using _2DGAMELIB;

namespace SlaveMatrix
{
    public class 調教鞭 : Ele
    {
    	public ShapePart X0Y0_先;

    	public ShapePart X0Y0_柄;

    	public ShapePart X0Y0_線1;

    	public ShapePart X0Y0_線2;

    	public ShapePart X0Y0_線3;

    	public ShapePart X0Y0_線4;

    	public ShapePart X0Y0_線5;

    	public ShapePart X0Y0_線6;

    	public ShapePart X0Y0_線7;

    	public ShapePart X0Y0_線8;

    	public ShapePart X0Y0_紐;

    	public ShapePart X0Y1_先;

    	public ShapePart X0Y1_柄;

    	public ShapePart X0Y1_線1;

    	public ShapePart X0Y1_線2;

    	public ShapePart X0Y1_線3;

    	public ShapePart X0Y1_線4;

    	public ShapePart X0Y1_線5;

    	public ShapePart X0Y1_線6;

    	public ShapePart X0Y1_線7;

    	public ShapePart X0Y1_線8;

    	public ShapePart X0Y1_紐;

    	public ShapePart X0Y2_先;

    	public ShapePart X0Y2_柄;

    	public ShapePart X0Y2_線1;

    	public ShapePart X0Y2_線2;

    	public ShapePart X0Y2_線3;

    	public ShapePart X0Y2_線4;

    	public ShapePart X0Y2_線5;

    	public ShapePart X0Y2_線6;

    	public ShapePart X0Y2_線7;

    	public ShapePart X0Y2_線8;

    	public ShapePart X0Y2_紐;

    	public ShapePart X0Y3_先;

    	public ShapePart X0Y3_柄;

    	public ShapePart X0Y3_線1;

    	public ShapePart X0Y3_線2;

    	public ShapePart X0Y3_線3;

    	public ShapePart X0Y3_線4;

    	public ShapePart X0Y3_線5;

    	public ShapePart X0Y3_線6;

    	public ShapePart X0Y3_線7;

    	public ShapePart X0Y3_線8;

    	public ShapePart X0Y3_紐;

    	public ShapePart X0Y4_先;

    	public ShapePart X0Y4_柄;

    	public ShapePart X0Y4_線1;

    	public ShapePart X0Y4_線2;

    	public ShapePart X0Y4_線3;

    	public ShapePart X0Y4_線4;

    	public ShapePart X0Y4_線5;

    	public ShapePart X0Y4_線6;

    	public ShapePart X0Y4_線7;

    	public ShapePart X0Y4_線8;

    	public ShapePart X0Y4_紐;

    	public ShapePart X1Y0_先;

    	public ShapePart X1Y0_柄;

    	public ShapePart X1Y0_線1;

    	public ShapePart X1Y0_線2;

    	public ShapePart X1Y0_線3;

    	public ShapePart X1Y0_線4;

    	public ShapePart X1Y0_線5;

    	public ShapePart X1Y0_線6;

    	public ShapePart X1Y0_線7;

    	public ShapePart X1Y0_線8;

    	public ShapePart X1Y0_紐;

    	public ShapePart X1Y0_鞭撃エフェクト1;

    	public ShapePart X1Y0_鞭撃エフェクト2;

    	public ShapePart X1Y1_先;

    	public ShapePart X1Y1_柄;

    	public ShapePart X1Y1_線1;

    	public ShapePart X1Y1_線2;

    	public ShapePart X1Y1_線3;

    	public ShapePart X1Y1_線4;

    	public ShapePart X1Y1_線5;

    	public ShapePart X1Y1_線6;

    	public ShapePart X1Y1_線7;

    	public ShapePart X1Y1_線8;

    	public ShapePart X1Y1_紐;

    	public ShapePart X1Y1_鞭撃エフェクト1;

    	public ShapePart X1Y1_鞭撃エフェクト2;

    	public ShapePart X1Y2_先;

    	public ShapePart X1Y2_柄;

    	public ShapePart X1Y2_線1;

    	public ShapePart X1Y2_線2;

    	public ShapePart X1Y2_線3;

    	public ShapePart X1Y2_線4;

    	public ShapePart X1Y2_線5;

    	public ShapePart X1Y2_線6;

    	public ShapePart X1Y2_線7;

    	public ShapePart X1Y2_線8;

    	public ShapePart X1Y2_紐;

    	public ShapePart X1Y2_鞭撃エフェクト1;

    	public ShapePart X1Y2_鞭撃エフェクト2;

    	public ShapePart X1Y3_先;

    	public ShapePart X1Y3_柄;

    	public ShapePart X1Y3_線1;

    	public ShapePart X1Y3_線2;

    	public ShapePart X1Y3_線3;

    	public ShapePart X1Y3_線4;

    	public ShapePart X1Y3_線5;

    	public ShapePart X1Y3_線6;

    	public ShapePart X1Y3_線7;

    	public ShapePart X1Y3_線8;

    	public ShapePart X1Y3_紐;

    	public ShapePart X1Y4_先;

    	public ShapePart X1Y4_柄;

    	public ShapePart X1Y4_線1;

    	public ShapePart X1Y4_線2;

    	public ShapePart X1Y4_線3;

    	public ShapePart X1Y4_線4;

    	public ShapePart X1Y4_線5;

    	public ShapePart X1Y4_線6;

    	public ShapePart X1Y4_線7;

    	public ShapePart X1Y4_線8;

    	public ShapePart X1Y4_紐;

    	public ShapePart X1Y4_鞭撃エフェクト1;

    	public ShapePart X1Y4_鞭撃エフェクト2;

    	public ColorD 先CD;

    	public ColorD 柄CD;

    	public ColorD 線1CD;

    	public ColorD 線2CD;

    	public ColorD 線3CD;

    	public ColorD 線4CD;

    	public ColorD 線5CD;

    	public ColorD 線6CD;

    	public ColorD 線7CD;

    	public ColorD 線8CD;

    	public ColorD 紐CD;

    	public ColorD 鞭撃エフェクト1CD;

    	public ColorD 鞭撃エフェクト2CD;

    	public ColorP X0Y0_先CP;

    	public ColorP X0Y0_柄CP;

    	public ColorP X0Y0_線1CP;

    	public ColorP X0Y0_線2CP;

    	public ColorP X0Y0_線3CP;

    	public ColorP X0Y0_線4CP;

    	public ColorP X0Y0_線5CP;

    	public ColorP X0Y0_線6CP;

    	public ColorP X0Y0_線7CP;

    	public ColorP X0Y0_線8CP;

    	public ColorP X0Y0_紐CP;

    	public ColorP X0Y1_先CP;

    	public ColorP X0Y1_柄CP;

    	public ColorP X0Y1_線1CP;

    	public ColorP X0Y1_線2CP;

    	public ColorP X0Y1_線3CP;

    	public ColorP X0Y1_線4CP;

    	public ColorP X0Y1_線5CP;

    	public ColorP X0Y1_線6CP;

    	public ColorP X0Y1_線7CP;

    	public ColorP X0Y1_線8CP;

    	public ColorP X0Y1_紐CP;

    	public ColorP X0Y2_先CP;

