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i18n: Sync translations with Weblate
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@@ -94,12 +94,13 @@ | |
# Valentben <[email protected]>, 2024. | ||
# Alexander Diego <[email protected]>, 2024. | ||
# José Andrés Urdaneta <[email protected]>, 2025. | ||
# LuisGFlorez <[email protected]>, 2025. | ||
msgid "" | ||
msgstr "" | ||
"Project-Id-Version: Godot Engine class reference\n" | ||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" | ||
"PO-Revision-Date: 2025-02-06 23:02+0000\n" | ||
"Last-Translator: José Andrés Urdaneta <urdaneta7834@gmail.com>\n" | ||
"PO-Revision-Date: 2025-02-10 00:45+0000\n" | ||
"Last-Translator: LuisGFlorez <lgfgcoder@gmail.com>\n" | ||
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" | ||
"godot-class-reference/es/>\n" | ||
"Language: es\n" | ||
|
@@ -14628,20 +14629,6 @@ msgstr "" | |
"Si [code]true[/code], envía eventos de entrada táctil al hacer clic o " | ||
"arrastrar el ratón." | ||
|
||
msgid "" | ||
"The locale to fall back to if a translation isn't available in a given " | ||
"language. If left empty, [code]en[/code] (English) will be used." | ||
msgstr "" | ||
"El lugar al que recurrir si una traducción no está disponible en un idioma " | ||
"determinado. Si se deja vacío, se usará [code]en[/code] (inglés)." | ||
|
||
msgid "" | ||
"If non-empty, this locale will be used when running the project from the " | ||
"editor." | ||
msgstr "" | ||
"Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto desde " | ||
"el editor." | ||
|
||
msgid "" | ||
"Godot uses a message queue to defer some function calls. If you run out of " | ||
"space on it (you will see an error), you can increase the size here." | ||
|
@@ -18363,7 +18350,256 @@ msgid "Memory allocation error." | |
msgstr "Error de asignación de memoria." | ||
|
||
msgid "The most important data type in Godot." | ||
msgstr "El tipo de datos más importante de Godot." | ||
msgstr "El tipo de dato más importante de Godot." | ||
|
||
msgid "" | ||
"In computer programming, a Variant class is a class that is designed to store " | ||
"a variety of other types. Dynamic programming languages like PHP, Lua, " | ||
"JavaScript and GDScript like to use them to store variables' data on the " | ||
"backend. With these Variants, properties are able to change value types " | ||
"freely.\n" | ||
"[codeblocks]\n" | ||
"[gdscript]\n" | ||
"var foo = 2 # foo is dynamically an integer\n" | ||
"foo = \"Now foo is a string!\"\n" | ||
"foo = RefCounted.new() # foo is an Object\n" | ||
"var bar: int = 2 # bar is a statically typed integer.\n" | ||
"# bar = \"Uh oh! I can't make statically typed variables become a different " | ||
"type!\"\n" | ||
"[/gdscript]\n" | ||
"[csharp]\n" | ||
"// C# is statically typed. Once a variable has a type it cannot be changed. " | ||
"You can use the `var` keyword to let the compiler infer the type " | ||
"automatically.\n" | ||
"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in " | ||
"GDScript are 64-bit and the direct C# equivalent is `long`.\n" | ||
"// foo = \"foo was and will always be an integer. It cannot be turned into a " | ||
"string!\";\n" | ||
"var boo = \"Boo is a string!\";\n" | ||
"var ref = new RefCounted(); // var is especially useful when used together " | ||
"with a constructor.\n" | ||
"\n" | ||
"// Godot also provides a Variant type that works like a union of all the " | ||
"Variant-compatible types.\n" | ||
"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` " | ||
"in the Variant type).\n" | ||
"fooVar = \"Now fooVar is a string!\";\n" | ||
"fooVar = new RefCounted(); // fooVar is a GodotObject.\n" | ||
"[/csharp]\n" | ||
"[/codeblocks]\n" | ||
"Godot tracks all scripting API variables within Variants. Without even " | ||
