mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-04 13:45:04 +08:00
b0686f5e46
錯字
273 lines
20 KiB
JSON
273 lines
20 KiB
JSON
{
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"test0.test_a": "test_a",
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"test0.test_b": "test_b",
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"boneproxy.foldout.advanced": "進階設定",
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"boneproxy.target": "目標",
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"menuinstall.help.hint_set_menu": "此預置體的選單默認會安裝到 Avatar 的頂部選單中。\n如果不需要,可以選擇其他選單或取消勾選此組件。",
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"menuinstall.help.hint_bad_menu": "選擇的選單不屬於此 Avatar。",
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"menuinstall.installto": "安裝到",
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"menuinstall.installto.tooltip": "當前預置體的選單將會安裝到此選單",
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"menuinstall.selectmenu": "選擇選單",
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"menuinstall.showcontents": "顯示選單內容",
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"menuinstall.showcontents.notselected": "未選擇選單",
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"menuinstall.devoptions": "預置體開發者選項",
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"menuinstall.menu_icon_too_large": "選單圖示過大,圖示應小於 256 像素。",
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"menuinstall.menu_icon_uncompressed": "選單圖示未設定壓縮。",
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"menuinstall.srcmenu": "安裝的選單",
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"params.syncmode.NotSynced": "僅動畫控制器(不同步)",
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"params.syncmode.Int": "Int",
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"params.syncmode.Float": "Float",
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"params.syncmode.Bool": "Bool",
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"params.__comment__": "=== Unity 2019 only strings ===",
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"params.autodetect_header": " 自動檢測參數 ",
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"params.internal": "內部",
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"params.pb_prefix": "PhysBones 前綴",
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"params.syncmode": "參數模式",
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"params.saved": "保存",
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"params.synced": "同步",
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"params.default": "默認值",
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"params.fieldname": "字段名",
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"params.remapto": "字段名映射到",
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"params.remapto.tooltip": "輸入新的字段名以防止參數名稱衝突",
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"params.devmode": "顯示預置體開發者選項",
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"params.__comment1__": "=== Unity 2022 only strings ===",
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"merge_parameter.ui.name": "參數名稱",
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"merge_parameter.ui.prefix": "PhysBone 前綴名稱",
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"merge_parameter.ui.remapTo": "將名稱更改為",
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"merge_parameter.ui.remapTo.tooltip": "在這裡輸入一個新名稱以重新命名此參數或前綴。這可以用來解決名稱衝突或連結多種功能模塊。",
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"merge_parameter.ui.remapTo.automatic": "(automatically determined)",
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"merge_parameter.ui.defaultValue": "默認值",
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"merge_parameter.ui.defaultValue.tooltip": "當重置 Avatar 或第一次使用時,此參數將被設定為該值",
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"merge_parameter.ui.saved": "保存",
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"merge_parameter.ui.saved.tooltip": "如果為打勾,當你更換 Avatar 或房間時,此參數的值將被保存。",
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"merge_parameter.ui.internalParameter": "自動重命名",
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"merge_parameter.ui.internalParameter.tooltip": "如果為打勾,此參數將會自動重命名以防止參數名稱衝突",
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"merge_parameter.ui.isPrefix": "是 PhysBone 前綴",
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"merge_parameter.ui.syncType": "參數模式",
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"merge_parameter.ui.localOnly": "僅限本地",
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"merge_parameter.ui.localOnly.tooltip": "如果為打勾,此參數將不會在網路上同步",
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"merge_parameter.ui.unregistered_foldout": "未註冊的參數",
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"merge_parameter.ui.add_button": "添加",
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"merge_parameter.ui.details": "參數設定",
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"merge_parameter.ui.overrideAnimatorDefaults": "Override Animator Defaults",
