modular-avatar/Editor/Localization/zh-hans.json

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{
"boneproxy.foldout.advanced": "高级设置",
"boneproxy.target": "目标",
"menuinstall.help.hint_set_menu": "此预制体的菜单默认会安装Avatar的顶部菜单中. 如果不需要, 可以选择其他菜单或取消勾选启用复选框.",
"menuinstall.help.hint_bad_menu": "选择的菜单不属于当前Avatar.",
"menuinstall.installto": "安装到",
"menuinstall.installto.tooltip": "此预制体的的菜单将会安装到此菜单",
"menuinstall.selectmenu": "选择菜单",
"menuinstall.showcontents": "显示菜单内容",
"menuinstall.showcontents.notselected": "未选择安装的菜单",
"menuinstall.devoptions": "预制体开发者选项",
"menuinstall.menu_icon_too_large": "菜单图标过大, 图标应小于256像素.",
"menuinstall.menu_icon_uncompressed": "菜单图标未设置压缩.",
"menuinstall.srcmenu": "安装的菜单",
"params.autodetect_header": " 自动检测参数 ",
"params.internal": "内部",
"params.pb_prefix": "PhysBones前缀",
"params.syncmode": "同步模式",
"params.saved": "保存",
"params.synced": "同步",
"params.default": "默认值",
"params.fieldname": "字段名",
"params.remapto": "字段名映射到...",
"params.remapto.tooltip": "输入新的字段名以防止参数命名冲突",
"params.devmode": "显示预制体开发者选项",
"params.syncmode.NotSynced": "仅动画控制器 (不同步)",
"params.syncmode.Int": "Int",
"params.syncmode.Float": "Float",
"params.syncmode.Bool": "Bool",
"merge_armature.mangle_names": "避免命名冲突",
"merge_armature.mangle_names.tooltip": "通过重命名新添加的骨骼来避免与其他资源发生命名冲突.",
"merge_armature.merge_target": "合并目标",
"merge_armature.merge_target.tooltip": "将当前对象合并到合并目标中",
"merge_armature.prefix": "骨骼前缀",
"merge_armature.prefix.tooltip": "合并目标的骨骼的前缀",
"merge_armature.suffix": "骨骼后缀",
"merge_armature.suffix.tooltip": "合并目标的骨骼的后缀",
"merge_armature.locked": "锁定位置",
"merge_armature.locked.tooltip": "将当前对象的骨架与合并目标的骨架锁定, 用于动画的创建.",
"merge_armature.adjust_names": "根据合并目标调整骨骼名称",
"merge_armature.adjust_names.tooltip": "根据合并目标调整骨骼名称, 通常用于与非Avatar兼容的服装.",
"merge_armature.lockmode": "位置同步模式",
"merge_armature.lockmode.not_locked.title": "不同步",
"merge_armature.lockmode.not_locked.body": "Avatar骨骼和合并目标骨骼不进行位置同步",
"merge_armature.lockmode.base_to_merge.title": "Avatar =====> 合并目标 (单向)",
"merge_armature.lockmode.base_to_merge.body": "Avatar骨骼位置改变合并目标骨骼也会改变, 合并目标骨骼位置改变Avatar骨骼不会改变. 建议一般服装使用此模式, 因为此模式允许调整合并目标的骨骼",
"merge_armature.lockmode.bidirectional.title": "Avatar <=====> 合并目标 (双向)",
"merge_armature.lockmode.bidirectional.body": "Avatar骨骼和合并目标骨骼的位置始终相同, 这对创建基于Avatar的骨骼的动画时非常有用. 启用此模式要求Avatar骨骼与合并目标骨骼位置完全相同.",
"merge_armature.reset_pos": "将位置与Avatar进行对齐",
"merge_armature.reset_pos.info": "此命令将强制服装骨骼与Avatar骨骼进行对齐, 在使用非Avatar兼容的服装时非常有用.",
"merge_armature.reset_pos.adjust_rotation": "也对齐旋转",
"merge_armature.reset_pos.adjust_scale": "也对齐缩放",
"merge_armature.reset_pos.execute": "执行",
"merge_armature.reset_pos.heuristic_scale": "将整体的缩放对齐Avatar",
"merge_armature.reset_pos.heuristic_scale.tooltip": "以臂展作为参考, 调整服装于Avatar的比例. 在使用非Avatar兼容的服装时非常有用.",
"path_mode.Relative": "对象的相对路径",
"path_mode.Absolute": "绝对路径 (基于Avatar的Root)",
"merge_animator.animator": "合并的目标动画器",
