@@ -1,185 +0,0 @@
|
||||
using System.Drawing;
|
||||
using System.Drawing.Drawing2D;
|
||||
using System.Drawing.Imaging;
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
public class Are : Rect
|
||||
{
|
||||
public Bitmap Dis;
|
||||
public Bitmap Hit;
|
||||
|
||||
protected Graphics gd;
|
||||
protected Graphics gh;
|
||||
|
||||
protected double unit;
|
||||
protected double disUnit;
|
||||
protected double hitUnit;
|
||||
|
||||
protected Size WH = System.Drawing.Size.Empty;
|
||||
protected Size WHH = System.Drawing.Size.Empty;
|
||||
protected Size WHA = System.Drawing.Size.Empty;
|
||||
|
||||
public Vector2D BasePoint = Dat.Vec2DZero;
|
||||
public Vector2D Position = Dat.Vec2DZero;
|
||||
|
||||
public Graphics GD => gd;
|
||||
public Graphics GH => gh;
|
||||
|
||||
public double Unit => unit;
|
||||
public double DisUnit => disUnit;
|
||||
|
||||
public Are() { }
|
||||
public Are(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag)
|
||||
{
|
||||
Setting(Unit, XRatio, YRatio, Size, DisMag, HitMag);
|
||||
}
|
||||
|
||||
public Are(Med Med, bool Hit)
|
||||
{
|
||||
if (Hit)
|
||||
{
|
||||
Setting(Med.Unit, Med.Base.XRatio, Med.Base.YRatio, Med.Base.Size, Med.DisQuality, Med.HitAccuracy);
|
||||
}
|
||||
else
|
||||
{
|
||||
Setting(Med.Unit, Med.Base.XRatio, Med.Base.YRatio, Med.Base.Size, Med.DisQuality);
|
||||
}
|
||||
}
|
||||
private void Setting(double Unit, double XRatio, double YRatio, double Size, double DisMag)
|
||||
{
|
||||
SetXYRatio(XRatio, YRatio);
|
||||
base.Size = Size;
|
||||
unit = Unit;
|
||||
disUnit = Unit * DisMag;
|
||||
WH.Width = (int)(base.LocalWidth * Unit);
|
||||
WH.Height = (int)(base.LocalHeight * Unit);
|
||||
WHA.Width = (int)(base.LocalWidth * disUnit);
|
||||
WHA.Height = (int)(base.LocalHeight * disUnit);
|
||||
Dis = new Bitmap((int)((double)WH.Width * DisMag), (int)((double)WH.Height * DisMag));
|
||||
gd = Graphics.FromImage(Dis);
|
||||
|
||||
|
||||
gd.SmoothingMode = SmoothingMode.None;
|
||||
gd.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
gd.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
//needed for text or smthn
|
||||
gd.CompositingMode = CompositingMode.SourceOver;
|
||||
}
|
||||
private void Setting(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag)
|
||||
{
|
||||
Setting(Unit, XRatio, YRatio, Size, DisMag);
|
||||
|
||||
hitUnit = Unit * HitMag;
|
||||
WHH.Width = (int)(base.LocalWidth * hitUnit);
|
||||
WHH.Height = (int)(base.LocalHeight * hitUnit);
|
||||
Hit = new Bitmap(WHH.Width, WHH.Height);
|
||||
gh = Graphics.FromImage(Hit);
|
||||
|
||||
|
||||
gh.SmoothingMode = SmoothingMode.None;
|
||||
gh.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
gh.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
gh.CompositingMode = CompositingMode.SourceOver;
|
||||
}
|
||||
|
||||
public Vector2D GetPosition()
|
||||
{
|
||||
return new Vector2D(Position.X - BasePoint.X * XRatio * Size, Position.Y - BasePoint.Y * YRatio * Size);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void Draw(Par Par)
|
||||
{
|
||||
Par.Draw(disUnit, gd);
|
||||
if (gh != null)
|
||||
{
|
||||
Par.DrawH(hitUnit, gh);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(ParT ParT)
|
||||
{
|
||||
ParT.Draw(disUnit, gd);
|
||||
if (gh != null)
|
||||
{
|
||||
ParT.DrawH(hitUnit, gh);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(Pars Pars)
|
||||
{
|
||||
Pars.Draw(disUnit, gd);
|
||||
if (gh != null)
|
||||
{
|
||||
Pars.DrawH(hitUnit, gh);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(Are Are)
|
||||
{
|
||||
Vector2D p = Are.GetPosition();
|
||||
GD.DrawImage(Are.Dis, (float)(p.X * Are.disUnit), (float)(p.Y * Are.disUnit), Are.WHA.Width, Are.WHA.Height);
|
||||
if (Are.gh != null && GH != null)
|
||||
{
|
||||
GH.DrawImage(Are.Hit, (int)(p.X * Are.hitUnit), (int)(p.Y * Are.hitUnit), Are.WHH.Width, Are.WHH.Height);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void DrawTo(Graphics GD)
|
||||
{
|
||||
Vector2D p = GetPosition();
|
||||
GD.DrawImage(Dis, (int)(p.X * unit), (int)(p.Y * unit), WH.Width, WH.Height);
|
||||
}
|
||||
|
||||
public void DrawTo(Graphics GD, Graphics GH)
|
||||
{
|
||||
Vector2D p = GetPosition();
|
||||
GD.DrawImage(Dis, (int)(p.X * unit), (int)(p.Y * unit), WH.Width, WH.Height);
|
||||
if (gh != null)
|
||||
{
|
||||
GH.DrawImage(Hit, (int)(p.X * hitUnit), (int)(p.Y * hitUnit), WHH.Width, WHH.Height);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
gd.Clear(Color.Transparent);
|
||||
if (gh != null)
|
||||
{
|
||||
gh.Clear(Color.Transparent);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear(Color Color)
|
||||
{
|
||||
gd.Clear(Color);
|
||||
if (gh != null)
|
||||
{
|
||||
gh.Clear(Color.Transparent);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dis.Dispose();
|
||||
gd.Dispose();
|
||||
if (Hit != null)
|
||||
{
|
||||
Hit.Dispose();
|
||||
gh.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,7 +3,7 @@ using System.Drawing.Drawing2D;
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
public class AreM : Are
|
||||
public class AreM : RenderArea
|
||||
{
|
||||
private double strength;
|
||||
|
||||
@@ -13,38 +13,38 @@ namespace _2DGAMELIB
|
||||
{
|
||||
SetXYRatio(XRatio, YRatio);
|
||||
base.Size = Size;
|
||||
unit = Unit;
|
||||
unitScale = Unit;
|
||||
strength = Strength;
|
||||
disUnit = Unit * DisMag;
|
||||
displayUnitScale = Unit * DisMag;
|
||||
double num = 1.0 - Strength;
|
||||
unitS = disUnit * num;
|
||||
unitS = displayUnitScale * num;
|
||||
|
||||
|
||||
WH.Width = (int)(base.LocalWidth * Unit);
|
||||
WH.Height = (int)(base.LocalHeight * Unit);
|
||||
WHA.Width = (int)(base.LocalWidth * disUnit);
|
||||
WHA.Height = (int)(base.LocalHeight * disUnit);
|
||||
Dis = new Bitmap((int)((double)WH.Width * DisMag * num), (int)((double)WH.Height * DisMag * num));
|
||||
gd = Graphics.FromImage(Dis);
|
||||
gd.SmoothingMode = SmoothingMode.None;
|
||||
gd.PixelOffsetMode = PixelOffsetMode.None;
|
||||
WHA.Width = (int)(base.LocalWidth * displayUnitScale);
|
||||
WHA.Height = (int)(base.LocalHeight * displayUnitScale);
|
||||
DisplayLayer = new Bitmap((int)((double)WH.Width * DisMag * num), (int)((double)WH.Height * DisMag * num));
|
||||
displayGraphics = Graphics.FromImage(DisplayLayer);
|
||||
displayGraphics.SmoothingMode = SmoothingMode.None;
|
||||
displayGraphics.PixelOffsetMode = PixelOffsetMode.None;
|
||||
|
||||
|
||||
hitUnit = Unit * HitMag;
|
||||
WHH.Width = (int)(base.LocalWidth * hitUnit);
|
||||
WHH.Height = (int)(base.LocalHeight * hitUnit);
|
||||
Hit = new Bitmap(WHH.Width, WHH.Height);
|
||||
gh = Graphics.FromImage(Hit);
|
||||
gh.SmoothingMode = SmoothingMode.None;
|
||||
gh.PixelOffsetMode = PixelOffsetMode.None;
|
||||
hitUnitScale = Unit * HitMag;
|
||||
WHH.Width = (int)(base.LocalWidth * hitUnitScale);
|
||||
WHH.Height = (int)(base.LocalHeight * hitUnitScale);
|
||||
HitLayer = new Bitmap(WHH.Width, WHH.Height);
|
||||
hitGraphics = Graphics.FromImage(HitLayer);
|
||||
hitGraphics.SmoothingMode = SmoothingMode.None;
|
||||
hitGraphics.PixelOffsetMode = PixelOffsetMode.None;
|
||||
}
|
||||
|
||||
public new void Draw(Pars Pars)
|
||||
{
|
||||
Pars.Draw(unitS, gd);
|
||||
if (gh != null)
|
||||
Pars.Draw(unitS, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Pars.DrawH(hitUnit, gh);
|
||||
Pars.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -109,7 +109,7 @@ namespace _2DGAMELIB
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Draw(Are Are)
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
if (dra)
|
||||
{
|
||||
@@ -117,7 +117,7 @@ namespace _2DGAMELIB
|
||||
}
|
||||
}
|
||||
|
||||
public void SetHitColor(Med Med)
|
||||
public void SetHitColor(ModeEventDispatcher Med)
|
||||
{
|
||||
foreach (Par item in pars.EnumAllPar())
|
||||
{
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace _2DGAMELIB
|
||||
}
|
||||
}
|
||||
|
||||
public void SetHitColor(Med Med)
|
||||
public void SetHitColor(ModeEventDispatcher Med)
|
||||
{
|
||||
foreach (But item in EnumBut)
|
||||
{
|
||||
@@ -57,7 +57,7 @@ namespace _2DGAMELIB
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(Are Are)