    	public ColorP X0Y2_柄CP;

    	public ColorP X0Y2_線1CP;

    	public ColorP X0Y2_線2CP;

    	public ColorP X0Y2_線3CP;

    	public ColorP X0Y2_線4CP;

    	public ColorP X0Y2_線5CP;

    	public ColorP X0Y2_線6CP;

    	public ColorP X0Y2_線7CP;

    	public ColorP X0Y2_線8CP;

    	public ColorP X0Y2_紐CP;

    	public ColorP X0Y3_先CP;

    	public ColorP X0Y3_柄CP;

    	public ColorP X0Y3_線1CP;

    	public ColorP X0Y3_線2CP;

    	public ColorP X0Y3_線3CP;

    	public ColorP X0Y3_線4CP;

    	public ColorP X0Y3_線5CP;

    	public ColorP X0Y3_線6CP;

    	public ColorP X0Y3_線7CP;

    	public ColorP X0Y3_線8CP;

    	public ColorP X0Y3_紐CP;

    	public ColorP X0Y4_先CP;

    	public ColorP X0Y4_柄CP;

    	public ColorP X0Y4_線1CP;

    	public ColorP X0Y4_線2CP;

    	public ColorP X0Y4_線3CP;

    	public ColorP X0Y4_線4CP;

    	public ColorP X0Y4_線5CP;

    	public ColorP X0Y4_線6CP;

    	public ColorP X0Y4_線7CP;

    	public ColorP X0Y4_線8CP;

    	public ColorP X0Y4_紐CP;

    	public ColorP X1Y0_先CP;

    	public ColorP X1Y0_柄CP;

    	public ColorP X1Y0_線1CP;

    	public ColorP X1Y0_線2CP;

    	public ColorP X1Y0_線3CP;

    	public ColorP X1Y0_線4CP;

    	public ColorP X1Y0_線5CP;

    	public ColorP X1Y0_線6CP;

    	public ColorP X1Y0_線7CP;

    	public ColorP X1Y0_線8CP;

    	public ColorP X1Y0_紐CP;

    	public ColorP X1Y0_鞭撃エフェクト1CP;

    	public ColorP X1Y0_鞭撃エフェクト2CP;

    	public ColorP X1Y1_先CP;

    	public ColorP X1Y1_柄CP;

    	public ColorP X1Y1_線1CP;

    	public ColorP X1Y1_線2CP;

    	public ColorP X1Y1_線3CP;

    	public ColorP X1Y1_線4CP;

    	public ColorP X1Y1_線5CP;

    	public ColorP X1Y1_線6CP;

    	public ColorP X1Y1_線7CP;

    	public ColorP X1Y1_線8CP;

    	public ColorP X1Y1_紐CP;

    	public ColorP X1Y1_鞭撃エフェクト1CP;

    	public ColorP X1Y1_鞭撃エフェクト2CP;

    	public ColorP X1Y2_先CP;

    	public ColorP X1Y2_柄CP;

    	public ColorP X1Y2_線1CP;

    	public ColorP X1Y2_線2CP;

    	public ColorP X1Y2_線3CP;

    	public ColorP X1Y2_線4CP;

    	public ColorP X1Y2_線5CP;

    	public ColorP X1Y2_線6CP;

    	public ColorP X1Y2_線7CP;

    	public ColorP X1Y2_線8CP;

    	public ColorP X1Y2_紐CP;

    	public ColorP X1Y2_鞭撃エフェクト1CP;

    	public ColorP X1Y2_鞭撃エフェクト2CP;

    	public ColorP X1Y3_先CP;

    	public ColorP X1Y3_柄CP;

    	public ColorP X1Y3_線1CP;

    	public ColorP X1Y3_線2CP;

    	public ColorP X1Y3_線3CP;

    	public ColorP X1Y3_線4CP;

    	public ColorP X1Y3_線5CP;

    	public ColorP X1Y3_線6CP;

    	public ColorP X1Y3_線7CP;

    	public ColorP X1Y3_線8CP;

    	public ColorP X1Y3_紐CP;

    	public ColorP X1Y4_先CP;

    	public ColorP X1Y4_柄CP;

    	public ColorP X1Y4_線1CP;

    	public ColorP X1Y4_線2CP;

    	public ColorP X1Y4_線3CP;

    	public ColorP X1Y4_線4CP;

    	public ColorP X1Y4_線5CP;

    	public ColorP X1Y4_線6CP;

    	public ColorP X1Y4_線7CP;

    	public ColorP X1Y4_線8CP;

    	public ColorP X1Y4_紐CP;

    	public ColorP X1Y4_鞭撃エフェクト1CP;

    	public ColorP X1Y4_鞭撃エフェクト2CP;

    	public override bool 欠損
    	{
    		get
    		{
    			return 欠損_;
    		}
    		set
    		{
    			欠損_ = value;
    		}
    	}

    	public override bool 筋肉
    	{
    		get
    		{
    			return 筋肉_;
    		}
    		set
    		{
    			筋肉_ = value;
    		}
    	}

    	public override bool 拘束
    	{
    		get
    		{
    			return 拘束_;
    		}
    		set
    		{
    			拘束_ = value;
    		}
    	}

    	public bool 先_表示
    	{
    		get
    		{
    			return X0Y0_先.Dra;
    		}
    		set
    		{
    			X0Y0_先.Dra = value;
    			X0Y1_先.Dra = value;
    			X0Y2_先.Dra = value;
    			X0Y3_先.Dra = value;
    			X0Y4_先.Dra = value;
    			X1Y0_先.Dra = value;
    			X1Y1_先.Dra = value;
    			X1Y2_先.Dra = value;
    			X1Y3_先.Dra = value;
    			X1Y4_先.Dra = value;
    			X0Y0_先.Hit = value;
    			X0Y1_先.Hit = value;
    			X0Y2_先.Hit = value;
    			X0Y3_先.Hit = value;
    			X0Y4_先.Hit = value;
    			X1Y0_先.Hit = value;
    			X1Y1_先.Hit = value;
    			X1Y2_先.Hit = value;
    			X1Y3_先.Hit = value;
    			X1Y4_先.Hit = value;
    		}
    	}

    	public bool 柄_表示
    	{
    		get
    		{
    			return X0Y0_柄.Dra;
    		}
    		set
    		{
    			X0Y0_柄.Dra = value;
    			X0Y1_柄.Dra = value;
    			X0Y2_柄.Dra = value;
    			X0Y3_柄.Dra = value;
    			X0Y4_柄.Dra = value;
    			X1Y0_柄.Dra = value;
    			X1Y1_柄.Dra = value;
    			X1Y2_柄.Dra = value;
    			X1Y3_柄.Dra = value;
    			X1Y4_柄.Dra = value;
    			X0Y0_柄.Hit = value;
    			X0Y1_柄.Hit = value;
    			X0Y2_柄.Hit = value;
    			X0Y3_柄.Hit = value;
    			X0Y4_柄.Hit = value;
    			X1Y0_柄.Hit = value;
    			X1Y1_柄.Hit = value;
    			X1Y2_柄.Hit = value;
    			X1Y3_柄.Hit = value;
    			X1Y4_柄.Hit = value;
    		}
    	}