"realizing it, you use Variants all the time. When a particular language " | ||
"enforces its own rules for keeping data typed, then that language is applying " | ||
"its own custom logic over the base Variant scripting API.\n" | ||
"- GDScript automatically wrap values in them. It keeps all data in plain " | ||
"Variants by default and then optionally enforces custom static typing rules " | ||
"on variable types.\n" | ||
"- C# is statically typed, but uses its own implementation of the Variant type " | ||
"in place of Godot's [Variant] class when it needs to represent a dynamic " | ||
"value. C# Variant can be assigned any compatible type implicitly but " | ||
"converting requires an explicit cast.\n" | ||
"The global [method @GlobalScope.typeof] function returns the enumerated value " | ||
"of the Variant type stored in the current variable (see [enum Variant." | ||
"Type]).\n" | ||
"[codeblocks]\n" | ||
"[gdscript]\n" | ||
"var foo = 2\n" | ||
"match typeof(foo):\n" | ||
" TYPE_NIL:\n" | ||
" print(\"foo is null\")\n" | ||
" TYPE_INT:\n" | ||
" print(\"foo is an integer\")\n" | ||
" TYPE_OBJECT:\n" | ||
" # Note that Objects are their own special category.\n" | ||
" # To get the name of the underlying Object type, you need the " | ||
"`get_class()` method.\n" | ||
" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " | ||
"into a formatted string.\n" | ||
" # Note that this does not get the script's `class_name` global " | ||
"identifier.\n" | ||
" # If the `class_name` is needed, use `foo.get_script()." | ||
"get_global_name()` instead.\n" | ||
"[/gdscript]\n" | ||
"[csharp]\n" | ||
"Variant foo = 2;\n" | ||
"switch (foo.VariantType)\n" | ||
"{\n" | ||
" case Variant.Type.Nil:\n" | ||
" GD.Print(\"foo is null\");\n" | ||
" break;\n" | ||
" case Variant.Type.Int:\n" | ||
" GD.Print(\"foo is an integer\");\n" | ||
" break;\n" | ||
" case Variant.Type.Object:\n" | ||
" // Note that Objects are their own special category.\n" | ||
" // You can convert a Variant to a GodotObject and use reflection to " | ||
"get its name.\n" | ||
" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" | ||
" break;\n" | ||
"}\n" | ||
"[/csharp]\n" | ||
"[/codeblocks]\n" | ||
"A Variant takes up only 20 bytes and can store almost any engine datatype " | ||
"inside of it. Variants are rarely used to hold information for long periods " | ||
"of time. Instead, they are used mainly for communication, editing, " | ||
"serialization and moving data around.\n" | ||
"Godot has specifically invested in making its Variant class as flexible as " | ||
"possible; so much so that it is used for a multitude of operations to " | ||
"facilitate communication between all of Godot's systems.\n" | ||
"A Variant:\n" | ||
"- Can store almost any datatype.\n" | ||
"- Can perform operations between many variants. GDScript uses Variant as its " | ||
"atomic/native datatype.\n" | ||
"- Can be hashed, so it can be compared quickly to other variants.\n" | ||
"- Can be used to convert safely between datatypes.\n" | ||
"- Can be used to abstract calling methods and their arguments. Godot exports " | ||
"all its functions through variants.\n" | ||
"- Can be used to defer calls or move data between threads.\n" | ||
"- Can be serialized as binary and stored to disk, or transferred via " | ||
"network.\n" | ||
"- Can be serialized to text and use it for printing values and editable " | ||
"settings.\n" | ||
"- Can work as an exported property, so the editor can edit it universally.\n" | ||
"- Can be used for dictionaries, arrays, parsers, etc.\n" | ||
"[b]Containers (Array and Dictionary):[/b] Both are implemented using " | ||
"variants. A [Dictionary] can match any datatype used as key to any other " | ||
"datatype. An [Array] just holds an array of Variants. Of course, a Variant " | ||
"can also hold a [Dictionary] and an [Array] inside, making it even more " | ||