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
foreach (But value in buts.Values)
|
||||
{
|
||||
|
||||
@@ -285,7 +285,7 @@ namespace _2DGAMELIB
|
||||
}
|
||||
|
||||
|
||||
public void Draw(Are Are)
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
Are.Draw(Current);
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace _2DGAMELIB
|
||||
{
|
||||
private ParT parT;
|
||||
|
||||
private Are Are;
|
||||
private RenderArea Are;
|
||||
|
||||
private double Width;
|
||||
|
||||
@@ -33,17 +33,17 @@ namespace _2DGAMELIB
|
||||
SetRect();
|
||||
}
|
||||
|
||||
public Lab(Are Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor)
|
||||
public Lab(RenderArea Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor)
|
||||
{
|
||||
Setting(Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor);
|
||||
}
|
||||
|
||||
public Lab(Are Are, string Name, Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, Color FramColor)
|
||||
public Lab(RenderArea Are, string Name, Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, Color FramColor)
|
||||
{
|
||||
Setting(Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor);
|
||||
}
|
||||
|
||||
private void Setting(Are Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor)
|
||||
private void Setting(RenderArea Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor)
|
||||
{
|
||||
this.Are = Are;
|
||||
this.Width = Width;
|
||||
@@ -84,7 +84,7 @@ namespace _2DGAMELIB
|
||||
SetText(Text);
|
||||
}
|
||||
|
||||
public void SetHitColor(Med Med)
|
||||
public void SetHitColor(ModeEventDispatcher Med)
|
||||
{
|
||||
if (parT.HitColor != Color.Transparent)
|
||||
{
|
||||
@@ -98,7 +98,7 @@ namespace _2DGAMELIB
|
||||
if (!string.IsNullOrEmpty(parT.Text))
|
||||
{
|
||||
parT.RectSize = new Vector2D(Width, 10.0);
|
||||
Vector2D_2 stringRect = parT.GetStringRect(Are.DisUnit, Are.GD);
|
||||
Vector2D_2 stringRect = parT.GetStringRect(Are.DisplayUnitScale, Are.DisplayGraphics);
|
||||
double x = ((stringRect.v2.X > Min) ? stringRect.v2.X : Min) + 0.07;
|
||||
parT.RectSize = new Vector2D(x, stringRect.v2.Y);
|
||||
}
|
||||
|
||||
@@ -7,13 +7,13 @@ namespace _2DGAMELIB
|
||||
{
|
||||
private OrderedDictionary<string, Lab> labs = new OrderedDictionary<string, Lab>();
|
||||
|
||||
private Med Med;
|
||||
private ModeEventDispatcher Med;
|
||||
|
||||
private Are Are;
|
||||
private RenderArea Are;
|
||||
|
||||
public Lab this[string Name] => labs[Name];
|
||||
|
||||
public Labs(Med Med, Are Are)
|
||||
public Labs(ModeEventDispatcher Med, RenderArea Are)
|
||||
{
|
||||
this.Med = Med;
|
||||
this.Are = Are;
|
||||
@@ -24,7 +24,7 @@ namespace _2DGAMELIB
|
||||
labs.Add(Name, new Lab(Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor));
|
||||
}
|
||||
|
||||
public void Draw(Are Are)
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
foreach (Lab value in labs.Values)
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@ using System.Runtime.InteropServices;
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
public class Med
|
||||
public class ModeEventDispatcher
|
||||
{
|
||||
private GlImage baseControl;
|
||||
|
||||
@@ -21,13 +21,13 @@ namespace _2DGAMELIB
|
||||
public bool ShowFPS;
|
||||
public bool Drive = true;
|
||||
|
||||
public Rect Base = new Rect(4.0, 3.0, 0.4);
|
||||
public Rectangle Base = new Rectangle(4.0, 3.0, 0.4);
|
||||
|
||||
public Bitmap Dis;
|
||||
public Graphics GD;
|
||||
public Bitmap Display;
|
||||
public Graphics DisplayGraphics;
|
||||
|
||||
public Bitmap Hit;
|
||||
public Graphics GH;
|
||||
public Graphics HitGraphics;
|
||||
|
||||
public Sce Sce;
|
||||
public FPS FPSF = new FPS(60.0);
|
||||
@@ -41,7 +41,7 @@ namespace _2DGAMELIB
|
||||
public string Modeb;
|
||||
|
||||
private Dictionary<string, Module> Modes;
|
||||
private Func<Med, Dictionary<string, Module>> GetModes;
|
||||
private Func<ModeEventDispatcher, Dictionary<string, Module>> GetModes;
|
||||
|
||||
public HashSet<Color> HitColors = new HashSet<Color>
|
||||
{
|
||||
@@ -78,31 +78,21 @@ namespace _2DGAMELIB
|
||||
baseControl.SetCursorPoint(FromBasePosition(value));
|
||||
}
|
||||
}
|
||||
public Med()
|
||||
public ModeEventDispatcher()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void FadeIn(double Rate)
|
||||
{
|
||||
Sce.TransformAlpha(GD, Rate);
|
||||
Sce.TransformAlpha(DisplayGraphics, Rate);
|
||||
}
|
||||
|
||||
public void FadeOut(double Rate)
|
||||
{
|
||||
Sce.TransD(GD, Rate);
|
||||
Sce.TransD(DisplayGraphics, Rate);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void InitializeModes(string Mode, Func<Med, Dictionary<string, Module>> GetModes)
|
||||
public void InitializeModes(string Mode, Func<ModeEventDispatcher, Dictionary<string, Module>> GetModes)
|
||||
{
|
||||
mode = Mode;
|
||||
this.GetModes = GetModes;
|
||||
@@ -112,22 +102,22 @@ namespace _2DGAMELIB
|
||||
{
|
||||
baseControl = BaseControl;
|
||||
BaseSize = new Size((int)(Base.LocalWidth * Unit), (int)(Base.LocalHeight * Unit));
|
||||
Dis = new Bitmap(BaseSize.Width, BaseSize.Height);
|
||||
GD = Graphics.FromImage(Dis);
|
||||
Display = new Bitmap(BaseSize.Width, BaseSize.Height);
|
||||
DisplayGraphics = Graphics.FromImage(Display);
|
||||
//GD.InterpolationMode = InterpolationMode.HighQualityBilinear;
|
||||
GD.SmoothingMode = SmoothingMode.None;
|
||||
GD.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
GD.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
DisplayGraphics.SmoothingMode = SmoothingMode.None;
|
||||
DisplayGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
DisplayGraphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
//needed for text or smthn
|
||||
GD.CompositingMode = CompositingMode.SourceOver;
|
||||
DisplayGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
|
||||
Hit = new Bitmap((int)((double)BaseSize.Width * HitAccuracy), (int)((double)BaseSize.Height * HitAccuracy));
|
||||
GH = Graphics.FromImage(Hit);
|
||||
Hit = new Bitmap((int)(BaseSize.Width * HitAccuracy), (int)(BaseSize.Height * HitAccuracy));
|
||||
HitGraphics = Graphics.FromImage(Hit);
|
||||
//GH.InterpolationMode = InterpolationMode.Bilinear;
|
||||
GH.SmoothingMode = SmoothingMode.None;
|
||||
GH.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
GH.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
GH.CompositingMode = CompositingMode.SourceOver;
|
||||
HitGraphics.SmoothingMode = SmoothingMode.None;
|
||||
HitGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
HitGraphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
HitGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
|
||||
WidthM = Hit.Width - 1;
|
||||
HeightM = Hit.Height - 1;
|
||||
@@ -230,8 +220,6 @@ namespace _2DGAMELIB
|
||||
return BaseSize;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public Vector2D ToBasePosition(Vector2D Position)
|
||||
{
|
||||
return new Vector2D(((double)Position.X - resVector.X) / Unit * resMag, ((double)Position.Y - resVector.Y) / Unit * resMag);
|
||||
@@ -288,12 +276,9 @@ namespace _2DGAMELIB
|
||||
return Hit.GetPixel(point.X, point.Y);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void Drawing()
|
||||
{
|
||||
baseControl.BitmapSetting(Dis);
|
||||
baseControl.BitmapSetting(Display);
|
||||
|
||||
baseControl.SetTitle(UITitle);
|
||||
Modes[mode].Setting();
|
||||
@@ -312,7 +297,7 @@ namespace _2DGAMELIB
|
||||
|
||||
//DEBUG shows the hit lut
|
||||
//GD.DrawImage(Hit, new Point(0, 0));
|
||||
baseControl.SetBitmap(Dis);
|
||||
baseControl.SetBitmap(Display);
|
||||
};
|
||||
|
||||
|
||||
@@ -323,27 +308,25 @@ namespace _2DGAMELIB
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Draw(Are Are)
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
//Note: this is terribly slow...
|
||||
//would be better to not copy the entire frame
|
||||
Are.DrawTo(GD, GH);
|
||||
Are.DrawTo(DisplayGraphics, HitGraphics);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//TODO fix?
|
||||
public void CursorHide()
|
||||
{
|
||||
//TODO fix?
|
||||
}
|
||||
//TODO fix?
|
||||
Glfw.SetInputMode(baseControl.window, InputMode.Cursor, (int)CursorMode.Hidden);
|
||||
}
|
||||
|
||||
public void CursorShow()
|
||||
{
|
||||
//TODO fix?
