标文件不是有效的“.ico”格式图像。 + + 配置问题:图标文件不是有效的".ico"格式图像。 @@ -26301,8 +26301,8 @@ Add-ons应该怎么翻译? Continue?" - - 继续?“ + + 继续?" @@ -26613,8 +26613,8 @@ Add-ons应该怎么翻译? Converting a curve to keys will revert the curve back to 'linear' and it will appear as keyframes in the dopesheet. - - 将曲线转换为关键点将使曲线恢复为“线性”,并且它将在摄影表中显示为关键帧。 + + 将曲线转换为关键点将使曲线恢复为"线性",并且它将在摄影表中显示为关键帧。 @@ -30751,8 +30751,8 @@ Add-ons应该怎么翻译? Do you want to save the changes?" - - 是否要保存更改?“ + + 是否要保存更改?" @@ -32046,8 +32046,8 @@ Add-ons应该怎么翻译? ERROR: Device '{0}' has not been paired. - - 错误:设备 “{0}” 尚未配对。 + + 错误:设备 "{0}" 尚未配对。 @@ -33738,16 +33738,16 @@ Add-ons应该怎么翻译? Error Downloading Demo: '{0}' - - 下载演示时出错:“{0}” + + 下载演示时出错:"{0}" Error Downloading Tutorial: '{0}' - - 下载教程错误:“{0}” + + 下载教程错误:"{0}" @@ -34797,16 +34797,16 @@ addon,这个和上面的提到的plugins有什么不同。 Failed to clone style value object of type '{0}' collection types must have a bespoke deep clone implemented - - 无法克隆类型为“{0}”的样式值物体,集合类型必须实现定制的深度克隆 + + 无法克隆类型为"{0}"的样式值物体,集合类型必须实现定制的深度克隆 Failed to clone style value object of type '{0}' object class must implement ICloneable interface - - 无法复制类型为“{0}”的样式值物体,物体类必须实现 ICloneable 接口 + + 无法复制类型为"{0}"的样式值物体,物体类必须实现 ICloneable 接口 @@ -34989,8 +34989,8 @@ addon,这个和上面的提到的plugins有什么不同。 Failed to set layer name '{0}' it is not unique within room - - 无法设置层名称“{0}”,它在房间内不是唯一的 + + 无法设置层名称"{0}",它在房间内不是唯一的 @@ -37125,16 +37125,16 @@ addon,这个和上面的提到的plugins有什么不同。 Generated font texture for '{0}' - - 为 “{0}” 生成的字体纹理 + + 为 "{0}" 生成的字体纹理 Generated font texture for '{0}' because non existed - - 为 “{0}” 生成了字体纹理,因为不存在 + + 为 "{0}" 生成了字体纹理,因为不存在 @@ -40337,8 +40337,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Group name '{0}' cannot contain / or \ - - 组名 ‘{0}’ 不能包含 “/” 或 “\” + + 组名 ‘{0}’ 不能包含 "/" 或 "\" @@ -41058,16 +41058,16 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 IMPORTANT: The asset category will be set to 'Demo' on upload - - 重要提示:资产类别将在上传时设置为“Demo” + + 重要提示:资产类别将在上传时设置为"Demo" IMPORTANT: The asset category will be set to 'Tutorial' on upload - - 重要提示:资产类别将在上传时设置为“教程” + + 重要提示:资产类别将在上传时设置为"教程" @@ -43630,8 +43630,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 If querying the status, a System event of type ""keyboard status"" is raised." - - 如果查询状态,则会引发类型为“”键盘状态“”的系统事件。“ + + 如果查询状态,则会引发类型为""键盘状态""的系统事件。" @@ -43726,8 +43726,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 If the file doesn't already contain the style definition it will search all files within its folder.\nUse 'Save Style As...' to explicitly override save file - - 如果这个文件中不包含样式定义,它将搜索文件夹中的所有文件。\n可以直接使用“样式另存为”重写保存的文件。 + + 如果这个文件中不包含样式定义,它将搜索文件夹中的所有文件。\n可以直接使用"样式另存为"重写保存的文件。 @@ -43942,8 +43942,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 If you wish to withdraw consent, you may do so via our Preference Centre, or by logging a ticket with our Helpdesk.\n\nIf you have any concerns about our use of data, please email our data controller at <a href="mailto:datacontroller@yoyogames.com">datacontroller@yoyogames.com</a>\n\nForm version: " - - 如果您希望撤回同意,您可以通过我们的首选项中心或通过向我们的服务台登录工单来撤回同意。\n\n如果您对我们使用数据有任何担忧,请向我们的数据管理员发送电子邮件,地址为<a href=“mailto:datacontroller@yoyogames.com”>datacontroller@yoyogames.com</a>\n\nForm版本:“ + + 如果您希望撤回同意,您可以通过我们的首选项中心或通过向我们的服务台登录工单来撤回同意。\n\n如果您对我们使用数据有任何担忧,请向我们的数据管理员发送电子邮件,地址为<a href="mailto:datacontroller@yoyogames.com">datacontroller@yoyogames.com</a>\n\nForm版本:" @@ -44879,8 +44879,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Inherited argument "{0}" is not in function arguments - - 继承的参数 “{0}” 不在函数参数中 + + 继承的参数 "{0}" 不在函数参数中 @@ -45481,8 +45481,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Instances use physics processing when in a room with 'Enable Physics' checked - - 在选中“启用物理”的房间中,实例使用物理处理 + + 在选中"启用物理"的房间中,实例使用物理处理 @@ -45899,8 +45899,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 It can be a string, number or variable." - - 它可以是字符串、数字或变量。