"flexible.\n" | ||
"Modifications to a container will modify all references to it. A [Mutex] " | ||
"should be created to lock it if multi-threaded access is desired." | ||
msgstr "" | ||
"En programación de computadoras, una clase Variant (variante en español) es " | ||
"una clase que está diseñada para almacenar una variedad de otros tipos. A los " | ||
"lenguajes de programación dinámicos como PHP, Lua, JavaScript y GDScript les " | ||
"gusta usarlos para almacenar datos de variables en el backend. Con estas " | ||
"variantes, las propiedades son capaces de cambiar los tipos de valores " | ||
"libremente.\n" | ||
"[codeblocks]\n" | ||
"[gdscript]\n" | ||
"var foo = 2 # foo es dinámicamente un entero\n" | ||
"foo = \"¡Ahora foo es una string!\"\n" | ||
"foo = Reference.new() # foo es un objeto\n" | ||
"var bar: int = 2 # bar es estáticamente un entero.\n" | ||
"# bar = \"¡Uh oh, no puedo hacer que las variables estáticamente escritas se " | ||
"conviertan en un tipo diferente!\"\n" | ||
"[/gdscript]\n" | ||
"[csharp]\n" | ||
"// C# Es de tipado estático. Una vez que una variable tiene un tipo de datos " | ||
"establecido, este no podrá ser cambiado más adelante. Puedes utilizar la " | ||
"palabra clave `var` para dejar que el compilador deduzca el tipo de datos de " | ||
"la variable automáticamente.\n" | ||
"var foo = 2; // foo es un entero (int) de 32 bits. Ten cuidado, los números " | ||
"enteros en GDScript son de 64 bits y su equivalente directo en C# es `long`.\n" | ||
"// foo = \"foo fue y siempre será un entero, por lo tanto no se puede " | ||
"convertir en una string\";\n" | ||
"var boo = \"¡boo es una string!\";\n" | ||
"var referencia = new RefCounted(); //`var` es especialmente útil cuando se " | ||
"utiliza junto con un constructor.\n" | ||
"\n" | ||
"// Godot también provee un tipo de variante que funciona como una unión para " | ||
"todos los tipos de datos que son compatibles con [Variant].\n" | ||
"Variant mivariable = 2; // mivariable es dinámicamente un entero (almacenado " | ||
"como un `long` dentro de la variante).\n" | ||
"mivariable = \"¡Ahora mivariable es una string!\";\n" | ||
"mivariable = new RefCounted(); // mivariable es un objeto de tipo " | ||
"GodotObject.\n" | ||
"[/csharp]\n" | ||
"[/codeblocks]\n" | ||
"Godot hace un seguimiento de todas las variables de la API de scripting " | ||
"dentro de variantes. Sin siquiera darte cuenta, utilizas las variantes todo " | ||
"el tiempo. Cuando un determinado lenguaje aplica sus propias reglas para " | ||
"mantener los datos escritos, entonces ese lenguaje está aplicando su propia " | ||
"lógica personalizada sobre las bases de API de scripting basada en " | ||
"variantes.\n" | ||
"- GDScript envuelve automáticamente los valores en ellos. Mantiene todos los " | ||
"datos de las variables en variantes simples de forma predeterminada y luego, " | ||
"opcionalmente, aplica reglas de escritura estática personalizadas en los " | ||
"tipos de variables.\n" | ||
"- C# es de tipado estático, pero utiliza su propia implementación del tipo " | ||
"Variant en lugar de utilizar la clase [Variant] de Godot cuando se necesita " | ||
"representar un valor dinámico. A una variante en C# se le puede asignar " | ||
"implícitamente cualquier tipo compatible, pero convertirla requiere un cast " | ||
"específico.\n" | ||
"La función global [method @GDScript.typeof] devuelve el valor enumerado del " | ||
"tipo de variante almacenado en la variable actual (véase [enum Variant." | ||
"Type]).\n" | ||
"[codeblocks]\n" | ||
"[gdscript]\n" | ||
"var foo = 2\n" | ||
"match typeof(foo):\n" | ||
" TYPE_NIL:\n" | ||
" print(\"foo es nulo (null)\")\n" | ||
" TYPE_INTEGER:\n" | ||
" print(\"foo es un entero\")\n" | ||
" TYPE_OBJECT:\n" | ||
" # Tenga en cuenta que los objetos son su propia categoría especial.\n" | ||
