using _2DGAMELIB;

namespace SlaveMatrix
{
    public class 目隠帯 : Ele
    {
    	public ShapePart X0Y0_革;

    	public ShapePart X0Y0_丸金具上中;

    	public ShapePart X0Y0_丸金具上左1;

    	public ShapePart X0Y0_丸金具上左2;

    	public ShapePart X0Y0_丸金具上左3;

    	public ShapePart X0Y0_丸金具上左4;

    	public ShapePart X0Y0_丸金具上左5;

    	public ShapePart X0Y0_丸金具上右1;

    	public ShapePart X0Y0_丸金具上右2;

    	public ShapePart X0Y0_丸金具上右3;

    	public ShapePart X0Y0_丸金具上右4;

    	public ShapePart X0Y0_丸金具上右5;

    	public ShapePart X0Y0_丸金具下左1;

    	public ShapePart X0Y0_丸金具下左2;

    	public ShapePart X0Y0_丸金具下左3;

    	public ShapePart X0Y0_丸金具下左4;

    	public ShapePart X0Y0_丸金具下左5;

    	public ShapePart X0Y0_丸金具下右1;

    	public ShapePart X0Y0_丸金具下右2;

    	public ShapePart X0Y0_丸金具下右3;

    	public ShapePart X0Y0_丸金具下右4;

    	public ShapePart X0Y0_丸金具下右5;

    	public ColorD 革CD;

    	public ColorD 丸金具上中CD;

    	public ColorD 丸金具上左1CD;

    	public ColorD 丸金具上左2CD;

    	public ColorD 丸金具上左3CD;

    	public ColorD 丸金具上左4CD;

    	public ColorD 丸金具上左5CD;

    	public ColorD 丸金具上右1CD;

    	public ColorD 丸金具上右2CD;

    	public ColorD 丸金具上右3CD;

    	public ColorD 丸金具上右4CD;

    	public ColorD 丸金具上右5CD;

    	public ColorD 丸金具下左1CD;

    	public ColorD 丸金具下左2CD;

    	public ColorD 丸金具下左3CD;

    	public ColorD 丸金具下左4CD;

    	public ColorD 丸金具下左5CD;

    	public ColorD 丸金具下右1CD;

    	public ColorD 丸金具下右2CD;

    	public ColorD 丸金具下右3CD;

    	public ColorD 丸金具下右4CD;

    	public ColorD 丸金具下右5CD;

    	public ColorP X0Y0_革CP;

    	public ColorP X0Y0_丸金具上中CP;

    	public ColorP X0Y0_丸金具上左1CP;

    	public ColorP X0Y0_丸金具上左2CP;

    	public ColorP X0Y0_丸金具上左3CP;

    	public ColorP X0Y0_丸金具上左4CP;

    	public ColorP X0Y0_丸金具上左5CP;

    	public ColorP X0Y0_丸金具上右1CP;

    	public ColorP X0Y0_丸金具上右2CP;

    	public ColorP X0Y0_丸金具上右3CP;

    	public ColorP X0Y0_丸金具上右4CP;

    	public ColorP X0Y0_丸金具上右5CP;

    	public ColorP X0Y0_丸金具下左1CP;

    	public ColorP X0Y0_丸金具下左2CP;

    	public ColorP X0Y0_丸金具下左3CP;

    	public ColorP X0Y0_丸金具下左4CP;

    	public ColorP X0Y0_丸金具下左5CP;

    	public ColorP X0Y0_丸金具下右1CP;

    	public ColorP X0Y0_丸金具下右2CP;

    	public ColorP X0Y0_丸金具下右3CP;

    	public ColorP X0Y0_丸金具下右4CP;

    	public ColorP X0Y0_丸金具下右5CP;