|
||||
}
|
||||
|
||||
Glfw.SetInputMode(baseControl.window, InputMode.Cursor, (int)CursorMode.Normal);
|
||||
}
|
||||
|
||||
//hit color stuff
|
||||
public Color GetUniqueColor()
|
||||
@@ -410,6 +393,6 @@ namespace _2DGAMELIB
|
||||
//return result;
|
||||
}*/
|
||||
|
||||
static Med() {}
|
||||
static ModeEventDispatcher() {}
|
||||
}
|
||||
}
|
||||
@@ -25,8 +25,10 @@ namespace _2DGAMELIB
|
||||
|
||||
public void Add(string Name, Mot Mot)
|
||||
{
|
||||
ms.Add(Name, Mot);
|
||||
}
|
||||
//Broke some times here when adding existing keys
|
||||
//ms.Add(Name, Mot);
|
||||
ms.TryAdd(Name, Mot);
|
||||
}
|
||||
|
||||
public void Rem(string Name)
|
||||
{
|
||||
|
||||
@@ -204,7 +204,7 @@ namespace _2DGAMELIB
|
||||
|
||||
|
||||
|
||||
public void Draw(Are Are)
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
foreach (Difs value in Difss.Values)
|
||||
{
|
||||
|
||||
55
2DGAMELIB/_2DGAMELIB/ObjExtensions.cs
Normal file
55
2DGAMELIB/_2DGAMELIB/ObjExtensions.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
public static class ObjExtensions
|
||||
{
|
||||
static readonly Dictionary<string, string> KeyMap = new()
|
||||
{
|
||||
["咳"] = "Cough",
|
||||
["腰"] = "Waist",
|
||||
["胴"] = "Torso",
|
||||
["首"] = "Neck",
|
||||
["頭"] = "Head",
|
||||
["後髪0"] = "BackHair0",
|
||||
["後髪1"] = "BackHair1",
|
||||
["横髪"] = "SideHair",
|
||||
["脚"] = "Leg",
|
||||
//["腕"] = "Arm"
|
||||
["肩"] = "Shoulder",
|
||||
["胸"] = "Chest",
|
||||
//["乳房"] = "Breast",
|
||||
//["腹"] = "Abdomen",
|
||||
//["顔"] = "Face",
|
||||
//["目"] = "Eye",
|
||||
//["眉"] = "Eyebrow",
|
||||
//["瞼"] = "Eyelid",
|
||||
//["鼻"] = "Nose",
|
||||
//["口"] = "Mouth",
|
||||
//["耳"] = "Ear",
|
||||
//["触覚"] = "Antenna",
|
||||
//["髪"] = "Hair",
|
||||
//["基髪"] = "BaseHair",
|
||||
//["吹出し"] = "SpeechBubble",
|
||||
};
|
||||
|
||||
public static void MigrateKeys(this Obj obj)
|
||||
{
|
||||
var newDict = new OrderedDictionary<string, Difs>();
|
||||
|
||||
foreach (var key in obj.Keys)
|
||||
{
|
||||
var newKey = KeyMap.TryGetValue(key, out var mapped) ? mapped : key;
|
||||
var difs = obj.Difss[key];
|
||||
|
||||
newDict.Add(newKey, difs);
|
||||
}
|
||||
|
||||
obj.Difss = newDict;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,6 @@ namespace _2DGAMELIB
|
||||
|
||||
private static double s0;
|
||||
|
||||
|
||||
public static Color Reverse(this Color c)
|
||||
{
|
||||
return Color.FromArgb(c.A, 255 - c.R, 255 - c.G, 255 - c.B);
|
||||
@@ -44,9 +43,9 @@ namespace _2DGAMELIB
|
||||
return Func(new Hsv(ref Color)).GetColor();
|
||||
}
|
||||
|
||||
public static Rectangle GetRect(this Bitmap Bmp)
|
||||
public static System.Drawing.Rectangle GetRect(this Bitmap Bmp)
|
||||
{
|
||||
return new Rectangle(0, 0, Bmp.Width, Bmp.Height);
|
||||
return new System.Drawing.Rectangle(0, 0, Bmp.Width, Bmp.Height);
|
||||
}
|
||||
|
||||
public static LinearGradientBrush GetLGB(double Unit, Vector2D[] MM, Color Color1, Color Color2)
|
||||
@@ -159,10 +158,11 @@ namespace _2DGAMELIB
|
||||
|
||||
public static Obj ObjLoad(this byte[] bd)
|
||||
{
|
||||
return bd.Load<byte[]>().ToDeserialObject<Obj>().SetDefaultR();
|
||||
}
|
||||
return bd.Load<byte[]>().ToDeserialObject<Obj>().SetDefaultR();
|
||||
}
|
||||
|
||||
public static bool Lot(this double p)
|
||||
|
||||
public static bool Lot(this double p)
|
||||
{
|
||||
return RNG.XS.NextDouble() < p;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
public class Rect
|
||||
public class Rectangle
|
||||
{
|
||||
public double XRatio = 1.0;
|
||||
|
||||
@@ -14,9 +14,9 @@ namespace _2DGAMELIB
|
||||
|
||||
public Vector2D LocalCenter => new Vector2D(LocalWidth * 0.5, LocalHeight * 0.5);
|
||||
|
||||
public Rect(){}
|
||||
public Rectangle(){}
|
||||
|
||||
public Rect(double XRatio, double YRatio, double Size)
|
||||
public Rectangle(double XRatio, double YRatio, double Size)
|
||||
{
|
||||
SetXYRatio(XRatio, YRatio);
|
||||
this.Size = Size;
|
||||
176
2DGAMELIB/_2DGAMELIB/RenderArea.cs
Normal file
176
2DGAMELIB/_2DGAMELIB/RenderArea.cs
Normal file
@@ -0,0 +1,176 @@
|
||||
using System.Drawing;
|
||||
using System.Drawing.Drawing2D;
|
||||
using System.Drawing.Imaging;
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
//Render Area
|
||||
public class RenderArea : Rectangle
|
||||
{
|
||||
//Display Layer
|
||||
public Bitmap DisplayLayer;
|
||||
//Hit Layer
|
||||
public Bitmap HitLayer;
|
||||
|
||||
protected Graphics displayGraphics;
|
||||
protected Graphics hitGraphics;
|
||||
|
||||
protected double unitScale;
|
||||
protected double displayUnitScale;
|
||||
protected double hitUnitScale;
|
||||
|
||||
protected Size WH = System.Drawing.Size.Empty;
|
||||
protected Size WHH = System.Drawing.Size.Empty;
|
||||
protected Size WHA = System.Drawing.Size.Empty;
|
||||
|
||||
public Vector2D BasePoint = Dat.Vec2DZero;
|
||||
public Vector2D Position = Dat.Vec2DZero;
|
||||
|
||||
public Graphics DisplayGraphics => displayGraphics;
|
||||
public Graphics HitGraphics => hitGraphics;
|
||||
|
||||
public double UnitScale => unitScale;
|
||||
public double DisplayUnitScale => displayUnitScale;
|
||||
|
||||
public RenderArea() { }
|
||||
public RenderArea(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag)
|
||||
{
|
||||
Setting(Unit, XRatio, YRatio, Size, DisMag, HitMag);
|
||||
}
|
||||
|
||||
public RenderArea(ModeEventDispatcher Med, bool Hit)
|
||||
{
|
||||
if (Hit)
|
||||
{
|
||||
Setting(Med.Unit, Med.Base.XRatio, Med.Base.YRatio, Med.Base.Size, Med.DisQuality, Med.HitAccuracy);
|
||||
}
|
||||
else
|
||||
{
|
||||
Setting(Med.Unit, Med.Base.XRatio, Med.Base.YRatio, Med.Base.Size, Med.DisQuality);
|
||||
}
|
||||
}
|
||||
private void Setting(double Unit, double XRatio, double YRatio, double Size, double DisMag)
|
||||
{
|
||||
SetXYRatio(XRatio, YRatio);
|
||||
base.Size = Size;
|
||||
unitScale = Unit;
|
||||
displayUnitScale = Unit * DisMag;
|
||||
WH.Width = (int)(base.LocalWidth * Unit);
|
||||
WH.Height = (int)(base.LocalHeight * Unit);
|
||||
WHA.Width = (int)(base.LocalWidth * displayUnitScale);
|
||||
WHA.Height = (int)(base.LocalHeight * displayUnitScale);
|
||||
DisplayLayer = new Bitmap((int)((double)WH.Width * DisMag), (int)((double)WH.Height * DisMag));
|
||||
displayGraphics = Graphics.FromImage(DisplayLayer);
|
||||
|
||||
|
||||
displayGraphics.SmoothingMode = SmoothingMode.None;
|
||||
displayGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
displayGraphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
//needed for text or smthn
|
||||
displayGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
}
|
||||
private void Setting(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag)
|
||||
{
|
||||
Setting(Unit, XRatio, YRatio, Size, DisMag);
|
||||
|
||||
hitUnitScale = Unit * HitMag;
|
||||
WHH.Width = (int)(base.LocalWidth * hitUnitScale);
|
||||
WHH.Height = (int)(base.LocalHeight * hitUnitScale);
|
||||
HitLayer = new Bitmap(WHH.Width, WHH.Height);
|
||||
hitGraphics = Graphics.FromImage(HitLayer);
|
||||
|
||||
|
||||
hitGraphics.SmoothingMode = SmoothingMode.None;
|
||||
hitGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
hitGraphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
hitGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
}
|
||||
|
||||
public Vector2D GetPosition()
|
||||
{
|
||||
return new Vector2D(Position.X - BasePoint.X * XRatio * Size, Position.Y - BasePoint.Y * YRatio * Size);
|
||||
}
|
||||
|
||||
public void Draw(Par Par)
|
||||
{
|
||||
Par.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Par.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(ParT ParT)
|
||||
{
|
||||
ParT.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
ParT.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(Pars Pars)
|
||||
{
|
||||
Pars.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Pars.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
Vector2D p = Are.GetPosition();
|
||||
DisplayGraphics.DrawImage(Are.DisplayLayer, (float)(p.X * Are.displayUnitScale), (float)(p.Y * Are.displayUnitScale), Are.WHA.Width, Are.WHA.Height);
|
||||
if (Are.hitGraphics != null && HitGraphics != null)
|
||||
{
|
||||
HitGraphics.DrawImage(Are.HitLayer, (int)(p.X * Are.hitUnitScale), (int)(p.Y * Are.hitUnitScale), Are.WHH.Width, Are.WHH.Height);
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawTo(Graphics GD)
|
||||
{
|
||||
Vector2D p = GetPosition();
|
||||
GD.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), WH.Width, WH.Height);
|
||||
}
|
||||
|
||||
public void DrawTo(Graphics displayGraphics, Graphics hitGraphics)
|
||||
{
|
||||
Vector2D p = GetPosition();
|
||||
displayGraphics.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), WH.Width, WH.Height);
|
||||
if (this.hitGraphics != null)
|
||||
{
|
||||
hitGraphics.DrawImage(HitLayer, (int)(p.X * hitUnitScale), (int)(p.Y * hitUnitScale), WHH.Width, WHH.Height);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
displayGraphics.Clear(Color.Transparent);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
hitGraphics.Clear(Color.Transparent);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear(Color Color)
|
||||
{
|
||||
displayGraphics.Clear(Color);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
hitGraphics.Clear(Color.Transparent);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
DisplayLayer.Dispose();
|
||||
displayGraphics.Dispose();
|
||||
if (HitLayer != null)
|
||||
{
|
||||
HitLayer.Dispose();
|
||||
hitGraphics.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -17,7 +17,7 @@ namespace _2DGAMELIB
|
||||
|
||||
private int h;
|
||||
|
||||
private Rectangle r;
|
||||
private System.Drawing.Rectangle r;
|
||||
|
||||
private ColorMatrix cm = new ColorMatrix();
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace _2DGAMELIB
|
||||
GS = Graphics.FromImage(Start);
|
||||
End = new Bitmap(w, h);
|
||||
GE = Graphics.FromImage(End);
|
||||
r = new Rectangle(0, 0, w, h);
|
||||
r = new System.Drawing.Rectangle(0, 0, w, h);
|
||||
}
|
||||
|
||||
public void TransformAlpha(Graphics Graphics, double Rate)
|
||||
@@ -50,12 +50,12 @@ namespace _2DGAMELIB
|
||||
Graphics.DrawImage(Start, r, 0, 0, w, h, GraphicsUnit.Pixel, ia);
|
||||
}
|
||||
|
||||
public void DrawStart(Are Are)
|
||||
public void DrawStart(RenderArea Are)
|
||||
{
|
||||
Are.DrawTo(GS);
|
||||
}
|
||||
|
||||
public void DrawEnd(Are Are)
|
||||
public void DrawEnd(RenderArea Are)
|
||||
{
|
||||
Are.DrawTo(GE);
|
||||
}
|
||||
|
||||
@@ -249,7 +249,7 @@ namespace _2DGAMELIB
|
||||
pars.Add(feed.Tag, feed);
|
||||
}
|
||||
|
||||
public void SetHitColor(Med Med)
|
||||
public void SetHitColor(ModeEventDispatcher Med)
|
||||
{
|
||||
if (parT.HitColor != Color.Transparent)
|
||||
{
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using GLFW;
|
||||
using System;
|
||||
using System.ComponentModel;
|
||||
using System.IO;
|
||||
@@ -7,7 +8,7 @@ namespace _2DGAMELIB
|
||||
{
|
||||
public class UI //: Form
|
||||
{
|
||||
private Med Med;
|
||||
private ModeEventDispatcher modeEventDispatcher;
|
||||
|
||||
private GlImage wpfImage1;
|
||||
|
||||
@@ -17,16 +18,16 @@ namespace _2DGAMELIB
|
||||
|
||||
private bool BigWindow;
|
||||
|
||||
public UI(Med Med)
|
||||
public UI(ModeEventDispatcher Med)
|
||||
{
|
||||
this.Med = Med;
|
||||
this.modeEventDispatcher = Med;
|
||||
InitializeComponent();
|
||||
}
|
||||
|
||||
private void UI_Load(object sender, EventArgs e)
|
||||
{
|
||||
//base.ClientSize =
|
||||
Med.Setting(wpfImage1);
|
||||
modeEventDispatcher.Setting(wpfImage1);
|
||||
//base.ClientSize = new Size(1024, 768);
|
||||
try
|
||||
{
|
||||
@@ -53,7 +54,7 @@ namespace _2DGAMELIB
|
||||
|
||||
private void UI_FormClosing()
|
||||
{
|
||||
Med.Drive = false;
|
||||
modeEventDispatcher.Drive = false;
|
||||
}
|
||||
|
||||
private void UI_Resize(object sender, EventArgs e)
|
||||
@@ -107,10 +108,9 @@ namespace _2DGAMELIB
|
||||
|
||||
//beauty
|
||||
this.wpfImage1.Closing = delegate () { UI_FormClosing(); };
|
||||
|
||||
//TODO fix?