    	public bool 線1_表示
    	{
    		get
    		{
    			return X0Y0_線1.Dra;
    		}
    		set
    		{
    			X0Y0_線1.Dra = value;
    			X0Y1_線1.Dra = value;
    			X0Y2_線1.Dra = value;
    			X0Y3_線1.Dra = value;
    			X0Y4_線1.Dra = value;
    			X1Y0_線1.Dra = value;
    			X1Y1_線1.Dra = value;
    			X1Y2_線1.Dra = value;
    			X1Y3_線1.Dra = value;
    			X1Y4_線1.Dra = value;
    			X0Y0_線1.Hit = value;
    			X0Y1_線1.Hit = value;
    			X0Y2_線1.Hit = value;
    			X0Y3_線1.Hit = value;
    			X0Y4_線1.Hit = value;
    			X1Y0_線1.Hit = value;
    			X1Y1_線1.Hit = value;
    			X1Y2_線1.Hit = value;
    			X1Y3_線1.Hit = value;
    			X1Y4_線1.Hit = value;
    		}
    	}

    	public bool 線2_表示
    	{
    		get
    		{
    			return X0Y0_線2.Dra;
    		}
    		set
    		{
    			X0Y0_線2.Dra = value;
    			X0Y1_線2.Dra = value;
    			X0Y2_線2.Dra = value;
    			X0Y3_線2.Dra = value;
    			X0Y4_線2.Dra = value;
    			X1Y0_線2.Dra = value;
    			X1Y1_線2.Dra = value;
    			X1Y2_線2.Dra = value;
    			X1Y3_線2.Dra = value;
    			X1Y4_線2.Dra = value;
    			X0Y0_線2.Hit = value;
    			X0Y1_線2.Hit = value;
    			X0Y2_線2.Hit = value;
    			X0Y3_線2.Hit = value;
    			X0Y4_線2.Hit = value;
    			X1Y0_線2.Hit = value;
    			X1Y1_線2.Hit = value;
    			X1Y2_線2.Hit = value;
    			X1Y3_線2.Hit = value;
    			X1Y4_線2.Hit = value;
    		}
    	}

    	public bool 線3_表示
    	{
    		get
    		{
    			return X0Y0_線3.Dra;
    		}
    		set
    		{
    			X0Y0_線3.Dra = value;
    			X0Y1_線3.Dra = value;
    			X0Y2_線3.Dra = value;
    			X0Y3_線3.Dra = value;
    			X0Y4_線3.Dra = value;
    			X1Y0_線3.Dra = value;
    			X1Y1_線3.Dra = value;
    			X1Y2_線3.Dra = value;
    			X1Y3_線3.Dra = value;
    			X1Y4_線3.Dra = value;
    			X0Y0_線3.Hit = value;
    			X0Y1_線3.Hit = value;
    			X0Y2_線3.Hit = value;
    			X0Y3_線3.Hit = value;
    			X0Y4_線3.Hit = value;
    			X1Y0_線3.Hit = value;
    			X1Y1_線3.Hit = value;
    			X1Y2_線3.Hit = value;
    			X1Y3_線3.Hit = value;
    			X1Y4_線3.Hit = value;
    		}
    	}

    	public bool 線4_表示
    	{
    		get
    		{
    			return X0Y0_線4.Dra;
    		}
    		set
    		{
    			X0Y0_線4.Dra = value;
    			X0Y1_線4.Dra = value;
    			X0Y2_線4.Dra = value;
    			X0Y3_線4.Dra = value;
    			X0Y4_線4.Dra = value;
    			X1Y0_線4.Dra = value;
    			X1Y1_線4.Dra = value;
    			X1Y2_線4.Dra = value;
    			X1Y3_線4.Dra = value;
    			X1Y4_線4.Dra = value;
    			X0Y0_線4.Hit = value;
    			X0Y1_線4.Hit = value;
    			X0Y2_線4.Hit = value;
    			X0Y3_線4.Hit = value;
    			X0Y4_線4.Hit = value;
    			X1Y0_線4.Hit = value;
    			X1Y1_線4.Hit = value;
    			X1Y2_線4.Hit = value;
    			X1Y3_線4.Hit = value;
    			X1Y4_線4.Hit = value;
    		}
    	}

    	public bool 線5_表示
    	{
    		get
    		{
    			return X0Y0_線5.Dra;
    		}
    		set
    		{
    			X0Y0_線5.Dra = value;
    			X0Y1_線5.Dra = value;
    			X0Y2_線5.Dra = value;
    			X0Y3_線5.Dra = value;
    			X0Y4_線5.Dra = value;
    			X1Y0_線5.Dra = value;
    			X1Y1_線5.Dra = value;
    			X1Y2_線5.Dra = value;
    			X1Y3_線5.Dra = value;
    			X1Y4_線5.Dra = value;
    			X0Y0_線5.Hit = value;
    			X0Y1_線5.Hit = value;
    			X0Y2_線5.Hit = value;
    			X0Y3_線5.Hit = value;
    			X0Y4_線5.Hit = value;
    			X1Y0_線5.Hit = value;
    			X1Y1_線5.Hit = value;
    			X1Y2_線5.Hit = value;
    			X1Y3_線5.Hit = value;
    			X1Y4_線5.Hit = value;
    		}
    	}

    	public bool 線6_表示
    	{
    		get
    		{
    			return X0Y0_線6.Dra;
    		}
    		set
    		{
    			X0Y0_線6.Dra = value;
    			X0Y1_線6.Dra = value;
    			X0Y2_線6.Dra = value;
    			X0Y3_線6.Dra = value;
    			X0Y4_線6.Dra = value;
    			X1Y0_線6.Dra = value;
    			X1Y1_線6.Dra = value;
    			X1Y2_線6.Dra = value;
    			X1Y3_線6.Dra = value;
    			X1Y4_線6.Dra = value;
    			X0Y0_線6.Hit = value;
    			X0Y1_線6.Hit = value;
    			X0Y2_線6.Hit = value;
    			X0Y3_線6.Hit = value;
    			X0Y4_線6.Hit = value;
    			X1Y0_線6.Hit = value;
    			X1Y1_線6.Hit = value;
    			X1Y2_線6.Hit = value;
    			X1Y3_線6.Hit = value;
    			X1Y4_線6.Hit = value;
    		}
    	}

    	public bool 線7_表示
    	{
    		get
    		{
    			return X0Y0_線7.Dra;
    		}
    		set
    		{
    			X0Y0_線7.Dra = value;
    			X0Y1_線7.Dra = value;
    			X0Y2_線7.Dra = value;
    			X0Y3_線7.Dra = value;
    			X0Y4_線7.Dra = value;
    			X1Y0_線7.Dra = value;
    			X1Y1_線7.Dra = value;
    			X1Y2_線7.Dra = value;
    			X1Y3_線7.Dra = value;
    			X1Y4_線7.Dra = value;
    			X0Y0_線7.Hit = value;
    			X0Y1_線7.Hit = value;
    			X0Y2_線7.Hit = value;
    			X0Y3_線7.Hit = value;
    			X0Y4_線7.Hit = value;
    			X1Y0_線7.Hit = value;
    			X1Y1_線7.Hit = value;
    			X1Y2_線7.Hit = value;
    			X1Y3_線7.Hit = value;
    			X1Y4_線7.Hit = value;
    		}
    	}