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"merge_armature.merge_target": "合併目標",
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"merge_armature.merge_target.tooltip": "將當前對象合併到合併目標中",
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"merge_armature.prefix": "骨骼前綴",
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"merge_armature.prefix.tooltip": "合併目標的骨骼的前綴",
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"merge_armature.suffix": "骨骼後綴",
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"merge_armature.suffix.tooltip": "合併目標的骨骼的後綴",
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"merge_armature.locked": "鎖定位置",
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"merge_armature.locked.tooltip": "將當前對象的骨架與合併目標的骨架鎖定,用於動畫的創建。",
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"merge_armature.adjust_names": "根據合併目標調整骨骼名稱",
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"merge_armature.adjust_names.tooltip": "根據合併目標調整骨骼名稱,通常用於與非 Avatar 對應的服裝。",
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"merge_armature.mangle_names": "避免命名衝突",
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"merge_armature.mangle_names.tooltip": "通過重新命名新添加的骨骼來避免與其他資源發生命名衝突。",
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"path_mode.Relative": "相對路徑(基於當前對象)",
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"path_mode.Absolute": "絕對路徑(基於 Avatar 的 Root)",
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"merge_animator.animator": "合併的目標 Animator",
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"merge_animator.layer_type": "Layer 類型",
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"merge_animator.delete_attached_animator": "刪除額外的 Animator",
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"merge_animator.delete_attached_animator.tooltip": "合併後刪除當前對象上的 Animator",
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"merge_animator.path_mode": "路徑模式",
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"merge_animator.path_mode.tooltip": "在動畫中路徑的工作模式。\n使用相對路徑可以讓你在當前對象上錄制動畫。",
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"merge_animator.match_avatar_write_defaults": "配合 Avatar 的 WriteDefaults 設定",
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"merge_animator.match_avatar_write_defaults.tooltip": "使用與 Avatar 一樣的 WriteDefaults 設定。\n如果設定存在衝突,將保持目標 Animator 的設定。",
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"merge_animator.relative_path_root": "相對路徑根對象",
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"merge_animator.relative_path_root.tooltip": "解析相對路徑時使用的根對象。如果未指定,則使用當前對象。",
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"merge_animator.layer_priority": "動畫層優先級",
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"merge_animator.layer_priority.tooltip": "控制動畫層合併到目標動畫控制器中的順序,由小到大。負值將合併於原有動畫層之前,0 或正值將合併於之後。",
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"merge_armature.lockmode": "位置同步模式",
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"merge_armature.lockmode.not_locked.title": "不同步",
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"merge_armature.lockmode.not_locked.body": "Avatar 骨骼和合併目標骨骼不進行位置同步",
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"merge_armature.lockmode.base_to_merge.title": "Avatar =====> 合併目標(單向)",
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"merge_armature.lockmode.base_to_merge.body": "Avatar 骨骼位置改變,合併目標骨骼也會改變。\n合併目標骨骼位置改變,Avatar 骨骼不會改變。\n建議一般服裝使用此模式,因為此模式允許調整合併目標的骨骼。",
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"merge_armature.lockmode.bidirectional.title": "Avatar <=====> 合併目標(雙向)",
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"merge_armature.lockmode.bidirectional.body": "Avatar 骨骼和合併目標骨骼的位置始終相同。\n此模式對創建基於 Avatar 骨骼的動畫時非常有用。\n啟用此模式要求 Avatar 骨骼與合併目標骨骼位置完全相同。",
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"merge_armature.reset_pos": "將位置與 Avatar 進行對齊",
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"merge_armature.reset_pos.info": "此命令將強制服裝骨骼與 Avatar 骨骼進行對齊,\n在使用非 Avatar 對應的服裝時可能有幫助。",
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"merge_armature.reset_pos.adjust_rotation": "也對齊旋轉",
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"merge_armature.reset_pos.adjust_scale": "也對齊縮放",
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"merge_armature.reset_pos.execute": "執行",
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"merge_armature.reset_pos.heuristic_scale": "根據 Avatar 調整服裝的整體比例",
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"merge_armature.reset_pos.heuristic_scale.tooltip": "以臂展作為參考,調整服裝的整體比例。\n推薦用於非 Avatar 對應的服裝。",
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"merge_blend_tree.blend_tree": "Blend Tree",
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"merge_blend_tree.path_mode": "路徑模式",
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"merge_blend_tree.path_mode.tooltip": "在動畫中路徑的工作模式。\n使用相對路徑可以讓你在當前對象上錄制動畫。",
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"merge_blend_tree.relative_path_root": "相對路徑根對象",
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"merge_blend_tree.relative_path_root.tooltip": "解析相對路徑時使用的根對象。如果未指定,則使用當前對象",