" # Para obtener el nombre del tipo de objeto subyacente, necesitas el " | ||
"método `get_class()`.\n" | ||
" print(\"foo es un(a) %s\" % foo.get_class()) # Inyecta el nombre de " | ||
"la clase en una string formateada.\n" | ||
" # Ten presente que el método `get_class()` no toma en cuenta el valor " | ||
"del identificador global`class_name` de un script.\n" | ||
" # Si necesitas obtener ese valor debes usar `foo.get_script()." | ||
"get_global_name()`\n" | ||
"[/gdscript]\n" | ||
"[csharp]\n" | ||
"Variant foo = 2;\n" | ||
"switch (foo.VariantType)\n" | ||
"{\n" | ||
" case Variant.Type.Nil:\n" | ||
" GD.Print(\"foo es nulo (null)\");\n" | ||
" break;\n" | ||
" case Variant.Type.Int:\n" | ||
" GD.Print(\"foo es un entero\");\n" | ||
" break;\n" | ||
" case Variant.Type.Object:\n" | ||
" // Tenga en cuenta que los objetos son su propia categoría especial.\n" | ||
" // Puedes convertir una variante a un objeto de tipo GodotObject y " | ||
"usar la reflección para obtener su nombre.\n" | ||
" GD.Print($\"foo es un(a) {foo.AsGodotObject().GetType().Name}\");\n" | ||
" break;\n" | ||
"}\n" | ||
"[/csharp]\n" | ||
"[/codeblocks]\n" | ||
"Una variante sólo ocupa 20 bytes y puede almacenar casi cualquier tipo de " | ||
"dato del motor en su interior. Las variantes rara vez se utilizan para " | ||
"mantener información durante largos períodos de tiempo. En cambio, se " | ||
"utilizan principalmente para la comunicación, la edición, la serialización y " | ||
"el desplazamiento de datos.\n" | ||
"Godot ha invertido específicamente en hacer que su clase Variant sea lo más " | ||
"flexible posible; tanto es así que se utiliza para una multitud de " | ||
"operaciones para facilitar la comunicación entre todos los sistemas de " | ||
"Godot.\n" | ||
"Una variante:\n" | ||
"- Puede almacenar casi cualquier tipo de datos.\n" | ||
"- Puede realizar operaciones entre muchas variantes. GDScript utiliza " | ||
"[Variant] como su tipo de dato atómico/nativo.\n" | ||
"- Puede ser \"hashed\", por lo que puede ser comparado rápidamente con otras " | ||
"variantes.\n" | ||
"- Puede ser usado para convertir con seguridad entre tipos de datos.\n" | ||
"- Puede ser usado para abstraer métodos que están siendo llamados y sus " | ||
"argumentos. Godot exporta todas sus funciones a través de variantes.\n" | ||
"- Puede utilizarse para diferir llamadas o mover datos entre hilos.\n" | ||
"- Puede ser serializado como binario y ser almacenado en el disco, o " | ||
"transferido a través de la red.\n" | ||
"- Puede ser serializado como texto y ser usado para imprimir valores y " | ||
"configuraciones editables.\n" | ||
"- Puede funcionar como una propiedad exportada, de modo que el editor puede " | ||
"editarla globalmente.\n" | ||
"- Puede ser usado para diccionarios, arrays, parsers, etc.\n" | ||
"[b]Los contenedores (Array y Dictionary):[/b] Ambos están implementados " | ||
"utilizando variantes. Un [Dictionary] puede hacer coincidir cualquier tipo de " | ||
"datos utilizado como clave con cualquier otro tipo de datos. Un [Array] sólo " | ||
"contiene una arreglo de variantes. Por supuesto, una variante también puede " | ||
"contener un [Dictionary] y un [Array] en su interior, lo que lo hace aún más " | ||
"flexible.\n" | ||
"Las modificaciones a un contenedor modificarán todas las referencias que " | ||
"apuntan hacia él. Debe crearse un [Mutex] para bloquearla si desea un acceso " | ||
"multihilo." | ||
|
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msgid "Variant class introduction" | ||
msgstr "Introducción a la clase Variant" | ||
|
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msgid "" | ||
"Returns a new vector with all components in absolute values (i.e. positive)." | ||
|
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