    	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 革_表示
    	{
    		get
    		{
    			return X0Y0_革.Dra;
    		}
    		set
    		{
    			X0Y0_革.Dra = value;
    			X0Y0_革.Hit = value;
    		}
    	}

    	public bool 丸金具上中_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上中.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上中.Dra = value;
    			X0Y0_丸金具上中.Hit = value;
    		}
    	}

    	public bool 丸金具上左1_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上左1.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上左1.Dra = value;
    			X0Y0_丸金具上左1.Hit = value;
    		}
    	}

    	public bool 丸金具上左2_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上左2.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上左2.Dra = value;
    			X0Y0_丸金具上左2.Hit = value;
    		}
    	}

    	public bool 丸金具上左3_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上左3.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上左3.Dra = value;
    			X0Y0_丸金具上左3.Hit = value;
    		}
    	}

    	public bool 丸金具上左4_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上左4.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上左4.Dra = value;
    			X0Y0_丸金具上左4.Hit = value;
    		}
    	}

    	public bool 丸金具上左5_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上左5.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上左5.Dra = value;
    			X0Y0_丸金具上左5.Hit = value;
    		}
    	}

    	public bool 丸金具上右1_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上右1.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上右1.Dra = value;
    			X0Y0_丸金具上右1.Hit = value;
    		}
    	}

    	public bool 丸金具上右2_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上右2.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上右2.Dra = value;
    			X0Y0_丸金具上右2.Hit = value;
    		}
    	}

    	public bool 丸金具上右3_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上右3.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上右3.Dra = value;
    			X0Y0_丸金具上右3.Hit = value;
    		}
    	}

    	public bool 丸金具上右4_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上右4.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上右4.Dra = value;
    			X0Y0_丸金具上右4.Hit = value;
    		}
    	}

    	public bool 丸金具上右5_表示
    	{
    		get
    		{
    			return X0Y0_丸金具上右5.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具上右5.Dra = value;
    			X0Y0_丸金具上右5.Hit = value;
    		}
    	}

    	public bool 丸金具下左1_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下左1.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下左1.Dra = value;
    			X0Y0_丸金具下左1.Hit = value;
    		}
    	}

    	public bool 丸金具下左2_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下左2.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下左2.Dra = value;
    			X0Y0_丸金具下左2.Hit = value;
    		}
    	}

    	public bool 丸金具下左3_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下左3.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下左3.Dra = value;
    			X0Y0_丸金具下左3.Hit = value;
    		}
    	}

    	public bool 丸金具下左4_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下左4.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下左4.Dra = value;
    			X0Y0_丸金具下左4.Hit = value;
    		}
    	}

    	public bool 丸金具下左5_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下左5.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下左5.Dra = value;
    			X0Y0_丸金具下左5.Hit = value;
    		}
    	}

    	public bool 丸金具下右1_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下右1.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下右1.Dra = value;
    			X0Y0_丸金具下右1.Hit = value;
    		}
    	}

    	public bool 丸金具下右2_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下右2.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下右2.Dra = value;
    			X0Y0_丸金具下右2.Hit = value;
    		}
    	}

    	public bool 丸金具下右3_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下右3.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下右3.Dra = value;
    			X0Y0_丸金具下右3.Hit = value;
    		}
    	}

    	public bool 丸金具下右4_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下右4.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下右4.Dra = value;
    			X0Y0_丸金具下右4.Hit = value;
    		}
    	}

    	public bool 丸金具下右5_表示
    	{
    		get
    		{
    			return X0Y0_丸金具下右5.Dra;
    		}
    		set
    		{
    			X0Y0_丸金具下右5.Dra = value;
    			X0Y0_丸金具下右5.Hit = value;
    		}
    	}

    	public override bool 表示
    	{
    		get
    		{
    			return 革_表示;
    		}
    		set
    		{
    			革_表示 = value;
    			丸金具上中_表示 = value;
    			丸金具上左1_表示 = value;
    			丸金具上左2_表示 = value;
    			丸金具上左3_表示 = value;
    			丸金具上左4_表示 = value;
    			丸金具上左5_表示 = value;
    			丸金具上右1_表示 = value;
    			丸金具上右2_表示 = value;
    			丸金具上右3_表示 = value;
    			丸金具上右4_表示 = value;
    			丸金具上右5_表示 = value;
    			丸金具下左1_表示 = value;
    			丸金具下左2_表示 = value;
    			丸金具下左3_表示 = value;
    			丸金具下左4_表示 = value;
    			丸金具下左5_表示 = value;
    			丸金具下右1_表示 = value;
    			丸金具下右2_表示 = value;
    			丸金具下右3_表示 = value;
    			丸金具下右4_表示 = value;
    			丸金具下右5_表示 = value;
    		}
    	}