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"worldfixed.quest": "此組件未生效,因為它與 Oculus Quest 不相容。",
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"worldfixed.normal": "當前對象將會固定於世界,除非你使用約束將它綁在 Avatar 內。",
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"fpvisible.normal": "當前對象將在第一人稱視角中可見。",
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"fpvisible.NotUnderHead": "此組件未生效,因為它需要放置在 Head 骨骼下。",
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"fpvisible.quest": "此組件未生效,因為它與 Oculus Quest 不相容。",
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"fpvisible.InPhysBoneChain": "當前對象由 PhysicsBone 控制,可能無法在第一人稱視角中可見;請指定 PhysicsBone 鏈的起點。",
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"blendshape.mesh": "網格",
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"blendshape.source": "源形態鍵",
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"blendshape.target": "目標形態鍵",
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"hint.not_in_avatar": "此組件需要放置於你的 Avatar 內才能工作",
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"boneproxy.err.MovingTarget": "您不能指定將由其他 Modular Avatar 組件移動的目標對象",
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"boneproxy.err.NotInAvatar": "你必須指定一個在 Avatar 內的對象",
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"boneproxy.attachment": "附加模式",
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"boneproxy.attachment.AsChildAtRoot": "作為子級,放置於 Root",
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"boneproxy.attachment.AsChildKeepWorldPose": "作為子級,保持原有位置和選轉",
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"boneproxy.attachment.AsChildKeepPosition": "作為子級,保持原有位置",
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"boneproxy.attachment.AsChildKeepRotation": "作為子級,保持原有旋轉",
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"mesh_settings.header_probe_anchor": "Anchor Override 設定",
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"mesh_settings.inherit_probe_anchor": "Anchor Override 模式",
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"mesh_settings.probe_anchor": "Anchor Override",
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"mesh_settings.probe_anchor.tooltip": "設定用於當前對象和子對象內的渲染器的 Anchor Override。",
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"mesh_settings.header_bounds": "Bounds 設定",
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"mesh_settings.inherit_bounds": "Bounds 模式",
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"mesh_settings.root_bone": "Root Bone",
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"mesh_settings.root_bone.tooltip": "網格的根骨骼,這被用作計算 Bounds 的參考點。",
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"mesh_settings.bounds": "Bounds",
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"mesh_settings.bounds.tooltip": "網格的邊界,用於確定何時要略過螢幕外的網格渲染。",
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"mesh_settings.inherit_mode.Inherit": "繼承",
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"mesh_settings.inherit_mode.Set": "設定",
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"mesh_settings.inherit_mode.DontSet": "不設定(保持原有的設定)",
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"pb_blocker.help": "當前對象不會受到附加的父對象的 PhysBones 的影響。",
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"hint.bad_vrcsdk": "檢測到不相容的 VRCSDK 版本。\n\n請嘗試升級 VRCSDK;如果這不起作用,請嘗試新版本的 Modular Avatar。",
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"error.stack_trace": "Stack trace (provide this when reporting bugs!)",
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"error.merge_armature.circular_dependency": "[MA-0001] Circular reference in merge armature",
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"error.merge_armature.circular_dependency:description": "你的 Merge Armature 組件正在將自身或其子級作為合併目標。",
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"error.merge_armature.circular_dependency:hint": "通常應在 Merge Armature 的合併目標欄位指定 Avatar 本身的 Armture。不要指定服裝本身!",
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"error.merge_armature.physbone_on_humanoid_bone": "[MA-0002] 在 Humanoid 骨骼上有 PhysBones 組件",
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"error.merge_armature.physbone_on_humanoid_bone:hint": "在要合併的骨架中,某些 Humanoid 骨骼受到 PhysBones 控制,其位置與合併目標中相應的 Humanoid 骨骼不同。你應該在要合併的骨架中,移除這些 Humanoid 骨骼上的 PhysBones。",
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"error.internal_error": "[MA-9999] An internal error has occurred: {0}\nwhen processing:",
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"error.merge_animator.param_type_mismatch": "[MA-0003] 參數類型不符",
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"error.merge_animator.param_type_mismatch:description": "參數 {0} 具有多種類型:{1} != {2}",
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"error.rename_params.too_many_synced_params": "太多同步參數:Cost {0} > {1}",
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"error.rename_params.too_many_synced_params:description": "You have too many synced parameters in your avatar. You have assigned {0} bits worth of parameters, but the limit is {1}",