“ + + 它可以是字符串、数字或变量。" @@ -48063,8 +48063,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Managed to enter none state - - 管理进入“无”状态 + + 管理进入"无"状态 @@ -48652,8 +48652,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Merging moments is a permanent action that cannot be undone. - - 合并“时刻”是一个不能撤消的永久性操作。 + + 合并"时刻"是一个不能撤消的永久性操作。 @@ -48702,16 +48702,16 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Method '{1}' on object '{0}' failed because {2} - - 对象“{0}”上的方法“{1}”失败,因为{2} + + 对象"{0}"上的方法"{1}"失败,因为{2} Method '{1}' on object '{0}' failed due to mismatching parameter count - - 对象“{0}”上的方法“{1}”由于参数计数不匹配而失败 + + 对象"{0}"上的方法"{1}"由于参数计数不匹配而失败 @@ -49000,8 +49000,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Missing '{0}' - - 缺少 “{0}” + + 缺少 "{0}" @@ -49032,8 +49032,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Missing audiogroup for sound: '{0}' - setting to default audio group - - 缺少声音的音频组:“{0}” - 设置为默认音频组 + + 缺少声音的音频组:"{0}" - 设置为默认音频组 @@ -49568,8 +49568,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Names must be unique." - - 名称必须是唯一的。“ + + 名称必须是唯一的。" @@ -50492,16 +50492,16 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Not expecting {0} {1} assigned in room {2} in instance {3}'s variable '{4}' (expected {5}) - - 不期望在实例{3}的变量“{4}”(预期{5})的房间{2}中分配{0} {1} + + 不期望在实例{3}的变量"{4}"(预期{5})的房间{2}中分配{0} {1} Not expecting {0} {1} assigned in {2}'s variable '{3}' (expected {4}) - - 不期望在{2}的变量“{3}”(期望{4})中分配{0} {1} + + 不期望在{2}的变量"{3}"(期望{4})中分配{0} {1} @@ -50964,8 +50964,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Once the keyboard is hidden, a System event of type ""keyboard status"" is raised." - - 一旦隐藏键盘,就会引发类型为“”键盘状态“”的系统事件。“ + + 一旦隐藏键盘,就会引发类型为""键盘状态""的系统事件。" @@ -50980,8 +50980,8 @@ Genre,类型,种类; 体裁,样式; 风俗画。它是指艺术创作中 Once the keyboard is shown, a System event of type ""keyboard status"" is raised." - - 一旦显示键盘,就会引发类型为 “”keyboard status“” 的系统事件。“ + + 一旦显示键盘,就会引发类型为 ""keyboard status"" 的系统事件。" @@ -53786,8 +53786,8 @@ The Tile Set Editor 有相关说明,选中了就会假定房间外面布满了 Please check your internet connection and start GameMaker again." - - 请检查您的互联网连接,然后重新启动GameMaker。“ + + 请检查您的互联网连接,然后重新启动GameMaker。" @@ -53834,8 +53834,8 @@ The Tile Set Editor 有相关说明,选中了就会假定房间外面布满了 Please choose if you want to replace with the imported files, or keep the existing project resources." - - 请选择是要替换为导入的文件,还是要保留现有的项目资源。“ + + 请选择是要替换为导入的文件,还是要保留现有的项目资源。" @@ -53850,8 +53850,8 @@ The Tile Set Editor 有相关说明,选中了就会假定房间外面布满了 Please close it first" - - 请先关闭它。“ + + 请先关闭它。" @@ -54098,8 +54098,8 @@ The Tile Set Editor 有相关说明,选中了就会假定房间外面布满了 Please update your IDE to at least the version used to create the project, then try opening it again." - - 请将 IDE 更新到创建该项目时所使用的版本,然后尝试再次打开它。“ + + 请将 IDE 更新到创建该项目时所使用的版本,然后尝试再次打开它。" @@ -54268,8 +54268,8 @@ CocoaPods:适用于 iOS 的第三方开源库管理工具 Ports {0} - {1} are unavailable for launching help.\nPlease change the Help manual port or select 'Use online manual' in Preferences. - - 端口 {0} - {1} 不可用于启动帮助。\n请更改帮助手册端口或在首选项中选择“使用联机手册”。 + + 端口 {0} - {1} 不可用于启动帮助。\n请更改帮助手册端口或在首选项中选择"使用联机手册"。 @@ -54638,8 +54638,8 @@ CocoaPods:适用于 iOS 的第三方开源库管理工具 Proceed?" - - 继续吗?“ + + 继续吗?" @@ -54958,8 +54958,8 @@ CocoaPods:适用于 iOS 的第三方开源库管理工具 Project template '{0}' already exists at the chosen location. - - 所选位置上已存在项目模板 “{0}”。 + + 所选位置上已存在项目模板 "{0}"。 @@ -56590,8 +56590,8 @@ Provisioning 就是维护和预置,或者称之为设置的过程。