    	public bool 線8_表示
    	{
    		get
    		{
    			return X0Y0_線8.Dra;
    		}
    		set
    		{
    			X0Y0_線8.Dra = value;
    			X0Y1_線8.Dra = value;
    			X0Y2_線8.Dra = value;
    			X0Y3_線8.Dra = value;
    			X0Y4_線8.Dra = value;
    			X1Y0_線8.Dra = value;
    			X1Y1_線8.Dra = value;
    			X1Y2_線8.Dra = value;
    			X1Y3_線8.Dra = value;
    			X1Y4_線8.Dra = value;
    			X0Y0_線8.Hit = value;
    			X0Y1_線8.Hit = value;
    			X0Y2_線8.Hit = value;
    			X0Y3_線8.Hit = value;
    			X0Y4_線8.Hit = value;
    			X1Y0_線8.Hit = value;
    			X1Y1_線8.Hit = value;
    			X1Y2_線8.Hit = value;
    			X1Y3_線8.Hit = value;
    			X1Y4_線8.Hit = value;
    		}
    	}

    	public bool 紐_表示
    	{
    		get
    		{
    			return X0Y0_紐.Dra;
    		}
    		set
    		{
    			X0Y0_紐.Dra = value;
    			X0Y1_紐.Dra = value;
    			X0Y2_紐.Dra = value;
    			X0Y3_紐.Dra = value;
    			X0Y4_紐.Dra = value;
    			X1Y0_紐.Dra = value;
    			X1Y1_紐.Dra = value;
    			X1Y2_紐.Dra = value;
    			X1Y3_紐.Dra = value;
    			X1Y4_紐.Dra = value;
    			X0Y0_紐.Hit = value;
    			X0Y1_紐.Hit = value;
    			X0Y2_紐.Hit = value;
    			X0Y3_紐.Hit = value;
    			X0Y4_紐.Hit = value;
    			X1Y0_紐.Hit = value;
    			X1Y1_紐.Hit = value;
    			X1Y2_紐.Hit = value;
    			X1Y3_紐.Hit = value;
    			X1Y4_紐.Hit = value;
    		}
    	}

    	public bool 鞭撃エフェクト1_表示
    	{
    		get
    		{
    			return X1Y0_鞭撃エフェクト1.Dra;
    		}
    		set
    		{
    			X1Y0_鞭撃エフェクト1.Dra = value;
    			X1Y1_鞭撃エフェクト1.Dra = value;
    			X1Y2_鞭撃エフェクト1.Dra = value;
    			X1Y4_鞭撃エフェクト1.Dra = value;
    			X1Y0_鞭撃エフェクト1.Hit = value;
    			X1Y1_鞭撃エフェクト1.Hit = value;
    			X1Y2_鞭撃エフェクト1.Hit = value;
    			X1Y4_鞭撃エフェクト1.Hit = value;
    		}
    	}

    	public bool 鞭撃エフェクト2_表示
    	{
    		get
    		{
    			return X1Y0_鞭撃エフェクト2.Dra;
    		}
    		set
    		{
    			X1Y0_鞭撃エフェクト2.Dra = value;
    			X1Y1_鞭撃エフェクト2.Dra = value;
    			X1Y2_鞭撃エフェクト2.Dra = value;
    			X1Y4_鞭撃エフェクト2.Dra = value;
    			X1Y0_鞭撃エフェクト2.Hit = value;
    			X1Y1_鞭撃エフェクト2.Hit = value;
    			X1Y2_鞭撃エフェクト2.Hit = value;
    			X1Y4_鞭撃エフェクト2.Hit = value;
    		}
    	}

    	public override bool 表示
    	{
    		get
    		{
    			return 先_表示;
    		}
    		set
    		{
    			先_表示 = value;
    			柄_表示 = value;
    			線1_表示 = value;
    			線2_表示 = value;
    			線3_表示 = value;
    			線4_表示 = value;
    			線5_表示 = value;
    			線6_表示 = value;
    			線7_表示 = value;
    			線8_表示 = value;
    			紐_表示 = value;
    			鞭撃エフェクト1_表示 = value;
    			鞭撃エフェクト2_表示 = value;
    		}
    	}

    	public override double Intensity
    	{
    		get
    		{
    			return 先CD.不透明度;
    		}
    		set
    		{
    			先CD.不透明度 = value;
    			柄CD.不透明度 = value;
    			線1CD.不透明度 = value;
    			線2CD.不透明度 = value;
    			線3CD.不透明度 = value;
    			線4CD.不透明度 = value;
    			線5CD.不透明度 = value;
    			線6CD.不透明度 = value;
    			線7CD.不透明度 = value;
    			線8CD.不透明度 = value;
    			紐CD.不透明度 = value;
    			鞭撃エフェクト1CD.不透明度 = value;
    			鞭撃エフェクト2CD.不透明度 = value;
    		}
    	}