    	public override double Intensity
    	{
    		get
    		{
    			return 革CD.不透明度;
    		}
    		set
    		{
    			革CD.不透明度 = value;
    			丸金具上中CD.不透明度 = value;
    			丸金具上左1CD.不透明度 = value;
    			丸金具上左2CD.不透明度 = value;
    			丸金具上左3CD.不透明度 = value;
    			丸金具上左4CD.不透明度 = value;
    			丸金具上左5CD.不透明度 = value;
    			丸金具上右1CD.不透明度 = value;
    			丸金具上右2CD.不透明度 = value;
    			丸金具上右3CD.不透明度 = value;
    			丸金具上右4CD.不透明度 = value;
    			丸金具上右5CD.不透明度 = value;
    			丸金具下左1CD.不透明度 = value;
    			丸金具下左2CD.不透明度 = value;
    			丸金具下左3CD.不透明度 = value;
    			丸金具下左4CD.不透明度 = value;
    			丸金具下左5CD.不透明度 = value;
    			丸金具下右1CD.不透明度 = value;
    			丸金具下右2CD.不透明度 = value;
    			丸金具下右3CD.不透明度 = value;
    			丸金具下右4CD.不透明度 = value;
    			丸金具下右5CD.不透明度 = value;
    		}
    	}

    	public 目隠帯(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目隠帯D e)
    	{
    		ThisType = GetType();
    		Body = new Difs(Sta.胴体["目隠帯"]);
    		PartGroup partGroup = Body[0][0];
    		X0Y0_革 = partGroup["革"].ToPar();
    		X0Y0_丸金具上中 = partGroup["丸金具上中"].ToPar();
    		X0Y0_丸金具上左1 = partGroup["丸金具上左1"].ToPar();
    		X0Y0_丸金具上左2 = partGroup["丸金具上左2"].ToPar();
    		X0Y0_丸金具上左3 = partGroup["丸金具上左3"].ToPar();
    		X0Y0_丸金具上左4 = partGroup["丸金具上左4"].ToPar();
    		X0Y0_丸金具上左5 = partGroup["丸金具上左5"].ToPar();
    		X0Y0_丸金具上右1 = partGroup["丸金具上右1"].ToPar();
    		X0Y0_丸金具上右2 = partGroup["丸金具上右2"].ToPar();
    		X0Y0_丸金具上右3 = partGroup["丸金具上右3"].ToPar();
    		X0Y0_丸金具上右4 = partGroup["丸金具上右4"].ToPar();
    		X0Y0_丸金具上右5 = partGroup["丸金具上右5"].ToPar();
    		X0Y0_丸金具下左1 = partGroup["丸金具下左1"].ToPar();
    		X0Y0_丸金具下左2 = partGroup["丸金具下左2"].ToPar();
    		X0Y0_丸金具下左3 = partGroup["丸金具下左3"].ToPar();
    		X0Y0_丸金具下左4 = partGroup["丸金具下左4"].ToPar();
    		X0Y0_丸金具下左5 = partGroup["丸金具下左5"].ToPar();
    		X0Y0_丸金具下右1 = partGroup["丸金具下右1"].ToPar();
    		X0Y0_丸金具下右2 = partGroup["丸金具下右2"].ToPar();
    		X0Y0_丸金具下右3 = partGroup["丸金具下右3"].ToPar();
    		X0Y0_丸金具下右4 = partGroup["丸金具下右4"].ToPar();
    		X0Y0_丸金具下右5 = partGroup["丸金具下右5"].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;
    		革_表示 = e.革_表示;
    		丸金具上中_表示 = e.丸金具上中_表示;
    		丸金具上左1_表示 = e.丸金具上左1_表示;
    		丸金具上左2_表示 = e.丸金具上左2_表示;
    		丸金具上左3_表示 = e.丸金具上左3_表示;
    		丸金具上左4_表示 = e.丸金具上左4_表示;
    		丸金具上左5_表示 = e.丸金具上左5_表示;
    		丸金具上右1_表示 = e.丸金具上右1_表示;
    		丸金具上右2_表示 = e.丸金具上右2_表示;
    		丸金具上右3_表示 = e.丸金具上右3_表示;
    		丸金具上右4_表示 = e.丸金具上右4_表示;
    		丸金具上右5_表示 = e.丸金具上右5_表示;
    		丸金具下左1_表示 = e.丸金具下左1_表示;
    		丸金具下左2_表示 = e.丸金具下左2_表示;
    		丸金具下左3_表示 = e.丸金具下左3_表示;