|
||||
//base.Load += new System.EventHandler(UI_Load);
|
||||
UI_Load(null, null);
|
||||
//TODO fix?
|
||||
//base.Load += new System.EventHandler(UI_Load);
|
||||
UI_Load(null, null);
|
||||
//base.Resize += new System.EventHandler(UI_Resize);
|
||||
//base.ResumeLayout(false);
|
||||
}
|
||||
|
||||
@@ -97,7 +97,7 @@ namespace _2DGAMELIB
|
||||
gl.ActiveTexture(Silk.NET.OpenGL.GLEnum.Texture0);
|
||||
gl.BindTexture(Silk.NET.OpenGL.GLEnum.Texture2D, texture);
|
||||
|
||||
BitmapData data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
BitmapData data = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
gl.TexImage2D(
|
||||
Silk.NET.OpenGL.GLEnum.Texture2D,
|
||||
|
||||
@@ -6,4 +6,9 @@
|
||||
<PropertyGroup>
|
||||
<ActiveDebugProfile>SlaveMatrix</ActiveDebugProfile>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Update="Properties\Resources.resx">
|
||||
<SubType>Designer</SubType>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1 : Ele
|
||||
public class BackHair0 : Ele
|
||||
{
|
||||
public override double 肥大
|
||||
{
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_カル : 下ろし
|
||||
public class BackHair0_カル : 下ろし
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -378,12 +378,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_カルD e)
|
||||
public BackHair0_カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][3]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][3]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_カルD : 下ろしD
|
||||
public class BackHair0_カルD : 下ろしD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -40,12 +40,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_カルD()
|
||||
public BackHair0_カルD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_カルD SetRandom()
|
||||
public BackHair0_カルD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -55,9 +55,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_ジグ : 下ろし
|
||||
public class BackHair0_ジグ : 下ろし
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -378,12 +378,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_ジグD e)
|
||||
public BackHair0_ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][0]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][0]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_ジグD : 下ろしD
|
||||
public class BackHair0_ジグD : 下ろしD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -40,12 +40,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_ジグD()
|
||||
public BackHair0_ジグD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_ジグD SetRandom()
|
||||
public BackHair0_ジグD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -55,9 +55,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -378,12 +378,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_ハネD e)
|
||||
public 後髪0_ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][1]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][1]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_ハネD : 下ろしD
|
||||
public class BackHair0_ハネD : 下ろしD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -40,12 +40,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_ハネD()
|
||||
public BackHair0_ハネD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_ハネD SetRandom()
|
||||
public BackHair0_ハネD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -55,7 +55,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_パツ : 下ろし
|
||||
public class BackHair0_パツ : 下ろし
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -378,12 +378,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_パツD e)
|
||||
public BackHair0_パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][2]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][2]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_パツD : 下ろしD
|
||||
public class BackHair0_パツD : 下ろしD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -40,12 +40,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_パツD()
|
||||
public BackHair0_パツD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_パツD SetRandom()
|
||||
public BackHair0_パツD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -55,9 +55,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下1カル : お下げ1
|
||||
public class BackHair0_下1カル : お下げ1
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -301,12 +301,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下1カルD e)
|
||||
public BackHair0_下1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][7]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][7]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下1カルD : お下げ1D
|
||||
public class BackHair0_下1カルD : お下げ1D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -34,12 +34,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下1カルD()
|
||||
public BackHair0_下1カルD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下1カルD SetRandom()
|
||||
public BackHair0_下1カルD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -49,9 +49,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -301,12 +301,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下1ジグD e)
|
||||
public 後髪0_下1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][4]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][4]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下1ジグD : お下げ1D
|
||||
public class BackHair0_下1ジグD : お下げ1D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -34,12 +34,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下1ジグD()
|
||||
public BackHair0_下1ジグD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下1ジグD SetRandom()
|
||||
public BackHair0_下1ジグD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -49,7 +49,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下1ハネ : お下げ1
|
||||
public class BackHair0_下1ハネ : お下げ1
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -301,12 +301,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下1ハネD e)
|
||||
public BackHair0_下1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][5]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][5]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下1ハネD : お下げ1D
|
||||
public class BackHair0_下1ハネD : お下げ1D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -34,12 +34,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下1ハネD()
|
||||
public BackHair0_下1ハネD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下1ハネD SetRandom()
|
||||
public BackHair0_下1ハネD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -49,9 +49,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下1パツ : お下げ1
|
||||
public class BackHair0_下1パツ : お下げ1
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -301,12 +301,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下1パツD e)
|
||||
public BackHair0_下1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][6]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][6]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下1パツD : お下げ1D
|
||||
public class BackHair0_下1パツD : お下げ1D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -34,12 +34,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下1パツD()
|
||||
public BackHair0_下1パツD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下1パツD SetRandom()
|
||||
public BackHair0_下1パツD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -49,9 +49,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下2カル : お下げ2
|
||||
public class BackHair0_下2カル : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -345,12 +345,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下2カルD e)
|
||||
public BackHair0_下2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下2カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][11]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][11]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下2カルD : お下げ2D
|
||||
public class BackHair0_下2カルD : お下げ2D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -38,12 +38,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下2カルD()
|
||||
public BackHair0_下2カルD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下2カルD SetRandom()
|
||||
public BackHair0_下2カルD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -53,9 +53,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下2ジグ : お下げ2
|
||||
public class BackHair0_下2ジグ : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -345,12 +345,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下2ジグD e)
|
||||
public BackHair0_下2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下2ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][8]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][8]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下2ジグD : お下げ2D
|
||||
public class BackHair0_下2ジグD : お下げ2D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -38,12 +38,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下2ジグD()
|
||||
public BackHair0_下2ジグD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下2ジグD SetRandom()
|
||||
public BackHair0_下2ジグD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -53,9 +53,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下2ハネ : お下げ2
|
||||
public class BackHair0_下2ハネ : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -345,12 +345,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下2ハネD e)
|
||||
public BackHair0_下2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_下2ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][9]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][9]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -53,9 +53,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_下2パツ : お下げ2
|
||||
public class BackHair0_下2パツ : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -345,12 +345,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_下2パツD e)
|
||||
public BackHair0_下2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下2パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][10]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][10]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_下2パツD : お下げ2D
|
||||
public class BackHair0_下2パツD : お下げ2D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -38,12 +38,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_下2パツD()
|
||||
public BackHair0_下2パツD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_下2パツD SetRandom()
|
||||
public BackHair0_下2パツD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -53,9 +53,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_下2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_下2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_編1カル : お下げ1
|
||||
public class BackHair0_編1カル : お下げ1
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -598,12 +598,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編1カルD e)
|
||||
public BackHair0_編1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_編1カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][15]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][15]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_編1カルD : お下げ1D
|
||||
public class BackHair0_編1カルD : お下げ1D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -60,12 +60,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_編1カルD()
|
||||
public BackHair0_編1カルD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_編1カルD SetRandom()
|
||||
public BackHair0_編1カルD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -75,9 +75,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_編1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_編1ジグ : お下げ1
|
||||
public class BackHair0_編1ジグ : お下げ1