(野小喵 Replacing '{0}' with '{1}' - - 用 “{1}” 替换 “{0}” + + 用 "{1}" 替换 "{0}" @@ -59168,8 +59168,8 @@ Provisioning 就是维护和预置,或者称之为设置的过程。(野小喵 Searching for '{0}'... - - 正在搜索 “{0}” ... + + 正在搜索 "{0}" ... @@ -59240,8 +59240,8 @@ Provisioning 就是维护和预置,或者称之为设置的过程。(野小喵 See the release notes for an installer download link." - - 有关安装程序下载链接,请参阅发行说明。“ + + 有关安装程序下载链接,请参阅发行说明。" @@ -59328,16 +59328,16 @@ Provisioning 就是维护和预置,或者称之为设置的过程。(野小喵 Select "Reset" to revert curve to initial state. - - 选择“重置”将曲线恢复到初始状态。 + + 选择"重置"将曲线恢复到初始状态。 Select 'Edit Template Info' if you wish to first edit the information for the exported Template Project - - 如果您希望首先编辑导出的模板项目的信息,请选择“编辑模板信息” + + 如果您希望首先编辑导出的模板项目的信息,请选择"编辑模板信息" @@ -63018,8 +63018,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Should only contain 0-9, a-z, A-Z or _ and not start with 0-9." - - 应仅包含0-9、a-z、A-Z或_,并且不能以0-9开头。“ + + 应仅包含0-9、a-z、A-Z或_,并且不能以0-9开头。" @@ -64812,8 +64812,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Splash screen cannot be disabled on 'Creator' platforms - - 无法在 “Creator” 平台上禁用启动画面 + + 无法在 "Creator" 平台上禁用启动画面 @@ -67239,16 +67239,16 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all The asset category will be set to 'Demo' on upload - - 上传时物品类别将设置为“Demo” + + 上传时物品类别将设置为"Demo" The asset category will be set to 'Tutorial' on upload - - 上传时物品类别将设置为“教程” + + 上传时物品类别将设置为"教程" @@ -68035,8 +68035,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all There is no Git identity set under Preferences.\nPlease set one so that commits are correctly attributed! - - 在“偏好设置”下没有设置Git标识。\n请设置一个以便正确归属提交! + + 在"偏好设置"下没有设置Git标识。\n请设置一个以便正确归属提交! @@ -68083,8 +68083,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all There may have been undetected changes, would you like to reload the project?" - - 可能有未检测到的更改,是否要重新加载项目?“ + + 可能有未检测到的更改,是否要重新加载项目?" @@ -68861,8 +68861,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Tile Set: Image generated for '{0}' - - 图块集:为“{0}”生成的图像 + + 图块集:为"{0}"生成的图像 @@ -69879,8 +69879,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Tutorial Content Settings will appear here when 'Tutorial' Package Type has been selected - - 当“教程”包被选中时,教程内容设置将出现在这里 + + 当"教程"包被选中时,教程内容设置将出现在这里 @@ -70327,16 +70327,16 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Undefined variable '{0}' referenced in room {3} in instance {1}'s variable '{2}' - - 在房间{3}中,实例{1}的变量“{2}”中引用了未定义变量“{0}” + + 在房间{3}中,实例{1}的变量"{2}"中引用了未定义变量"{0}" Undefined variable '{0}' referenced in {1}'s variable '{2}' - - 在{1}的变量“{2}”中引用了未定义变量“{0}” + + 在{1}的变量"{2}"中引用了未定义变量"{0}" @@ -70439,8 +70439,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Unknown Shader Type '{0}' for shader '{1}' - - 着色器“{1}”的未知着色器类型“{0}” + + 着色器"{1}"的未知着色器类型"{0}" @@ -70479,8 +70479,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Unless updated this will have undefined results in game." - - 除非更新,否则在游戏中会有不确定的结果。“ + + 除非更新,否则在游戏中会有不确定的结果。" @@ -72618,8 +72618,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Would you like to download it now, or use the online help?" - - 您是现在下载,还是使用联机帮助?“ + + 您是现在下载,还是使用联机帮助?" @@ -73607,8 +73607,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all Your project will now be closed." - - 您的项目现在将关闭。“ + + 您的项目现在将关闭。" @@ -73767,8 +73767,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all \nChoosing 'no' will maintain the user defined depths but will have undefined results in game. - - \n选择“否”将会维持用户定义的深度,但会在游戏中导致未定义的结果。 + + \n选择"否"将会维持用户定义的深度,但会在游戏中导致未定义的结果。 @@ -73783,8 +73783,8 @@ dll情境后面,调知中心前面,根据参考信息“Choose to submit all \nChoosing 'no' will maintain the user defined depths, but will have undefined results in game." - - \n选择‘否’将保持用户定义的深度,但在游戏中会有不确定的结果。“ + + \n选择‘否’将保持用户定义的深度,但在游戏中会有不确定的结果。"