    	public 調教鞭(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 調教鞭D e)
    	{
    		ThisType = GetType();
    		Body = new Difs(Sta.カーソル["調教鞭"]);
    		PartGroup partGroup = Body[0][0];
    		X0Y0_先 = partGroup["先"].ToPar();
    		X0Y0_柄 = partGroup["柄"].ToPar();
    		X0Y0_線1 = partGroup["線1"].ToPar();
    		X0Y0_線2 = partGroup["線2"].ToPar();
    		X0Y0_線3 = partGroup["線3"].ToPar();
    		X0Y0_線4 = partGroup["線4"].ToPar();
    		X0Y0_線5 = partGroup["線5"].ToPar();
    		X0Y0_線6 = partGroup["線6"].ToPar();
    		X0Y0_線7 = partGroup["線7"].ToPar();
    		X0Y0_線8 = partGroup["線8"].ToPar();
    		X0Y0_紐 = partGroup["紐"].ToPar();
    		partGroup = Body[0][1];
    		X0Y1_先 = partGroup["先"].ToPar();
    		X0Y1_柄 = partGroup["柄"].ToPar();
    		X0Y1_線1 = partGroup["線1"].ToPar();
    		X0Y1_線2 = partGroup["線2"].ToPar();
    		X0Y1_線3 = partGroup["線3"].ToPar();
    		X0Y1_線4 = partGroup["線4"].ToPar();
    		X0Y1_線5 = partGroup["線5"].ToPar();
    		X0Y1_線6 = partGroup["線6"].ToPar();
    		X0Y1_線7 = partGroup["線7"].ToPar();
    		X0Y1_線8 = partGroup["線8"].ToPar();
    		X0Y1_紐 = partGroup["紐"].ToPar();
    		partGroup = Body[0][2];
    		X0Y2_先 = partGroup["先"].ToPar();
    		X0Y2_柄 = partGroup["柄"].ToPar();
    		X0Y2_線1 = partGroup["線1"].ToPar();
    		X0Y2_線2 = partGroup["線2"].ToPar();
    		X0Y2_線3 = partGroup["線3"].ToPar();
    		X0Y2_線4 = partGroup["線4"].ToPar();
    		X0Y2_線5 = partGroup["線5"].ToPar();
    		X0Y2_線6 = partGroup["線6"].ToPar();
    		X0Y2_線7 = partGroup["線7"].ToPar();
    		X0Y2_線8 = partGroup["線8"].ToPar();
    		X0Y2_紐 = partGroup["紐"].ToPar();
    		partGroup = Body[0][3];
    		X0Y3_先 = partGroup["先"].ToPar();
    		X0Y3_柄 = partGroup["柄"].ToPar();
    		X0Y3_線1 = partGroup["線1"].ToPar();
    		X0Y3_線2 = partGroup["線2"].ToPar();
    		X0Y3_線3 = partGroup["線3"].ToPar();
    		X0Y3_線4 = partGroup["線4"].ToPar();
    		X0Y3_線5 = partGroup["線5"].ToPar();
    		X0Y3_線6 = partGroup["線6"].ToPar();
    		X0Y3_線7 = partGroup["線7"].ToPar();
    		X0Y3_線8 = partGroup["線8"].ToPar();
    		X0Y3_紐 = partGroup["紐"].ToPar();
    		partGroup = Body[0][4];
    		X0Y4_先 = partGroup["先"].ToPar();
    		X0Y4_柄 = partGroup["柄"].ToPar();
    		X0Y4_線1 = partGroup["線1"].ToPar();
    		X0Y4_線2 = partGroup["線2"].ToPar();
    		X0Y4_線3 = partGroup["線3"].ToPar();
    		X0Y4_線4 = partGroup["線4"].ToPar();
    		X0Y4_線5 = partGroup["線5"].ToPar();
    		X0Y4_線6 = partGroup["線6"].ToPar();
    		X0Y4_線7 = partGroup["線7"].ToPar();
    		X0Y4_線8 = partGroup["線8"].ToPar();
    		X0Y4_紐 = partGroup["紐"].ToPar();
    		partGroup = Body[1][0];
    		X1Y0_先 = partGroup["先"].ToPar();
    		X1Y0_柄 = partGroup["柄"].ToPar();
    		X1Y0_線1 = partGroup["線1"].ToPar();
    		X1Y0_線2 = partGroup["線2"].ToPar();
    		X1Y0_線3 = partGroup["線3"].ToPar();
    		X1Y0_線4 = partGroup["線4"].ToPar();
    		X1Y0_線5 = partGroup["線5"].ToPar();
    		X1Y0_線6 = partGroup["線6"].ToPar();
    		X1Y0_線7 = partGroup["線7"].ToPar();
    		X1Y0_線8 = partGroup["線8"].ToPar();
    		X1Y0_紐 = partGroup["紐"].ToPar();
    		X1Y0_鞭撃エフェクト1 = partGroup["鞭撃エフェクト1"].ToPar();
    		X1Y0_鞭撃エフェクト2 = partGroup["鞭撃エフェクト2"].ToPar();
    		partGroup = Body[1][1];
    		X1Y1_先 = partGroup["先"].ToPar();
    		X1Y1_柄 = partGroup["柄"].ToPar();
    		X1Y1_線1 = partGroup["線1"].ToPar();
    		X1Y1_線2 = partGroup["線2"].ToPar();
    		X1Y1_線3 = partGroup["線3"].ToPar();
    		X1Y1_線4 = partGroup["線4"].ToPar();
    		X1Y1_線5 = partGroup["線5"].ToPar();
    		X1Y1_線6 = partGroup["線6"].ToPar();
    		X1Y1_線7 = partGroup["線7"].ToPar();
    		X1Y1_線8 = partGroup["線8"].ToPar();
    		X1Y1_紐 = partGroup["紐"].ToPar();
    		X1Y1_鞭撃エフェクト1 = partGroup["鞭撃エフェクト1"].ToPar();
    		X1Y1_鞭撃エフェクト2 = partGroup["鞭撃エフェクト2"].ToPar();
    		partGroup = Body[1][2];
    		X1Y2_先 = partGroup["先"].ToPar();
    		X1Y2_柄 = partGroup["柄"].ToPar();
    		X1Y2_線1 = partGroup["線1"].ToPar();
    		X1Y2_線2 = partGroup["線2"].ToPar();
    		X1Y2_線3 = partGroup["線3"].ToPar();
    		X1Y2_線4 = partGroup["線4"].ToPar();
    		X1Y2_線5 = partGroup["線5"].ToPar();
    		X1Y2_線6 = partGroup["線6"].ToPar();
    		X1Y2_線7 = partGroup["線7"].ToPar();
    		X1Y2_線8 = partGroup["線8"].ToPar();
    		X1Y2_紐 = partGroup["紐"].ToPar();
    		X1Y2_鞭撃エフェクト1 = partGroup["鞭撃エフェクト1"].ToPar();
    		X1Y2_鞭撃エフェクト2 = partGroup["鞭撃エフェクト2"].ToPar();
    		partGroup = Body[1][3];
    		X1Y3_先 = partGroup["先"].ToPar();
    		X1Y3_柄 = partGroup["柄"].ToPar();
    		X1Y3_線1 = partGroup["線1"].ToPar();
    		X1Y3_線2 = partGroup["線2"].ToPar();
    		X1Y3_線3 = partGroup["線3"].ToPar();
    		X1Y3_線4 = partGroup["線4"].ToPar();
    		X1Y3_線5 = partGroup["線5"].ToPar();
    		X1Y3_線6 = partGroup["線6"].ToPar();
    		X1Y3_線7 = partGroup["線7"].ToPar();
    		X1Y3_線8 = partGroup["線8"].ToPar();