    		丸金具下左4_表示 = e.丸金具下左4_表示;
    		丸金具下左5_表示 = e.丸金具下左5_表示;
    		丸金具下右1_表示 = e.丸金具下右1_表示;
    		丸金具下右2_表示 = e.丸金具下右2_表示;
    		丸金具下右3_表示 = e.丸金具下右3_表示;
    		丸金具下右4_表示 = e.丸金具下右4_表示;
    		丸金具下右5_表示 = e.丸金具下右5_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_革CP = new ColorP(X0Y0_革, 革CD, DisUnit, abj: true);
    		X0Y0_丸金具上中CP = new ColorP(X0Y0_丸金具上中, 丸金具上中CD, DisUnit, abj: true);
    		X0Y0_丸金具上左1CP = new ColorP(X0Y0_丸金具上左1, 丸金具上左1CD, DisUnit, abj: true);
    		X0Y0_丸金具上左2CP = new ColorP(X0Y0_丸金具上左2, 丸金具上左2CD, DisUnit, abj: true);
    		X0Y0_丸金具上左3CP = new ColorP(X0Y0_丸金具上左3, 丸金具上左3CD, DisUnit, abj: true);
    		X0Y0_丸金具上左4CP = new ColorP(X0Y0_丸金具上左4, 丸金具上左4CD, DisUnit, abj: true);
    		X0Y0_丸金具上左5CP = new ColorP(X0Y0_丸金具上左5, 丸金具上左5CD, DisUnit, abj: true);
    		X0Y0_丸金具上右1CP = new ColorP(X0Y0_丸金具上右1, 丸金具上右1CD, DisUnit, abj: true);
    		X0Y0_丸金具上右2CP = new ColorP(X0Y0_丸金具上右2, 丸金具上右2CD, DisUnit, abj: true);
    		X0Y0_丸金具上右3CP = new ColorP(X0Y0_丸金具上右3, 丸金具上右3CD, DisUnit, abj: true);
    		X0Y0_丸金具上右4CP = new ColorP(X0Y0_丸金具上右4, 丸金具上右4CD, DisUnit, abj: true);
    		X0Y0_丸金具上右5CP = new ColorP(X0Y0_丸金具上右5, 丸金具上右5CD, DisUnit, abj: true);
    		X0Y0_丸金具下左1CP = new ColorP(X0Y0_丸金具下左1, 丸金具下左1CD, DisUnit, abj: true);
    		X0Y0_丸金具下左2CP = new ColorP(X0Y0_丸金具下左2, 丸金具下左2CD, DisUnit, abj: true);
    		X0Y0_丸金具下左3CP = new ColorP(X0Y0_丸金具下左3, 丸金具下左3CD, DisUnit, abj: true);
    		X0Y0_丸金具下左4CP = new ColorP(X0Y0_丸金具下左4, 丸金具下左4CD, DisUnit, abj: true);
    		X0Y0_丸金具下左5CP = new ColorP(X0Y0_丸金具下左5, 丸金具下左5CD, DisUnit, abj: true);
    		X0Y0_丸金具下右1CP = new ColorP(X0Y0_丸金具下右1, 丸金具下右1CD, DisUnit, abj: true);
    		X0Y0_丸金具下右2CP = new ColorP(X0Y0_丸金具下右2, 丸金具下右2CD, DisUnit, abj: true);
    		X0Y0_丸金具下右3CP = new ColorP(X0Y0_丸金具下右3, 丸金具下右3CD, DisUnit, abj: true);
    		X0Y0_丸金具下右4CP = new ColorP(X0Y0_丸金具下右4, 丸金具下右4CD, DisUnit, abj: true);
    		X0Y0_丸金具下右5CP = new ColorP(X0Y0_丸金具下右5, 丸金具下右5CD, DisUnit, abj: true);
    		Intensity = e.濃度;
    	}

    	public override bool Is革(ShapePart p)
    	{
    		if (p != X0Y0_革 && p != X0Y0_丸金具上中 && p != X0Y0_丸金具上左1 && p != X0Y0_丸金具上左2 && p != X0Y0_丸金具上左3 && p != X0Y0_丸金具上左4 && p != X0Y0_丸金具上左5 && p != X0Y0_丸金具上右1 && p != X0Y0_丸金具上右2 && p != X0Y0_丸金具上右3 && p != X0Y0_丸金具上右4 && p != X0Y0_丸金具上右5 && p != X0Y0_丸金具下左1 && p != X0Y0_丸金具下左2 && p != X0Y0_丸金具下左3 && p != X0Y0_丸金具下左4 && p != X0Y0_丸金具下左5 && p != X0Y0_丸金具下右1 && p != X0Y0_丸金具下右2 && p != X0Y0_丸金具下右3 && p != X0Y0_丸金具下右4)
    		{
    			return p == X0Y0_丸金具下右5;
    		}
    		return true;
    	}