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"error.rename_params.type_conflict": "[MA-0006] Parameter type conflict",
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"error.rename_params.type_conflict:description": "Parameter {0} has multiple types specified: {1} != {2}",
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"error.rename_params.default_value_conflict": "[MA-0007] Default value conflict",
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"error.rename_params.default_value_conflict:description": "Parameter {0} has multiple default values specified: {1} != {2}",
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"error.rename_params.default_value_conflict:hint": "To avoid unpredictable behavior, leave the default value field blank in all but on MA Parameters component. If multiple values are present, Modular Avatar will select the first default value specified in the hierarchy order.",
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"error.replace_object.null_target": "[MA-0008] 未指定替代對象",
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"error.replace_object.null_target:hint": "Replace object 需要一個對象來替代。嘗試指定一個。",
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"validation.blendshape_sync.no_local_renderer": "[MA-1000] 在此物件上找不到渲染器(Renderer)",
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"validation.blendshape_sync.no_local_renderer:hint": "Blendshape Sync acts on a Skinned Mesh Renderer on the same GameObject. Did you attach it to the right object?",
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"validation.blendshape_sync.no_local_mesh": "[MA-1001] 在此物件的渲染器上找不到網格(Mesh)",
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"validation.blendshape_sync.no_local_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on this object might be broken. Try recreating the object from its original prefab or FBX.",
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"validation.blendshape_sync.no_bindings": "[MA-1002] 在此物件上找不到形態鍵(BlendShapes)",
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"validation.blendshape_sync.no_bindings:hint": "Blendshape Sync 需要知道要同步哪些 blendshapes。點擊「+」新增。",
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"validation.blendshape_sync.missing_local_shape": "[MA-1003] 找不到目標形態鍵",
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"validation.blendshape_sync.missing_local_shape:description": "找不到目標形態鍵:{0}",
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"validation.blendshape_sync.missing_local_shape:hint": "The blendshape configured to 'receive' the value from the target object is missing. Try changing the blendshape name indicated in red.",
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"validation.blendshape_sync.missing_target_shape": "[MA-1004] 找不到源形態鍵",
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"validation.blendshape_sync.missing_target_shape:description": "找不到源形態鍵:{0}",
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"validation.blendshape_sync.missing_target_shape:hint": "The blendshape configured to 'send' the value to the local object is missing. Try changing the blendshape name indicated in red.",
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"validation.blendshape_sync.no_target": "[MA-1005] 未指定目標對象(網格)",
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"validation.blendshape_sync.no_target:hint": "Blendshape Sync 需要知道要從哪個對象同步 Blendshape。請嘗試在「網格」中設定一個對象。",
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"validation.blendshape_sync.missing_target_renderer": "[MA-1006] 在目標對象上找不到渲染器(Renderer)",
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"validation.blendshape_sync.missing_target_renderer:hint": "Blendshape Sync receives blendshape values from a Skinned Mesh Renderer on the target object. Did you attach it to the right object?",
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"validation.blendshape_sync.missing_target_mesh": "[MA-1007] 在目標對象的渲染器上找不到網格(Mesh)",
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"validation.blendshape_sync.missing_target_mesh:hint": "目標對象上的 Skinned Mesh Renderer 設定可能有問題。請嘗試從原預置件或 FBX 重新設定對象。",
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"validation.bone_proxy.no_target": "[MA-1100] 未指定目標對象,或未找到目標對象",
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"validation.bone_proxy.no_target:hint": "Bone Proxy 需要知道要將當前對象綁定到哪個目標對象。請嘗試在「目標」中設定一個當前對象應該綁定到的目標對象。",
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"validation.menu_installer.no_menu": "[MA-1200] 未指定安裝的選單",
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"validation.menu_installer.no_menu:hint": "Menu Installer 需要知道要將此預置體安裝到哪個選單。請嘗試設定「預置體開發者選項」裡的「安裝的選單」,或是新增一個「MA Menu Item」組件。",
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"validation.merge_animator.no_animator": "[MA-1300] 未指定要合併的目標 Animator",
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"validation.merge_animator.no_animator:hint": "Merge Animator 需要知道要合併到哪個 Animator。請嘗試在「合併的目標 Animator」中設定一個對象。",
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"validation.merge_armature.no_target": "[MA-1400] 未指定合併目標",