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -598,12 +598,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編1ジグD e)
|
||||
public BackHair0_編1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編1ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][12]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][12]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -75,9 +75,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_編1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_編1ハネ : お下げ1
|
||||
public class BackHair0_編1ハネ : お下げ1
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -598,12 +598,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編1ハネD e)
|
||||
public BackHair0_編1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編1ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][13]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][13]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -75,9 +75,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_編1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -598,12 +598,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編1パツD e)
|
||||
public 後髪0_編1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_編1パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][14]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][14]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_編1パツD : お下げ1D
|
||||
public class BackHair0_編1パツD : お下げ1D
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -60,12 +60,12 @@ namespace SlaveMatrix
|
||||
|
||||
public bool スライム;
|
||||
|
||||
public 後髪0_編1パツD()
|
||||
public BackHair0_編1パツD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪0_編1パツD SetRandom()
|
||||
public BackHair0_編1パツD SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
髪長1 = RNG.XS.NextDouble();
|
||||
@@ -75,7 +75,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
@@ -1081,12 +1081,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編2カルD e)
|
||||
public 後髪0_編2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][19]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][19]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -117,7 +117,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_編2ジグ : お下げ2
|
||||
public class BackHair0_編2ジグ : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -1081,12 +1081,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編2ジグD e)
|
||||
public BackHair0_編2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][16]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][16]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -117,9 +117,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_編2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_編2ハネ : お下げ2
|
||||
public class BackHair0_編2ハネ : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -1081,12 +1081,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編2ハネD e)
|
||||
public BackHair0_編2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][17]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][17]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -117,9 +117,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_編2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_編2パツ : お下げ2
|
||||
public class BackHair0_編2パツ : お下げ2
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -1081,12 +1081,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_編2パツD e)
|
||||
public BackHair0_編2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][18]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][18]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -117,9 +117,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_編2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_編2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪0_肢系 : 下ろし
|
||||
public class BackHair0_肢系 : 下ろし
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -138,13 +138,13 @@ namespace SlaveMatrix
|
||||
|
||||
public JointS 右5_接続点 => new JointS(本体, X0Y0_髪基, 6);
|
||||
|
||||
public 後髪0_肢系(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪0_肢系D e)
|
||||
public BackHair0_肢系(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_肢系D e)
|
||||
{
|
||||
後髪0_肢系 後髪0_肢系2 = this;
|
||||
BackHair0_肢系 後髪0_肢系2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "肢系";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][21]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][21]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -194,7 +194,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_左5_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_左5_接続;
|
||||
f.接続(後髪0_肢系2.左5_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -205,7 +205,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_左4_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_左4_接続;
|
||||
f.接続(後髪0_肢系2.左4_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -216,7 +216,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_左3_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_左3_接続;
|
||||
f.接続(後髪0_肢系2.左3_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -227,7 +227,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_左2_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_左2_接続;
|
||||
f.接続(後髪0_肢系2.左2_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -238,7 +238,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_左1_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_左1_接続;
|
||||
f.接続(後髪0_肢系2.左1_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -249,7 +249,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_中央_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_中央_接続;
|
||||
f.接続(後髪0_肢系2.中央_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -260,7 +260,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_右1_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_右1_接続;
|
||||
f.接続(後髪0_肢系2.右1_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -271,7 +271,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_右2_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_右2_接続;
|
||||
f.接続(後髪0_肢系2.右2_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -282,7 +282,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_右3_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_右3_接続;
|
||||
f.接続(後髪0_肢系2.右3_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -293,7 +293,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_右4_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_右4_接続;
|
||||
f.接続(後髪0_肢系2.右4_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -304,7 +304,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 後髪0_肢系2;
|
||||
f.ConnectionType = ConnectionInfo.後髪0_肢系_右5_接続;
|
||||
f.ConnectionType = ConnectionInfo.BackHair0_肢系_右5_接続;
|
||||
f.接続(後髪0_肢系2.右5_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -6,7 +6,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪0_肢系D : 下ろしD
|
||||
public class BackHair0_肢系D : 下ろしD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -36,7 +36,7 @@ namespace SlaveMatrix
|
||||
|
||||
public List<EleD> 右5_接続 = new List<EleD>();
|
||||
|
||||
public 後髪0_肢系D()
|
||||
public BackHair0_肢系D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -45,7 +45,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
左5_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_左5_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_左5_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -56,7 +56,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
左4_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_左4_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_左4_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -67,7 +67,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
左3_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_左3_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_左3_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -78,7 +78,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
左2_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_左2_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_左2_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -89,7 +89,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
左1_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_左1_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_左1_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -100,7 +100,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
中央_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_中央_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_中央_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -111,7 +111,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
右1_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_右1_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_右1_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -122,7 +122,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
右2_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_右2_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_右2_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -133,7 +133,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
右3_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_右3_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_右3_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -144,7 +144,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
右4_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_右4_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_右4_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
@@ -155,23 +155,23 @@ namespace SlaveMatrix
|
||||
{
|
||||
右5_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.後髪0_肢系_右5_接続;
|
||||
e.接続情報 = ConnectionInfo.BackHair0_肢系_右5_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 0.6;
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_肢系D SetRandom()
|
||||
public BackHair0_肢系D SetRandom()
|
||||
{
|
||||
髪長0 = RNG.XS.NextDouble();
|
||||
右 = RNG.XS.NextBool();
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪0_肢系(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair0_肢系(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
public override IEnumerable<EleD> EnumEleD()
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 横髪 : Ele
|
||||
public class BackHair1 : Ele
|
||||
{
|
||||
public override double 肥大
|
||||
{
|
||||
@@ -3,7 +3,7 @@ using System;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 横髪D : EleD
|
||||
public class BackHair1D : EleD
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結1カル : アップ
|
||||
public class BackHair1_結1カル : アップ
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -281,12 +281,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結1カルD e)
|
||||
public BackHair1_結1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][3]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][3]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結1カルD : アップD
|
||||
public class BackHair1_結1カルD : アップD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -30,12 +30,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結1カルD()
|
||||
public BackHair1_結1カルD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結1カルD SetRandom()
|
||||
public BackHair1_結1カルD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -44,9 +44,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結1ジグ : アップ
|
||||
public class BackHair1_結1ジグ : アップ
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -281,12 +281,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結1ジグD e)