    	public override void 色更新()
    	{
    		X0Y0_革CP.Update();
    		X0Y0_丸金具上中CP.Update();
    		X0Y0_丸金具上左1CP.Update();
    		X0Y0_丸金具上左2CP.Update();
    		X0Y0_丸金具上左3CP.Update();
    		X0Y0_丸金具上左4CP.Update();
    		X0Y0_丸金具上左5CP.Update();
    		X0Y0_丸金具上右1CP.Update();
    		X0Y0_丸金具上右2CP.Update();
    		X0Y0_丸金具上右3CP.Update();
    		X0Y0_丸金具上右4CP.Update();
    		X0Y0_丸金具上右5CP.Update();
    		X0Y0_丸金具下左1CP.Update();
    		X0Y0_丸金具下左2CP.Update();
    		X0Y0_丸金具下左3CP.Update();
    		X0Y0_丸金具下左4CP.Update();
    		X0Y0_丸金具下左5CP.Update();
    		X0Y0_丸金具下右1CP.Update();
    		X0Y0_丸金具下右2CP.Update();
    		X0Y0_丸金具下右3CP.Update();
    		X0Y0_丸金具下右4CP.Update();
    		X0Y0_丸金具下右5CP.Update();
    	}

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

    	private void 配色N0(BodyColorSet 体配色)
    	{
    		革CD = new ColorD();
    		丸金具上中CD = new ColorD();
    		丸金具上左1CD = new ColorD();
    		丸金具上左2CD = new ColorD();
    		丸金具上左3CD = new ColorD();
    		丸金具上左4CD = new ColorD();
    		丸金具上左5CD = new ColorD();
    		丸金具上右1CD = new ColorD();
    		丸金具上右2CD = new ColorD();
    		丸金具上右3CD = new ColorD();
    		丸金具上右4CD = new ColorD();
    		丸金具上右5CD = new ColorD();
    		丸金具下左1CD = new ColorD();
    		丸金具下左2CD = new ColorD();
    		丸金具下左3CD = new ColorD();
    		丸金具下左4CD = new ColorD();
    		丸金具下左5CD = new ColorD();
    		丸金具下右1CD = new ColorD();
    		丸金具下右2CD = new ColorD();
    		丸金具下右3CD = new ColorD();
    		丸金具下右4CD = new ColorD();
    		丸金具下右5CD = new ColorD();
    	}

    	public void 配色(拘束具色 配色)
    	{
    		革CD.色 = 配色.革部色;
    		丸金具上中CD.色 = 配色.金具色;
    		丸金具上左1CD.色 = 丸金具上中CD.色;
    		丸金具上左2CD.色 = 丸金具上中CD.色;
    		丸金具上左3CD.色 = 丸金具上中CD.色;
    		丸金具上左4CD.色 = 丸金具上中CD.色;
    		丸金具上左5CD.色 = 丸金具上中CD.色;
    		丸金具上右1CD.色 = 丸金具上中CD.色;
    		丸金具上右2CD.色 = 丸金具上中CD.色;
    		丸金具上右3CD.色 = 丸金具上中CD.色;
    		丸金具上右4CD.色 = 丸金具上中CD.色;
    		丸金具上右5CD.色 = 丸金具上中CD.色;
    		丸金具下左1CD.色 = 丸金具上中CD.色;
    		丸金具下左2CD.色 = 丸金具上中CD.色;
    		丸金具下左3CD.色 = 丸金具上中CD.色;
    		丸金具下左4CD.色 = 丸金具上中CD.色;
    		丸金具下左5CD.色 = 丸金具上中CD.色;
    		丸金具下右1CD.色 = 丸金具上中CD.色;
    		丸金具下右2CD.色 = 丸金具上中CD.色;
    		丸金具下右3CD.色 = 丸金具上中CD.色;
    		丸金具下右4CD.色 = 丸金具上中CD.色;
    		丸金具下右5CD.色 = 丸金具上中CD.色;
    	}
    }
}