"merge_animator.layer_type": "Layer类型",
"merge_animator.delete_attached_animator": "删除额外的Animator",
"merge_animator.delete_attached_animator.tooltip": "合并后删除当前对象上的Animator",
"merge_animator.path_mode": "路径模式",
"merge_animator.path_mode.tooltip": "在动画中路径的工作模式. 使用相对路径可以让你在对象上录制动画.",
"merge_animator.match_avatar_write_defaults": "匹配Avatar的WriteDefaults设置",
"merge_animator.match_avatar_write_defaults.tooltip": "使用与Avatar匹配的WriteDefaults设置. 如果设置存在冲突, 将保持目标动画器的设置.",
"fpvisible.normal": "当前对象在第一人称中可见.",
"fpvisible.NotUnderHead": "组件未生效, 因为此组件需要放置在Head骨骼下才能生效.",
"fpvisible.quest": "组件未生效, 因为此组件与Oculus Quest不兼容.",
"fpvisible.InPhysBoneChain": "当前对象由PhysicsBone控制, 可能无法在第一人称中可见; 请指定PhysicsBone链的起点.",
"blendshape.mesh": "网格",
"blendshape.source": "源形态键",
"blendshape.target": "目标形态键",
"hint.not_in_avatar": "此组件需要放置于你的Avatar中才能工作",
"boneproxy.err.MovingTarget": "您不能指定将由其他 Modular Avatar 组件移动的目标对象",
"boneproxy.err.NotInAvatar": "你必须指定一个在Avatar中的对象",
"boneproxy.attachment": "附加模式",
"boneproxy.attachment.AsChildAtRoot": "作为子对象, 放置于Root",
"boneproxy.attachment.AsChildKeepWorldPosition": "作为子对象, 保持原有位置",
"mesh_settings.header_probe_anchor": "锚点覆盖设置",
"mesh_settings.inherit_probe_anchor": "锚点覆盖模式",
"mesh_settings.probe_anchor": "锚点覆盖",
"mesh_settings.probe_anchor.tooltip": "设置用于此对象以及子对象内渲染器光照计算的锚点覆盖.",
"mesh_settings.header_bounds": "网格边界覆盖设置",
"mesh_settings.inherit_bounds": "网格边界覆盖模式",
"mesh_settings.root_bone": "根骨骼",
"mesh_settings.root_bone.tooltip": "网格的根骨骼, 这被用作计算网格边界的参考点.",
"mesh_settings.bounds": "网格边界",
"mesh_settings.bounds.tooltip": "设置此对象以及子对象的网格边界, 用于确定是否要省略屏幕外的网格渲染.",
"mesh_settings.inherit_mode.Inherit": "继承",
"mesh_settings.inherit_mode.Set": "设置",
"mesh_settings.inherit_mode.DontSet": "不设置 (保持原有的设置)",
"pb_blocker.help": "当前对象不会受到附加的父对象的PhysBones的影响.",
"hint.bad_vrcsdk": "检测到不兼容的VRCSDK版本.\n\n请尝试升级VRCSDK; 如果这不起作用, 请尝试新版本的Modular Avatar.",
"menuitem.showcontents": "显示菜单内容",
"menuitem.prop.name": "名称",
"menuitem.prop.icon": "图标",
"menuitem.prop.icon.tooltip": "(可选) 在菜单中显示的图标",
"menuitem.prop.type": "类型",
"menuitem.prop.type.tooltip": "此菜单项的类型",
"menuitem.prop.value": "参数值",
"menuitem.prop.value.tooltip": "菜单项触发时设置的参数值",
"menuitem.prop.parameter": "参数",
"menuitem.prop.label": "标签",
"menuitem.prop.submenu_asset": "子菜单资源",
"menuitem.prop.submenu_asset.tooltip": "用作子菜单的资源文件 (Expressions Menu)",
"menuitem.prop.submenu_source": "子菜单来源",
"menuitem.prop.submenu_source.tooltip": "寻找子菜单的菜单项的方式",
"submenu_source.Children": "子对象",
"submenu_source.MenuAsset": "菜单资源文件 (Expressions Menu)",
"menuitem.prop.is_saved": "保存",
"menuitem.prop.is_synced": "同步",
"menuitem.param.rotation": "参数: 旋转(Rotation)",
"menuitem.param.horizontal": "参数: 水平(Horizontal)",
"menuitem.param.vertical": "参数: 垂直(Vertical)",
"menuitem.misc.no_icon": "(无图标)",
"menuitem.misc.extract": "提取到对象",
"menuitem.misc.add_item": "添加菜单项",
"menuitem.label.parameters": "参数"
}