|
||||
public BackHair1_結1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][0]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][0]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結1ジグD : アップD
|
||||
public class BackHair1_結1ジグD : アップD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -30,12 +30,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結1ジグD()
|
||||
public BackHair1_結1ジグD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結1ジグD SetRandom()
|
||||
public BackHair1_結1ジグD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -44,9 +44,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結1ハネ : アップ
|
||||
public class BackHair1_結1ハネ : アップ
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -281,12 +281,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結1ハネD e)
|
||||
public BackHair1_結1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][1]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][1]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結1ハネD : アップD
|
||||
public class BackHair1_結1ハネD : アップD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -30,12 +30,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結1ハネD()
|
||||
public BackHair1_結1ハネD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結1ハネD SetRandom()
|
||||
public BackHair1_結1ハネD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -44,9 +44,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結1パツ : アップ
|
||||
public class BackHair1_結1パツ : アップ
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -281,12 +281,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結1パツD e)
|
||||
public BackHair1_結1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][2]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][2]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結1パツD : アップD
|
||||
public class BackHair1_結1パツD : アップD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -30,12 +30,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結1パツD()
|
||||
public BackHair1_結1パツD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結1パツD SetRandom()
|
||||
public BackHair1_結1パツD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -44,9 +44,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結2カル : サイド
|
||||
public class BackHair1_結2カル : サイド
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -258,12 +258,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結2カルD e)
|
||||
public BackHair1_結2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2カル";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][7]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][7]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結2カルD : サイドD
|
||||
public class BackHair1_結2カルD : サイドD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -28,12 +28,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結2カルD()
|
||||
public BackHair1_結2カルD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結2カルD SetRandom()
|
||||
public BackHair1_結2カルD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -42,9 +42,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結2ジグ : サイド
|
||||
public class BackHair1_結2ジグ : サイド
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -258,12 +258,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結2ジグD e)
|
||||
public BackHair1_結2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][4]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][4]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結2ジグD : サイドD
|
||||
public class BackHair1_結2ジグD : サイドD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -28,12 +28,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結2ジグD()
|
||||
public BackHair1_結2ジグD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結2ジグD SetRandom()
|
||||
public BackHair1_結2ジグD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -42,9 +42,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結2ハネ : サイド
|
||||
public class BackHair1_結2ハネ : サイド
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -258,12 +258,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結2ハネD e)
|
||||
public BackHair1_結2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][5]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][5]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結2ハネD : サイドD
|
||||
public class BackHair1_結2ハネD : サイドD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -28,12 +28,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結2ハネD()
|
||||
public BackHair1_結2ハネD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結2ハネD SetRandom()
|
||||
public BackHair1_結2ハネD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -42,9 +42,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_結2パツ : サイド
|
||||
public class BackHair1_結2パツ : サイド
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -258,12 +258,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_結2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_結2パツD e)
|
||||
public BackHair1_結2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2パツ";
|
||||
dif.Add(new Pars(Sta.胴体["後髪1"][0][6]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][6]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_結2パツD : サイドD
|
||||
public class BackHair1_結2パツD : サイドD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -28,12 +28,12 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_結2パツD()
|
||||
public BackHair1_結2パツD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_結2パツD SetRandom()
|
||||
public BackHair1_結2パツD SetRandom()
|
||||
{
|
||||
髪長 = RNG.XS.NextDouble();
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
@@ -42,9 +42,9 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_結2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_結2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 後髪1_編結 : アップ
|
||||
public class BackHair1_編結 : アップ
|
||||
{
|
||||
public Par X0Y0_髪基;
|
||||
|
||||
@@ -408,12 +408,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪1_編結(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 後髪1_編結D e)
|
||||
public BackHair1_編結(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_編結D e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編結";
|
||||
dif.Add(new Pars(Sta.胴体["後髪0"][0][20]));
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][20]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
@@ -4,7 +4,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 後髪1_編結D : アップD
|
||||
public class BackHair1_編結D : アップD
|
||||
{
|
||||
public bool 髪基_表示 = true;
|
||||
|
||||
@@ -40,21 +40,21 @@ namespace SlaveMatrix
|
||||
|
||||
public double 高さ;
|
||||
|
||||
public 後髪1_編結D()
|
||||
public BackHair1_編結D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public 後髪1_編結D SetRandom()
|
||||
public BackHair1_編結D SetRandom()
|
||||
{
|
||||
毛量 = RNG.XS.NextDouble();
|
||||
高さ = RNG.XS.NextDouble();
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 後髪1_編結(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new BackHair1_編結(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,7 +3,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 胸 : Ele
|
||||
public class Chest : Ele
|
||||
{
|
||||
public Par X0Y0_胸郭;
|
||||
|
||||
@@ -357,7 +357,7 @@ namespace SlaveMatrix
|
||||
|
||||
public スタンプW 鞭痕;
|
||||
|
||||
public Ele[] 首_接続;
|
||||
public Ele[] Neck_接続;
|
||||
|
||||
public Ele[] 肩左_接続;
|
||||
|
||||
@@ -1412,9 +1412,9 @@ namespace SlaveMatrix
|
||||
|
||||
public JointS 背中_接続点 => new JointS(本体, X0Y0_胸郭, 10);
|
||||
|
||||
public 胸(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 胸D e)
|
||||
public Chest(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ChestD e)
|
||||
{
|
||||
胸 胸2 = this;
|
||||
Chest Chest2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.胴体["胸郭"]);
|
||||
Pars pars = 本体[0][0];
|
||||
@@ -1591,14 +1591,14 @@ namespace SlaveMatrix
|
||||
表示 = false;
|
||||
}
|
||||
Ele f;
|
||||
if (e.首_接続.Count > 0)
|
||||
if (e.Neck_接続.Count > 0)
|
||||
{
|
||||
首_接続 = e.首_接続.Select(delegate(EleD g)
|
||||
Neck_接続 = e.Neck_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_首_接続;
|
||||
f.接続(胸2.首_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_Neck_接続;
|
||||
f.接続(Chest2.首_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1607,9 +1607,9 @@ namespace SlaveMatrix
|
||||
肩左_接続 = e.肩左_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_肩左_接続;
|
||||
f.接続(胸2.肩左_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_肩左_接続;
|
||||
f.接続(Chest2.肩左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1618,9 +1618,9 @@ namespace SlaveMatrix
|
||||
肩右_接続 = e.肩右_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_肩右_接続;
|
||||
f.接続(胸2.肩右_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_肩右_接続;
|
||||
f.接続(Chest2.肩右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1629,9 +1629,9 @@ namespace SlaveMatrix
|
||||
胸左_接続 = e.胸左_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_胸左_接続;
|
||||
f.接続(胸2.胸左_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_胸左_接続;
|
||||
f.接続(Chest2.胸左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1640,9 +1640,9 @@ namespace SlaveMatrix
|
||||
胸右_接続 = e.胸右_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_胸右_接続;
|
||||
f.接続(胸2.胸右_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_胸右_接続;
|
||||
f.接続(Chest2.胸右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1651,9 +1651,9 @@ namespace SlaveMatrix
|
||||
肌_接続 = e.肌_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_肌_接続;
|
||||
f.接続(胸2.肌_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_肌_接続;
|
||||
f.接続(Chest2.肌_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1662,9 +1662,9 @@ namespace SlaveMatrix
|
||||
翼上左_接続 = e.翼上左_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_翼上左_接続;
|
||||
f.接続(胸2.翼上左_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_翼上左_接続;
|
||||
f.接続(Chest2.翼上左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1673,9 +1673,9 @@ namespace SlaveMatrix
|
||||
翼上右_接続 = e.翼上右_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_翼上右_接続;
|
||||
f.接続(胸2.翼上右_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_翼上右_接続;
|
||||
f.接続(Chest2.翼上右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1684,9 +1684,9 @@ namespace SlaveMatrix
|
||||
翼下左_接続 = e.翼下左_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_翼下左_接続;
|
||||
f.接続(胸2.翼下左_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_翼下左_接続;
|
||||
f.接続(Chest2.翼下左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1695,9 +1695,9 @@ namespace SlaveMatrix
|
||||
翼下右_接続 = e.翼下右_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_翼下右_接続;
|
||||
f.接続(胸2.翼下右_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_翼下右_接続;
|
||||
f.接続(Chest2.翼下右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1706,9 +1706,9 @@ namespace SlaveMatrix
|
||||
背中_接続 = e.背中_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 胸2;
|
||||
f.ConnectionType = ConnectionInfo.胸_背中_接続;
|
||||
f.接続(胸2.背中_接続点);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_背中_接続;
|
||||
f.接続(Chest2.背中_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1781,7 +1781,7 @@ namespace SlaveMatrix
|
||||
尺度YB = 0.99;
|
||||
}
|
||||
|
||||
public override void 描画0(Are Are)
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_胸郭);
|
||||
Are.Draw(X0Y0_筋肉_筋肉左);
|
||||
@@ -5,7 +5,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 胸D : EleD
|
||||
public class ChestD : EleD
|
||||
{
|
||||
public bool 胸郭_表示 = true;
|
||||
|
||||