    		X1Y3_紐 = partGroup["紐"].ToPar();
    		partGroup = Body[1][4];
    		X1Y4_先 = partGroup["先"].ToPar();
    		X1Y4_柄 = partGroup["柄"].ToPar();
    		X1Y4_線1 = partGroup["線1"].ToPar();
    		X1Y4_線2 = partGroup["線2"].ToPar();
    		X1Y4_線3 = partGroup["線3"].ToPar();
    		X1Y4_線4 = partGroup["線4"].ToPar();
    		X1Y4_線5 = partGroup["線5"].ToPar();
    		X1Y4_線6 = partGroup["線6"].ToPar();
    		X1Y4_線7 = partGroup["線7"].ToPar();
    		X1Y4_線8 = partGroup["線8"].ToPar();
    		X1Y4_紐 = partGroup["紐"].ToPar();
    		X1Y4_鞭撃エフェクト1 = partGroup["鞭撃エフェクト1"].ToPar();
    		X1Y4_鞭撃エフェクト2 = partGroup["鞭撃エフェクト2"].ToPar();
    		Body.SetJoints();
    		接続根 = new JointD(Body);
    		右 = e.右;
    		反転X = e.反転X;
    		反転Y = e.反転Y;
    		基準C = e.基準C;
    		位置C = e.位置C;
    		角度B = e.角度B;
    		角度C = e.角度C;
    		尺度B = e.尺度B;
    		尺度C = e.尺度C;
    		尺度XB = e.尺度XB;
    		尺度XC = e.尺度XC;
    		尺度YB = e.尺度YB;
    		尺度YC = e.尺度YC;
    		肥大 = e.肥大;
    		身長 = e.身長;
    		Xv = e.Xv;
    		Yv = e.Yv;
    		Xi = e.Xi;
    		Yi = e.Yi;
    		サイズ = e.サイズ;
    		サイズX = e.サイズX;
    		サイズY = e.サイズY;
    		先_表示 = e.先_表示;
    		柄_表示 = e.柄_表示;
    		線1_表示 = e.線1_表示;
    		線2_表示 = e.線2_表示;
    		線3_表示 = e.線3_表示;
    		線4_表示 = e.線4_表示;
    		線5_表示 = e.線5_表示;
    		線6_表示 = e.線6_表示;
    		線7_表示 = e.線7_表示;
    		線8_表示 = e.線8_表示;
    		紐_表示 = e.紐_表示;
    		鞭撃エフェクト1_表示 = e.鞭撃エフェクト1_表示;
    		鞭撃エフェクト2_表示 = e.鞭撃エフェクト2_表示;
    		欠損 = e.欠損;
    		筋肉 = e.筋肉;
    		拘束 = e.拘束;
    		if (!e.表示)
    		{
    			表示 = false;
    		}
    		base.配色指定 = 配色指定;
    		配色(体配色);
    		X0Y0_先CP = new ColorP(X0Y0_先, 先CD, DisUnit, abj: true);
    		X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true);
    		X0Y0_線1CP = new ColorP(X0Y0_線1, 線1CD, DisUnit, abj: true);
    		X0Y0_線2CP = new ColorP(X0Y0_線2, 線2CD, DisUnit, abj: true);
    		X0Y0_線3CP = new ColorP(X0Y0_線3, 線3CD, DisUnit, abj: true);
    		X0Y0_線4CP = new ColorP(X0Y0_線4, 線4CD, DisUnit, abj: true);
    		X0Y0_線5CP = new ColorP(X0Y0_線5, 線5CD, DisUnit, abj: true);
    		X0Y0_線6CP = new ColorP(X0Y0_線6, 線6CD, DisUnit, abj: true);
    		X0Y0_線7CP = new ColorP(X0Y0_線7, 線7CD, DisUnit, abj: true);
    		X0Y0_線8CP = new ColorP(X0Y0_線8, 線8CD, DisUnit, abj: true);
    		X0Y0_紐CP = new ColorP(X0Y0_紐, 紐CD, DisUnit, abj: true);
    		X0Y1_先CP = new ColorP(X0Y1_先, 先CD, DisUnit, abj: true);
    		X0Y1_柄CP = new ColorP(X0Y1_柄, 柄CD, DisUnit, abj: true);
    		X0Y1_線1CP = new ColorP(X0Y1_線1, 線1CD, DisUnit, abj: true);
    		X0Y1_線2CP = new ColorP(X0Y1_線2, 線2CD, DisUnit, abj: true);
    		X0Y1_線3CP = new ColorP(X0Y1_線3, 線3CD, DisUnit, abj: true);
    		X0Y1_線4CP = new ColorP(X0Y1_線4, 線4CD, DisUnit, abj: true);
    		X0Y1_線5CP = new ColorP(X0Y1_線5, 線5CD, DisUnit, abj: true);
    		X0Y1_線6CP = new ColorP(X0Y1_線6, 線6CD, DisUnit, abj: true);
    		X0Y1_線7CP = new ColorP(X0Y1_線7, 線7CD, DisUnit, abj: true);
    		X0Y1_線8CP = new ColorP(X0Y1_線8, 線8CD, DisUnit, abj: true);
    		X0Y1_紐CP = new ColorP(X0Y1_紐, 紐CD, DisUnit, abj: true);
    		X0Y2_先CP = new ColorP(X0Y2_先, 先CD, DisUnit, abj: true);
    		X0Y2_柄CP = new ColorP(X0Y2_柄, 柄CD, DisUnit, abj: true);
    		X0Y2_線1CP = new ColorP(X0Y2_線1, 線1CD, DisUnit, abj: true);
    		X0Y2_線2CP = new ColorP(X0Y2_線2, 線2CD, DisUnit, abj: true);
    		X0Y2_線3CP = new ColorP(X0Y2_線3, 線3CD, DisUnit, abj: true);
    		X0Y2_線4CP = new ColorP(X0Y2_線4, 線4CD, DisUnit, abj: true);
    		X0Y2_線5CP = new ColorP(X0Y2_線5, 線5CD, DisUnit, abj: true);
    		X0Y2_線6CP = new ColorP(X0Y2_線6, 線6CD, DisUnit, abj: true);
    		X0Y2_線7CP = new ColorP(X0Y2_線7, 線7CD, DisUnit, abj: true);
    		X0Y2_線8CP = new ColorP(X0Y2_線8, 線8CD, DisUnit, abj: true);
    		X0Y2_紐CP = new ColorP(X0Y2_紐, 紐CD, DisUnit, abj: true);
    		X0Y3_先CP = new ColorP(X0Y3_先, 先CD, DisUnit, abj: true);
    		X0Y3_柄CP = new ColorP(X0Y3_柄, 柄CD, DisUnit, abj: true);
    		X0Y3_線1CP = new ColorP(X0Y3_線1, 線1CD, DisUnit, abj: true);
    		X0Y3_線2CP = new ColorP(X0Y3_線2, 線2CD, DisUnit, abj: true);
    		X0Y3_線3CP = new ColorP(X0Y3_線3, 線3CD, DisUnit, abj: true);
    		X0Y3_線4CP = new ColorP(X0Y3_線4, 線4CD, DisUnit, abj: true);
    		X0Y3_線5CP = new ColorP(X0Y3_線5, 線5CD, DisUnit, abj: true);
    		X0Y3_線6CP = new ColorP(X0Y3_線6, 線6CD, DisUnit, abj: true);
    		X0Y3_線7CP = new ColorP(X0Y3_線7, 線7CD, DisUnit, abj: true);
    		X0Y3_線8CP = new ColorP(X0Y3_線8, 線8CD, DisUnit, abj: true);
    		X0Y3_紐CP = new ColorP(X0Y3_紐, 紐CD, DisUnit, abj: true);
    		X0Y4_先CP = new ColorP(X0Y4_先, 先CD, DisUnit, abj: true);
    		X0Y4_柄CP = new ColorP(X0Y4_柄, 柄CD, DisUnit, abj: true);
    		X0Y4_線1CP = new ColorP(X0Y4_線1, 線1CD, DisUnit, abj: true);
    		X0Y4_線2CP = new ColorP(X0Y4_線2, 線2CD, DisUnit, abj: true);
    		X0Y4_線3CP = new ColorP(X0Y4_線3, 線3CD, DisUnit, abj: true);