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"validation.merge_armature.no_target:hint": "Merge Armature 需要知道要合併到哪個骨架。請嘗試在「合併目標」中設定一個對象。",
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"validation.merge_armature.target_is_child": "MA-1500] 合併目標不能是此對象的子級",
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"validation.merge_armature.target_is_child:hint": "Merge Armature 不能合併一個骨架到其自身。請嘗試將「合併目標」設定為其他對象。",
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"submenu_source.Children": "子對象",
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"submenu_source.MenuAsset": "選單資源文件 (Expressions Menu)",
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"menuitem.showcontents": "顯示選單內容",
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"menuitem.prop.name": "名稱",
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"menuitem.prop.icon": "圖示",
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"menuitem.prop.icon.tooltip": "(可選)在選單中顯示的圖示",
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"menuitem.prop.type": "類型",
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"menuitem.prop.type.tooltip": "此選單項的類型",
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"menuitem.prop.value": "參數值",
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"menuitem.prop.value.tooltip": "選單項觸發時設定的參數值",
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"menuitem.prop.parameter": "參數",
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"menuitem.prop.label": "標籤",
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"menuitem.prop.submenu_asset": "子選單資源",
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"menuitem.prop.submenu_asset.tooltip": "用作子選單的資源文件",
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"menuitem.prop.submenu_source": "子選單來源",
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"menuitem.prop.submenu_source.tooltip": "尋找子選單的選單項的方式",
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"menuitem.prop.source_override": "源對象",
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"menuitem.prop.source_override.tooltip": "如果指定,此對象將被用作子選單內容的來源。\n否則,將使用此選單項目的子級。",
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"menuitem.prop.is_saved": "保存",
|
||
"menuitem.prop.is_saved.tooltip": "如果為打勾,當您更換 Avatar 或房間時,此選單項目的值將被保存。",
|
||
"menuitem.prop.is_synced": "同步",
|
||
"menuitem.prop.is_synced.tooltip": "如果為打勾,此選單項目的值將和網路上的其他玩家同步。",
|
||
"menuitem.param.rotation": "參數: 旋轉 (Rotation)",
|
||
"menuitem.param.rotation.tooltip": "基於此選單項目的旋轉設定的參數。",
|
||
"menuitem.param.horizontal": "參數: 水平 (Horizontal)",
|
||
"menuitem.param.horizontal.tooltip": "基於搖桿的水平位置設定的參數。",
|
||
"menuitem.param.vertical": "參數: 垂直 (Vertical)",
|
||
"menuitem.param.vertical.tooltip": "基於搖桿的垂直位置設定的參數。",
|
||
"menuitem.label.control_labels_and_params": "Control Labels 和參數",
|
||
"menuitem.label.control_labels": "Control Labels",
|
||
"menuitem.misc.multiple": "(multiple)",
|
||
"menuitem.misc.no_icon": "(無圖示)",
|
||
"menuitem.misc.extract": "提取到物件",
|
||
"menuitem.label.parameters": "參數",
|
||
"action.toggle_object.header.object": "要顯示 / 隱藏的對象",
|
||
"action.toggle_object.header.show": "顯示",
|
||
"menu_tree.title": "選擇選單",
|
||
"menuitem.param.controlled_by_action": "<controlled by action>",
|
||
"control_group.foldout.actions": "Actions",
|
||
"control_group.foldout.menu_items": "Bound menu items",
|
||
"control_group.is_saved": "保存",
|
||
"control_group.is_saved.tooltip": "如果為打勾,當您更換 Avatar 或世界時,此選單項目的值將被保存。",
|
||
"control_group.is_synced": "同步",
|
||
"control_group.is_synced.tooltip": "如果為打勾,此選單項目的值將和網路上的其他玩家同步。",
|
||
"control_group.default_value": "初始設定",
|
||
"control_group.default_value.unset": "(未選擇)",
|
||
"menuitem.prop.control_group": "Control Group",
|
||
"menuitem.prop.control_group.tooltip": "Only one toggle in a given group can be selected at the same time",
|
||
"menuitem.prop.is_default": "Is Group Default",
|
||
"animation_gen.duplicate_binding": "Controls from different control groups are trying to animate the same parameter. Parameter: {0}",
|
||
"animation_gen.multiple_defaults": "Multiple default menu items were found in the same control group.",
|
||
"menuitem.misc.add_item": "添加選單項",
|
||
"replace_object.target_object": "要替換的對象",
|
||
"setup_outfit.err.header.notarget": "Setup Outfit 失敗",
|
||
"setup_outfit.err.header": "對 {0} 進行 Setup Outfit 失敗",
|
||
"setup_outfit.err.unknown": "未知錯誤",
|
||
"setup_outfit.err.no_selection": "沒有選擇對象。",
|
||
"setup_outfit.err.multiple_avatar_descriptors": "在 {0} 裡有多個 VRC Avatar Descriptor。",
|
||
"setup_outfit.err.no_avatar_descriptor": "在 {0} 的父級中找不到 VRC Avatar Descriptor。請確保你的服裝放置在 Avatar 裡。",
|
||
"setup_outfit.err.no_animator": "你的 Avatar 沒有 Animator 組件。",
|
||
"setup_outfit.err.no_hips": "你的 Avatar 沒有 Hips 骨骼。Setup Outfit 只能用於 humanoid Avatars。",
|
||
"setup_outfit.err.no_outfit_hips": "識別不到服裝的 Hips,已搜尋包含以下名稱的對象:",
|
||
"move_independently.group-header": "要一起移動的對象",
|
||
"scale_adjuster.scale": "調整比例",
|
||
"scale_adjuster.adjust_children": "調整子集的位置",
|
||
"world_fixed_object.err.unsupported_platform": "此平台不支援 World Fixed Object 組件。",
|
||
"world_fixed_object.err.unsupported_platform:description": "此組件未生效。因為在 Android 環境下不支援 World Fixed Object"
|
||
}
|