@@ -133,7 +133,7 @@ namespace SlaveMatrix
|
||||
|
||||
public double ハイライト濃度 = 1.0;
|
||||
|
||||
public List<EleD> 首_接続 = new List<EleD>();
|
||||
public List<EleD> Neck_接続 = new List<EleD>();
|
||||
|
||||
public List<EleD> 肩左_接続 = new List<EleD>();
|
||||
|
||||
@@ -155,58 +155,58 @@ namespace SlaveMatrix
|
||||
|
||||
public List<EleD> 背中_接続 = new List<EleD>();
|
||||
|
||||
public 胸D()
|
||||
public ChestD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public void 首接続(EleD e)
|
||||
{
|
||||
首_接続.Add(e);
|
||||
Neck_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_首_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_Neck_接続;
|
||||
}
|
||||
|
||||
public void 肩左接続(EleD e)
|
||||
{
|
||||
肩左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_肩左_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_肩左_接続;
|
||||
}
|
||||
|
||||
public void 肩右接続(EleD e)
|
||||
{
|
||||
肩右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_肩右_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_肩右_接続;
|
||||
}
|
||||
|
||||
public void 胸左接続(EleD e)
|
||||
{
|
||||
胸左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_胸左_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_胸左_接続;
|
||||
}
|
||||
|
||||
public void 胸右接続(EleD e)
|
||||
{
|
||||
胸右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_胸右_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_胸右_接続;
|
||||
}
|
||||
|
||||
public void 肌接続(EleD e)
|
||||
{
|
||||
肌_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_肌_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_肌_接続;
|
||||
}
|
||||
|
||||
public void 翼上左接続(EleD e)
|
||||
{
|
||||
翼上左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_翼上左_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_翼上左_接続;
|
||||
if (!(e is 尾D))
|
||||
{
|
||||
return;
|
||||
@@ -221,7 +221,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
翼上右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_翼上右_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_翼上右_接続;
|
||||
if (!(e is 尾D))
|
||||
{
|
||||
return;
|
||||
@@ -236,7 +236,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
翼下左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_翼下左_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_翼下左_接続;
|
||||
if (!(e is 尾D))
|
||||
{
|
||||
return;
|
||||
@@ -251,7 +251,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
翼下右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_翼下右_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_翼下右_接続;
|
||||
if (!(e is 尾D))
|
||||
{
|
||||
return;
|
||||
@@ -266,16 +266,16 @@ namespace SlaveMatrix
|
||||
{
|
||||
背中_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.胸_背中_接続;
|
||||
e.接続情報 = ConnectionInfo.Chest_背中_接続;
|
||||
foreach (EleD item in e.EnumEleD())
|
||||
{
|
||||
item.尺度B = 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 胸(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new Chest(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,46 +7,46 @@ namespace SlaveMatrix
|
||||
public enum ConnectionInfo
|
||||
{
|
||||
none,
|
||||
頭_基髪_接続,
|
||||
頭_目左_接続,
|
||||
頭_目右_接続,
|
||||
頭_鼻_接続,
|
||||
頭_口_接続,
|
||||
頭_頬左_接続,
|
||||
頭_頬右_接続,
|
||||
頭_額_接続,
|
||||
頭_眉左_接続,
|
||||
頭_眉右_接続,
|
||||
頭_耳左_接続,
|
||||
頭_耳右_接続,
|
||||
頭_鼻肌_接続,
|
||||
頭_単眼目_接続,
|
||||
頭_単眼眉_接続,
|
||||
頭_大顎基_接続,
|
||||
頭_顔面_接続,
|
||||
頭_頭頂_接続,
|
||||
頭_頬肌左_接続,
|
||||
頭_頬肌右_接続,
|
||||
頭_触覚左_接続,
|
||||
頭_触覚右_接続,
|
||||
Head_基髪_接続,
|
||||
Head_目左_接続,
|
||||
Head_目右_接続,
|
||||
Head_鼻_接続,
|
||||
Head_口_接続,
|
||||
Head_頬左_接続,
|
||||
Head_頬右_接続,
|
||||
Head_額_接続,
|
||||
Head_眉左_接続,
|
||||
Head_眉右_接続,
|
||||
Head_耳左_接続,
|
||||
Head_耳右_接続,
|
||||
Head_鼻肌_接続,
|
||||
Head_単眼目_接続,
|
||||
Head_単眼眉_接続,
|
||||
Head_大顎基_接続,
|
||||
Head_顔面_接続,
|
||||
Head_頭頂_接続,
|
||||
Head_頬肌左_接続,
|
||||
Head_頬肌右_接続,
|
||||
Head_触覚左_接続,
|
||||
Head_触覚右_接続,
|
||||
基髪_頭頂左_接続,
|
||||
基髪_頭頂右_接続,
|
||||
基髪_横髪左_接続,
|
||||
基髪_横髪右_接続,
|
||||
基髪_前髪_接続,
|
||||
基髪_後髪_接続,
|
||||
後髪0_肢系_左5_接続,
|
||||
後髪0_肢系_左4_接続,
|
||||
後髪0_肢系_左3_接続,
|
||||
後髪0_肢系_左2_接続,
|
||||
後髪0_肢系_左1_接続,
|
||||
後髪0_肢系_中央_接続,
|
||||
後髪0_肢系_右1_接続,
|
||||
後髪0_肢系_右2_接続,
|
||||
後髪0_肢系_右3_接続,
|
||||
後髪0_肢系_右4_接続,
|
||||
後髪0_肢系_右5_接続,
|
||||
横髪_肢系_肢_接続,
|
||||
BackHair0_肢系_左5_接続,
|
||||
BackHair0_肢系_左4_接続,
|
||||
BackHair0_肢系_左3_接続,
|
||||
BackHair0_肢系_左2_接続,
|
||||
BackHair0_肢系_左1_接続,
|
||||
BackHair0_肢系_中央_接続,
|
||||
BackHair0_肢系_右1_接続,
|
||||
BackHair0_肢系_右2_接続,
|
||||
BackHair0_肢系_右3_接続,
|
||||
BackHair0_肢系_右4_接続,
|
||||
BackHair0_肢系_右5_接続,
|
||||
SideHair_肢系_肢_接続,
|
||||
双目_瞼_接続,
|
||||
瞼_宇_涙_接続,
|
||||
単目_瞼_接続,
|
||||
@@ -57,35 +57,35 @@ namespace SlaveMatrix
|
||||
鼻_獣_鼻水左_接続,
|
||||
鼻_獣_鼻水右_接続,
|
||||
吹出し_吹出し_接続,
|
||||
首_頭_接続,
|
||||
胸_首_接続,
|
||||
胸_肩左_接続,
|
||||
胸_肩右_接続,
|
||||
胸_胸左_接続,
|
||||
胸_胸右_接続,
|
||||
胸_肌_接続,
|
||||
胸_翼上左_接続,
|
||||
胸_翼上右_接続,
|
||||
胸_翼下左_接続,
|
||||
胸_翼下右_接続,
|
||||
胸_背中_接続,
|
||||
Neck_Head_接続,
|
||||
Chest_Neck_接続,
|
||||
Chest_肩左_接続,
|
||||
Chest_肩右_接続,
|
||||
Chest_胸左_接続,
|
||||
Chest_胸右_接続,
|
||||
Chest_肌_接続,
|
||||
Chest_翼上左_接続,
|
||||
Chest_翼上右_接続,
|
||||
Chest_翼下左_接続,
|
||||
Chest_翼下右_接続,
|
||||
Chest_背中_接続,
|
||||
乳房_噴乳_接続,
|
||||
肩_上腕_接続,
|
||||
胴_胸_接続,
|
||||
胴_肌_接続,
|
||||
胴_翼左_接続,
|
||||
胴_翼右_接続,
|
||||
腰_胴_接続,
|
||||
腰_腿左_接続,
|
||||
腰_腿右_接続,
|
||||
腰_膣基_接続,
|
||||
腰_肛門_接続,
|
||||
腰_半身_接続,
|
||||
腰_尾_接続,
|
||||
腰_上着_接続,
|
||||
腰_肌_接続,
|
||||
腰_翼左_接続,
|
||||
腰_翼右_接続,
|
||||
Shoulder_上腕_接続,
|
||||
Torso_Chest_接続,
|
||||
Torso_肌_接続,
|
||||
Torso_翼左_接続,
|
||||
Torso_翼右_接続,
|
||||
Waist_Torso_接続,
|
||||
Waist_腿左_接続,
|
||||
Waist_腿右_接続,
|
||||
Waist_膣基_接続,
|
||||
Waist_肛門_接続,
|
||||
Waist_半身_接続,
|
||||
Waist_尾_接続,
|
||||
Waist_上着_接続,
|
||||
Waist_翼左_接続,
|
||||
Waist_翼右_接続,
|
||||
Waist_肌_接続,
|
||||
ボテ腹_人_腹板_接続,
|
||||
ボテ腹_獣_腹板_接続,
|
||||
肛門_人_肛門精液_接続,
|
||||
@@ -260,7 +260,7 @@ namespace SlaveMatrix
|
||||
前翅_甲_軸1_接続,
|
||||
前翅_甲_軸2_接続,
|
||||
前翅_甲_軸3_接続,
|
||||
触手_犬_頭_接続,
|
||||
触手_犬_Head_接続,
|
||||
触手_犬_上腕左_接続,
|
||||
触手_犬_上腕右_接続,
|
||||
触手_犬_下腕左_接続,
|
||||
@@ -305,18 +305,18 @@ namespace SlaveMatrix
|
||||
下腕_蝙_腕輪_接続,
|
||||
下腕_獣_手_接続,
|
||||
下腕_蹄_手_接続,
|
||||
腿_人_脚_接続,
|
||||
腿_獣_脚_接続,
|
||||
腿_蹄_脚_接続,
|
||||
腿_鳥_脚_接続,
|
||||
腿_竜_脚_接続,
|
||||
脚_人_足_接続,
|
||||
脚_人_脚輪下_接続,
|
||||
脚_人_脚輪上_接続,
|
||||
脚_獣_足_接続,
|
||||
脚_蹄_足_接続,
|
||||
脚_鳥_足_接続,
|
||||
脚_竜_足_接続,
|
||||
腿_人_Leg_接続,
|
||||
腿_獣_Leg_接続,
|
||||
腿_蹄_Leg_接続,
|
||||
腿_鳥_Leg_接続,
|
||||
腿_竜_Leg_接続,
|
||||
Leg_人_足_接続,
|
||||
Leg_人_脚輪下_接続,
|
||||
Leg_人_脚輪上_接続,
|
||||
Leg_獣_足_接続,
|
||||
Leg_蹄_足_接続,
|
||||
Leg_鳥_足_接続,
|
||||
Leg_竜_足_接続,
|
||||
長物_魚_左0_接続,
|
||||
長物_魚_右0_接続,
|
||||
長物_魚_左1_接続,
|
||||
@@ -349,15 +349,15 @@ namespace SlaveMatrix
|
||||
長物_鯨_尾_接続,
|
||||
長物_蛇_左_接続,
|
||||
長物_蛇_右_接続,
|
||||
長物_蛇_胴_接続,
|
||||
長物_蛇_Torso_接続,
|
||||
長物_蟲_左0_接続,
|
||||
長物_蟲_右0_接続,
|
||||
長物_蟲_左1_接続,
|
||||
長物_蟲_右1_接続,
|
||||
長物_蟲_胴_接続,
|
||||
長物_蟲_Torso_接続,
|
||||
四足胸_脇左_接続,
|
||||
四足胸_脇右_接続,
|
||||
四足胸_胴_接続,
|
||||
四足胸_Torso_接続,
|
||||
四足胸_胸左_接続,
|
||||
四足胸_胸右_接続,
|
||||
四足胸_肌_接続,
|
||||
@@ -414,12 +414,12 @@ namespace SlaveMatrix
|
||||
単足_植_根中央_接続,
|
||||
単足_植_根内右_接続,
|
||||
単足_植_根外右_接続,
|
||||
胴_蛇_左_接続,
|
||||
胴_蛇_右_接続,
|
||||
胴_蛇_胴_接続,
|
||||
胴_蟲_左_接続,
|
||||
胴_蟲_右_接続,
|
||||
胴_蟲_胴_接続,
|
||||
Torso_蛇_左_接続,
|
||||
Torso_蛇_右_接続,
|
||||
Torso_蛇_Torso_接続,
|
||||
Torso_蟲_左_接続,
|
||||
Torso_蟲_右_接続,
|
||||
Torso_蟲_Torso_接続,
|
||||
大顎基_顎左_接続,
|
||||
大顎基_顎右_接続,
|
||||
植_花_接続,
|
||||
|
||||
@@ -2,7 +2,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 咳 : Ele
|
||||
public class Cough : Ele
|
||||
{
|
||||
public Par X0Y0_咳基;
|
||||
|
||||
@@ -346,10 +346,10 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 咳(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 咳D e)
|
||||
public Cough(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 咳D e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.胴体["咳"]);
|
||||
本体 = new Difs(Sta.胴体["Cough"]);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_咳基 = pars["咳基"].ToPar();
|
||||
X0Y0_雫1 = pars["雫1"].ToPar();
|
||||
@@ -3,7 +3,7 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 頭 : Ele
|
||||
public class Head : Ele
|
||||
{
|
||||
public Par X0Y0_頭;
|
||||
|
||||
@@ -1033,11 +1033,11 @@ namespace SlaveMatrix
|
||||
|
||||
public JointS 触覚右_接続点 => new JointS(本体, X0Y0_頭, 18);
|
||||
|
||||
public 頭(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 頭D e)
|
||||
public Head(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, HeadD e)
|
||||
{
|
||||
頭 頭2 = this;
|
||||
Head 頭2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.胴体["頭"]);
|
||||
本体 = new Difs(Sta.胴体["Head"]);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_頭 = pars["頭"].ToPar();
|
||||
Pars pars2 = pars["悪タトゥ"].ToPars();
|
||||
@@ -1177,7 +1177,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_基髪_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_基髪_接続;
|
||||
f.接続(頭2.基髪_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1188,7 +1188,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_目左_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_目左_接続;
|
||||
f.接続(頭2.目左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1199,7 +1199,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_目右_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_目右_接続;
|
||||
f.接続(頭2.目右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1210,7 +1210,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_鼻_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_鼻_接続;
|
||||
f.接続(頭2.鼻_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1221,7 +1221,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_口_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_口_接続;
|
||||
f.接続(頭2.口_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1232,7 +1232,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_頬左_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_頬左_接続;
|
||||
f.接続(頭2.頬左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1243,7 +1243,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_頬右_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_頬右_接続;
|
||||
f.接続(頭2.頬右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1254,7 +1254,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_額_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_額_接続;
|
||||
f.接続(頭2.額_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1265,7 +1265,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_眉左_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_眉左_接続;
|
||||
f.接続(頭2.眉左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1276,7 +1276,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_眉右_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_眉右_接続;
|
||||
f.接続(頭2.眉右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1287,7 +1287,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_耳左_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_耳左_接続;
|
||||
f.接続(頭2.耳左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1298,7 +1298,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_耳右_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_耳右_接続;
|
||||
f.接続(頭2.耳右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1309,7 +1309,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_鼻肌_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_鼻肌_接続;
|
||||
f.接続(頭2.鼻肌_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1320,7 +1320,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_単眼目_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_単眼目_接続;