    		X0Y4_線4CP = new ColorP(X0Y4_線4, 線4CD, DisUnit, abj: true);
    		X0Y4_線5CP = new ColorP(X0Y4_線5, 線5CD, DisUnit, abj: true);
    		X0Y4_線6CP = new ColorP(X0Y4_線6, 線6CD, DisUnit, abj: true);
    		X0Y4_線7CP = new ColorP(X0Y4_線7, 線7CD, DisUnit, abj: true);
    		X0Y4_線8CP = new ColorP(X0Y4_線8, 線8CD, DisUnit, abj: true);
    		X0Y4_紐CP = new ColorP(X0Y4_紐, 紐CD, DisUnit, abj: true);
    		X1Y0_先CP = new ColorP(X1Y0_先, 先CD, DisUnit, abj: true);
    		X1Y0_柄CP = new ColorP(X1Y0_柄, 柄CD, DisUnit, abj: true);
    		X1Y0_線1CP = new ColorP(X1Y0_線1, 線1CD, DisUnit, abj: true);
    		X1Y0_線2CP = new ColorP(X1Y0_線2, 線2CD, DisUnit, abj: true);
    		X1Y0_線3CP = new ColorP(X1Y0_線3, 線3CD, DisUnit, abj: true);
    		X1Y0_線4CP = new ColorP(X1Y0_線4, 線4CD, DisUnit, abj: true);
    		X1Y0_線5CP = new ColorP(X1Y0_線5, 線5CD, DisUnit, abj: true);
    		X1Y0_線6CP = new ColorP(X1Y0_線6, 線6CD, DisUnit, abj: true);
    		X1Y0_線7CP = new ColorP(X1Y0_線7, 線7CD, DisUnit, abj: true);
    		X1Y0_線8CP = new ColorP(X1Y0_線8, 線8CD, DisUnit, abj: true);
    		X1Y0_紐CP = new ColorP(X1Y0_紐, 紐CD, DisUnit, abj: true);
    		X1Y0_鞭撃エフェクト1CP = new ColorP(X1Y0_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
    		X1Y0_鞭撃エフェクト2CP = new ColorP(X1Y0_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
    		X1Y1_先CP = new ColorP(X1Y1_先, 先CD, DisUnit, abj: true);
    		X1Y1_柄CP = new ColorP(X1Y1_柄, 柄CD, DisUnit, abj: true);
    		X1Y1_線1CP = new ColorP(X1Y1_線1, 線1CD, DisUnit, abj: true);
    		X1Y1_線2CP = new ColorP(X1Y1_線2, 線2CD, DisUnit, abj: true);
    		X1Y1_線3CP = new ColorP(X1Y1_線3, 線3CD, DisUnit, abj: true);
    		X1Y1_線4CP = new ColorP(X1Y1_線4, 線4CD, DisUnit, abj: true);
    		X1Y1_線5CP = new ColorP(X1Y1_線5, 線5CD, DisUnit, abj: true);
    		X1Y1_線6CP = new ColorP(X1Y1_線6, 線6CD, DisUnit, abj: true);
    		X1Y1_線7CP = new ColorP(X1Y1_線7, 線7CD, DisUnit, abj: true);
    		X1Y1_線8CP = new ColorP(X1Y1_線8, 線8CD, DisUnit, abj: true);
    		X1Y1_紐CP = new ColorP(X1Y1_紐, 紐CD, DisUnit, abj: true);
    		X1Y1_鞭撃エフェクト1CP = new ColorP(X1Y1_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
    		X1Y1_鞭撃エフェクト2CP = new ColorP(X1Y1_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
    		X1Y2_先CP = new ColorP(X1Y2_先, 先CD, DisUnit, abj: true);
    		X1Y2_柄CP = new ColorP(X1Y2_柄, 柄CD, DisUnit, abj: true);
    		X1Y2_線1CP = new ColorP(X1Y2_線1, 線1CD, DisUnit, abj: true);
    		X1Y2_線2CP = new ColorP(X1Y2_線2, 線2CD, DisUnit, abj: true);
    		X1Y2_線3CP = new ColorP(X1Y2_線3, 線3CD, DisUnit, abj: true);
    		X1Y2_線4CP = new ColorP(X1Y2_線4, 線4CD, DisUnit, abj: true);
    		X1Y2_線5CP = new ColorP(X1Y2_線5, 線5CD, DisUnit, abj: true);
    		X1Y2_線6CP = new ColorP(X1Y2_線6, 線6CD, DisUnit, abj: true);
    		X1Y2_線7CP = new ColorP(X1Y2_線7, 線7CD, DisUnit, abj: true);
    		X1Y2_線8CP = new ColorP(X1Y2_線8, 線8CD, DisUnit, abj: true);
    		X1Y2_紐CP = new ColorP(X1Y2_紐, 紐CD, DisUnit, abj: true);
    		X1Y2_鞭撃エフェクト1CP = new ColorP(X1Y2_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
    		X1Y2_鞭撃エフェクト2CP = new ColorP(X1Y2_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
    		X1Y3_先CP = new ColorP(X1Y3_先, 先CD, DisUnit, abj: true);
    		X1Y3_柄CP = new ColorP(X1Y3_柄, 柄CD, DisUnit, abj: true);
    		X1Y3_線1CP = new ColorP(X1Y3_線1, 線1CD, DisUnit, abj: true);
    		X1Y3_線2CP = new ColorP(X1Y3_線2, 線2CD, DisUnit, abj: true);
    		X1Y3_線3CP = new ColorP(X1Y3_線3, 線3CD, DisUnit, abj: true);
    		X1Y3_線4CP = new ColorP(X1Y3_線4, 線4CD, DisUnit, abj: true);
    		X1Y3_線5CP = new ColorP(X1Y3_線5, 線5CD, DisUnit, abj: true);
    		X1Y3_線6CP = new ColorP(X1Y3_線6, 線6CD, DisUnit, abj: true);
    		X1Y3_線7CP = new ColorP(X1Y3_線7, 線7CD, DisUnit, abj: true);
    		X1Y3_線8CP = new ColorP(X1Y3_線8, 線8CD, DisUnit, abj: true);
    		X1Y3_紐CP = new ColorP(X1Y3_紐, 紐CD, DisUnit, abj: true);
    		X1Y4_先CP = new ColorP(X1Y4_先, 先CD, DisUnit, abj: true);
    		X1Y4_柄CP = new ColorP(X1Y4_柄, 柄CD, DisUnit, abj: true);
    		X1Y4_線1CP = new ColorP(X1Y4_線1, 線1CD, DisUnit, abj: true);
    		X1Y4_線2CP = new ColorP(X1Y4_線2, 線2CD, DisUnit, abj: true);
    		X1Y4_線3CP = new ColorP(X1Y4_線3, 線3CD, DisUnit, abj: true);
    		X1Y4_線4CP = new ColorP(X1Y4_線4, 線4CD, DisUnit, abj: true);
    		X1Y4_線5CP = new ColorP(X1Y4_線5, 線5CD, DisUnit, abj: true);
    		X1Y4_線6CP = new ColorP(X1Y4_線6, 線6CD, DisUnit, abj: true);
    		X1Y4_線7CP = new ColorP(X1Y4_線7, 線7CD, DisUnit, abj: true);
    		X1Y4_線8CP = new ColorP(X1Y4_線8, 線8CD, DisUnit, abj: true);
    		X1Y4_紐CP = new ColorP(X1Y4_紐, 紐CD, DisUnit, abj: true);
    		X1Y4_鞭撃エフェクト1CP = new ColorP(X1Y4_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
    		X1Y4_鞭撃エフェクト2CP = new ColorP(X1Y4_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
    		Intensity = e.濃度;
    		尺度B = 1.01;
    		Body.JoinPAall();
    	}

    	public override void 色更新()
    	{
    		if (Body.IndexX == 0)
    		{
    			switch (Body.IndexY)
    			{
    			case 0:
    				X0Y0_先CP.Update();
    				X0Y0_柄CP.Update();
    				X0Y0_線1CP.Update();
    				X0Y0_線2CP.Update();
    				X0Y0_線3CP.Update();
    				X0Y0_線4CP.Update();
    				X0Y0_線5CP.Update();
    				X0Y0_線6CP.Update();
    				X0Y0_線7CP.Update();
    				X0Y0_線8CP.Update();
    				X0Y0_紐CP.Update();
    				break;
    			case 1:
    				X0Y1_先CP.Update();
    				X0Y1_柄CP.Update();
    				X0Y1_線1CP.Update();
    				X0Y1_線2CP.Update();
    				X0Y1_線3CP.Update();
    				X0Y1_線4CP.Update();
    				X0Y1_線5CP.Update();
    				X0Y1_線6CP.Update();
    				X0Y1_線7CP.Update();
    				X0Y1_線8CP.Update();
    				X0Y1_紐CP.Update();
    				break;
    			case 2:
    				X0Y2_先CP.Update();
    				X0Y2_柄CP.Update();
    				X0Y2_線1CP.Update();
    				X0Y2_線2CP.Update();
    				X0Y2_線3CP.Update();
    				X0Y2_線4CP.Update();
    				X0Y2_線5CP.Update();
    				X0Y2_線6CP.Update();
    				X0Y2_線7CP.Update();
    				X0Y2_線8CP.Update();
    				X0Y2_紐CP.Update();
    				break;
    			case 3:
    				X0Y3_先CP.Update();
    				X0Y3_柄CP.Update();
    				X0Y3_線1CP.Update();
    				X0Y3_線2CP.Update();
    				X0Y3_線3CP.Update();
    				X0Y3_線4CP.Update();
    				X0Y3_線5CP.Update();
    				X0Y3_線6CP.Update();
    				X0Y3_線7CP.Update();
    				X0Y3_線8CP.Update();
    				X0Y3_紐CP.Update();
    				break;
    			default:
    				X0Y4_先CP.Update();
    				X0Y4_柄CP.Update();
    				X0Y4_線1CP.Update();
    				X0Y4_線2CP.Update();
    				X0Y4_線3CP.Update();
    				X0Y4_線4CP.Update();
    				X0Y4_線5CP.Update();
    				X0Y4_線6CP.Update();
    				X0Y4_線7CP.Update();
    				X0Y4_線8CP.Update();
    				X0Y4_紐CP.Update();
    				break;
    			}
    			return;
    		}
    		switch (Body.IndexY)
    		{
    		case 0:
    			X1Y0_先CP.Update();
    			X1Y0_柄CP.Update();
    			X1Y0_線1CP.Update();
    			X1Y0_線2CP.Update();
    			X1Y0_線3CP.Update();
    			X1Y0_線4CP.Update();
    			X1Y0_線5CP.Update();
    			X1Y0_線6CP.Update();
    			X1Y0_線7CP.Update();
    			X1Y0_線8CP.Update();
    			X1Y0_紐CP.Update();
    			X1Y0_鞭撃エフェクト1CP.Update();
    			X1Y0_鞭撃エフェクト2CP.Update();
    			break;
    		case 1:
    			X1Y1_先CP.Update();
    			X1Y1_柄CP.Update();
    			X1Y1_線1CP.Update();
    			X1Y1_線2CP.Update();
    			X1Y1_線3CP.Update();
    			X1Y1_線4CP.Update();
    			X1Y1_線5CP.Update();
    			X1Y1_線6CP.Update();
    			X1Y1_線7CP.Update();
    			X1Y1_線8CP.Update();
    			X1Y1_紐CP.Update();
    			X1Y1_鞭撃エフェクト1CP.Update();
    			X1Y1_鞭撃エフェクト2CP.Update();
    			break;
    		case 2:
    			X1Y2_先CP.Update();
    			X1Y2_柄CP.Update();
    			X1Y2_線1CP.Update();
    			X1Y2_線2CP.Update();
    			X1Y2_線3CP.Update();
    			X1Y2_線4CP.Update();
    			X1Y2_線5CP.Update();
    			X1Y2_線6CP.Update();
    			X1Y2_線7CP.Update();
    			X1Y2_線8CP.Update();
    			X1Y2_紐CP.Update();
    			X1Y2_鞭撃エフェクト1CP.Update();
    			X1Y2_鞭撃エフェクト2CP.Update();
    			break;
    		case 3:
    			X1Y3_先CP.Update();
    			X1Y3_柄CP.Update();
    			X1Y3_線1CP.Update();
    			X1Y3_線2CP.Update();
    			X1Y3_線3CP.Update();
    			X1Y3_線4CP.Update();
    			X1Y3_線5CP.Update();
    			X1Y3_線6CP.Update();
    			X1Y3_線7CP.Update();
    			X1Y3_線8CP.Update();
    			X1Y3_紐CP.Update();
    			break;
    		default:
    			X1Y4_先CP.Update();
    			X1Y4_柄CP.Update();
    			X1Y4_線1CP.Update();
    			X1Y4_線2CP.Update();
    			X1Y4_線3CP.Update();
    			X1Y4_線4CP.Update();
    			X1Y4_線5CP.Update();
    			X1Y4_線6CP.Update();
    			X1Y4_線7CP.Update();
    			X1Y4_線8CP.Update();
    			X1Y4_紐CP.Update();
    			X1Y4_鞭撃エフェクト1CP.Update();
    			X1Y4_鞭撃エフェクト2CP.Update();
    			break;
    		}
    	}

    	private void 配色(BodyColorSet 体配色)
    	{
    		配色N0(体配色);
    	}

    	private void 配色N0(BodyColorSet 体配色)
    	{
    		Color2 色 = new Color2(ref Col.Black, ref Col.Empty);
    		先CD = new ColorD(ref Col.Black, ref 色);
    		紐CD = new ColorD(ref Col.Black, ref 色);
    		柄CD = new ColorD();
    		柄CD.線 = Col.Black;
    		柄CD.色 = new Color2(ref Col.DimGray, ref Col.Black);
    		線1CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線2CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線3CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線4CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線5CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線6CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線7CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		線8CD = new ColorD(ref Col.Black, ref Color2.Empty);
    		Col.GetGrad(ref Col.Silver, out 色);
    		鞭撃エフェクト1CD = new ColorD(ref Col.Empty, ref 色);
    		鞭撃エフェクト2CD = new ColorD(ref Col.Empty, ref 色);
    	}
    }
}