|
||||
f.接続(頭2.単眼目_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1331,7 +1331,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_単眼眉_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_単眼眉_接続;
|
||||
f.接続(頭2.単眼眉_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1342,7 +1342,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_大顎基_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_大顎基_接続;
|
||||
f.接続(頭2.大顎基_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1353,7 +1353,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_顔面_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_顔面_接続;
|
||||
f.接続(頭2.顔面_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1364,7 +1364,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_頭頂_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_頭頂_接続;
|
||||
f.接続(頭2.頭頂_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1375,7 +1375,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_頬肌左_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_頬肌左_接続;
|
||||
f.接続(頭2.頬肌左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1386,7 +1386,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_頬肌右_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_頬肌右_接続;
|
||||
f.接続(頭2.頬肌右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1397,7 +1397,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_触覚左_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_触覚左_接続;
|
||||
f.接続(頭2.触覚左_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1408,7 +1408,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 頭2;
|
||||
f.ConnectionType = ConnectionInfo.頭_触覚右_接続;
|
||||
f.ConnectionType = ConnectionInfo.Head_触覚右_接続;
|
||||
f.接続(頭2.触覚右_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
@@ -1460,12 +1460,12 @@ namespace SlaveMatrix
|
||||
X0Y0_頭.JP[9].Joint = X0Y0_頭.JP[9].Joint.AddX(0.00012);
|
||||
}
|
||||
|
||||
public override void 描画0(Are Are)
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_頭);
|
||||
}
|
||||
|
||||
public override void 描画1(Are Are)
|
||||
public override void 描画1(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_悪タトゥ_逆十字_逆十字1);
|
||||
Are.Draw(X0Y0_悪タトゥ_逆十字_逆十字2);
|
||||
@@ -1507,7 +1507,7 @@ namespace SlaveMatrix
|
||||
Are.Draw(X0Y0_羽虫_眼右_ハイライト);
|
||||
}
|
||||
|
||||
public override void 描画2(Are Are)
|
||||
public override void 描画2(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_虫性_顎下);
|
||||
}
|
||||
@@ -1515,7 +1515,7 @@ namespace SlaveMatrix
|
||||
private void 開顎(double Rate)
|
||||
{
|
||||
double y = 0.0003 * Rate;
|
||||
Par par = Sta.胴体["頭"][0][0]["頭"].ToPar();
|
||||
Par par = Sta.胴体["Head"][0][0]["頭"].ToPar();
|
||||
Par x0Y0_頭 = X0Y0_頭;
|
||||
x0Y0_頭.OP[0].ps[3] = par.OP[0].ps[3].AddY(y);
|
||||
x0Y0_頭.OP[0].ps[4] = par.OP[0].ps[4].AddY(y);
|
||||
@@ -5,7 +5,7 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 頭D : EleD
|
||||
public class HeadD : EleD
|
||||
{
|
||||
public bool 頭_表示 = true;
|
||||
|
||||
@@ -137,7 +137,7 @@ namespace SlaveMatrix
|
||||
|
||||
public List<EleD> 触覚右_接続 = new List<EleD>();
|
||||
|
||||
public 頭D()
|
||||
public HeadD()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -146,165 +146,165 @@ namespace SlaveMatrix
|
||||
{
|
||||
基髪_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_基髪_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_基髪_接続;
|
||||
}
|
||||
|
||||
public void 目左接続(EleD e)
|
||||
{
|
||||
目左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_目左_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_目左_接続;
|
||||
}
|
||||
|
||||
public void 目右接続(EleD e)
|
||||
{
|
||||
目右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_目右_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_目右_接続;
|
||||
}
|
||||
|
||||
public void 鼻接続(EleD e)
|
||||
{
|
||||
鼻_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_鼻_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_鼻_接続;
|
||||
}
|
||||
|
||||
public void 口接続(EleD e)
|
||||
{
|
||||
口_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_口_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_口_接続;
|
||||
}
|
||||
|
||||
public void 頬左接続(EleD e)
|
||||
{
|
||||
頬左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_頬左_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_頬左_接続;
|
||||
}
|
||||
|
||||
public void 頬右接続(EleD e)
|
||||
{
|
||||
頬右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_頬右_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_頬右_接続;
|
||||
}
|
||||
|
||||
public void 額接続(EleD e)
|
||||
{
|
||||
額_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_額_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_額_接続;
|
||||
}
|
||||
|
||||
public void 眉左接続(EleD e)
|
||||
{
|
||||
眉左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_眉左_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_眉左_接続;
|
||||
}
|
||||
|
||||
public void 眉右接続(EleD e)
|
||||
{
|
||||
眉右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_眉右_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_眉右_接続;
|
||||
}
|
||||
|
||||
public void 耳左接続(EleD e)
|
||||
{
|
||||
耳左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_耳左_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_耳左_接続;
|
||||
}
|
||||
|
||||
public void 耳右接続(EleD e)
|
||||
{
|
||||
耳右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_耳右_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_耳右_接続;
|
||||
}
|
||||
|
||||
public void 鼻肌接続(EleD e)
|
||||
{
|
||||
鼻肌_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_鼻肌_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_鼻肌_接続;
|
||||
}
|
||||
|
||||
public void 単眼目接続(EleD e)
|
||||
{
|
||||
単眼目_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_単眼目_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_単眼目_接続;
|
||||
}
|
||||
|
||||
public void 単眼眉接続(EleD e)
|
||||
{
|
||||
単眼眉_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_単眼眉_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_単眼眉_接続;
|
||||
}
|
||||
|
||||
public void 大顎基接続(EleD e)
|
||||
{
|
||||
大顎基_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_大顎基_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_大顎基_接続;
|
||||
}
|
||||
|
||||
public void 顔面接続(EleD e)
|
||||
{
|
||||
顔面_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_顔面_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_顔面_接続;
|
||||
}
|
||||
|
||||
public void 頭頂接続(EleD e)
|
||||
{
|
||||
頭頂_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_頭頂_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_頭頂_接続;
|
||||
}
|
||||
|
||||
public void 頬肌左接続(EleD e)
|
||||
{
|
||||
頬肌左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_頬肌左_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_頬肌左_接続;
|
||||
}
|
||||
|
||||
public void 頬肌右接続(EleD e)
|
||||
{
|
||||
頬肌右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_頬肌右_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_頬肌右_接続;
|
||||
}
|
||||
|
||||
public void 触覚左接続(EleD e)
|
||||
{
|
||||
触覚左_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_触覚左_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_触覚左_接続;
|
||||
}
|
||||
|
||||
public void 触覚右接続(EleD e)
|
||||
{
|
||||
触覚右_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.頭_触覚右_接続;
|
||||
e.接続情報 = ConnectionInfo.Head_触覚右_接続;
|
||||
}
|
||||
|
||||
public 頭D SetRandom()
|
||||
public HeadD SetRandom()
|
||||
{
|
||||
目高 = RNG.XS.NextDouble();
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 頭(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new Head(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,9 +7,9 @@ namespace SlaveMatrix
|
||||
{
|
||||
public class InfoPanel
|
||||
{
|
||||
public Are Are;
|
||||
public RenderArea Are;
|
||||
|
||||
private Med Med;
|
||||
private ModeEventDispatcher Med;
|
||||
|
||||
public Par MaiB;
|
||||
|
||||
@@ -141,7 +141,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public InfoPanel(Med Med, Are Are)
|
||||
public InfoPanel(ModeEventDispatcher Med, RenderArea Are)
|
||||
{
|
||||
this.Med = Med;
|
||||
this.Are = Are;
|
||||
@@ -225,7 +225,7 @@ namespace SlaveMatrix
|
||||
yp.SizeBase = Mai.ParT.SizeBase;
|
||||
yp.Font = new Font("MS Gothic", 1f);
|
||||
yp.FontSize = Mai.ParT.FontSize;
|
||||
yp.SetStringRectOutline(Are.Unit, Are.GD);
|
||||
yp.SetStringRectOutline(Are.UnitScale, Are.DisplayGraphics);
|
||||
yp.RectSize = new Vector2D(yp.OP[0].ps[1].X, yp.OP[0].ps[2].Y);
|
||||
yp.OP.ScalingY(yp.BasePointBase, 0.9);
|
||||
yp.OP.OutlineFalse();
|
||||
@@ -245,7 +245,7 @@ namespace SlaveMatrix
|
||||
np.SizeBase = Mai.ParT.SizeBase;
|
||||
np.Font = new Font("MS Gothic", 1f);
|
||||
np.FontSize = Mai.ParT.FontSize;
|
||||
np.SetStringRectOutline(Are.Unit, Are.GD);
|
||||
np.SetStringRectOutline(Are.UnitScale, Are.DisplayGraphics);
|
||||
np.RectSize = new Vector2D(np.OP[0].ps[1].X, np.OP[0].ps[2].Y);
|
||||
np.OP.ScalingY(np.BasePointBase, 0.9);
|
||||
np.OP.OutlineFalse();
|
||||
@@ -262,7 +262,7 @@ namespace SlaveMatrix
|
||||
});
|
||||
}
|
||||
|
||||
public void SetHitColor(Med Med)
|
||||
public void SetHitColor(ModeEventDispatcher Med)
|
||||
{
|
||||
Mai.SetHitColor(Med);
|
||||
Sub.SetHitColor(Med);
|
||||
@@ -280,7 +280,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void SetButPos()
|
||||
{
|
||||
yp.PositionBase = new Vector2D(yp.PositionBase.X, Mai.ParT.ToGlobal(Mai.ParT.GetStringRect(Are.Unit, Are.GD).v2).Y + 0.0025);
|
||||
yp.PositionBase = new Vector2D(yp.PositionBase.X, Mai.ParT.ToGlobal(Mai.ParT.GetStringRect(Are.UnitScale, Are.DisplayGraphics).v2).Y + 0.0025);
|
||||
np.PositionBase = new Vector2D(np.PositionBase.X, yp.ToGlobal(yp.OP.Last().ps.Last()).Y + 0.0025);
|
||||
}
|
||||
|
||||
@@ -310,7 +310,7 @@ namespace SlaveMatrix
|
||||
nb.Up(ref HitColor);
|
||||
}
|
||||
|
||||
public void Draw(Are Are, FPS FPS)
|
||||
public void Draw(RenderArea Are, FPS FPS)
|
||||
{
|
||||
if (MaiShow)
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 脚 : Ele
|
||||
public class Leg : Ele
|
||||
{
|
||||
public Ele[] 足_接続;
|
||||
}
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 脚D : EleD
|
||||
public class LegD : EleD
|
||||
{
|
||||
public List<EleD> 足_接続 = new List<EleD>();
|
||||
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 脚_人 : 脚
|
||||
public class Leg_人 : Leg
|
||||
{
|
||||
public Par X0Y0_脚;
|
||||
public Par X0Y0_Leg;
|
||||
|
||||
public Par X0Y0_筋;
|
||||
|
||||
@@ -401,7 +401,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_脚輪下_金具右;
|
||||
|
||||
public Par X0Y1_脚;
|
||||
public Par X0Y1_Leg;
|
||||
|
||||
public Par X0Y1_筋;
|
||||
|
||||
@@ -797,7 +797,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y1_脚輪下_金具右;
|
||||
|
||||
public ColorD 脚CD;
|
||||
public ColorD LegCD;
|
||||
|
||||
public ColorD 筋CD;
|
||||
|
||||
@@ -1193,7 +1193,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 脚輪下_金具右CD;
|
||||
|
||||
public ColorP X0Y0_脚CP;
|
||||
public ColorP X0Y0_LegCP;
|
||||
|
||||
public ColorP X0Y0_筋CP;
|
||||
|
||||
@@ -1589,7 +1589,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorP X0Y0_脚輪下_金具右CP;
|
||||
|
||||
public ColorP X0Y1_脚CP;
|
||||
public ColorP X0Y1_LegCP;
|
||||
|
||||
public ColorP X0Y1_筋CP;
|
||||
|
||||
@@ -2036,18 +2036,18 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 脚_表示
|
||||
public bool Leg_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_脚.Dra;
|
||||
return X0Y0_Leg.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_脚.Dra = value;
|
||||
X0Y1_脚.Dra = value;
|
||||
X0Y0_脚.Hit = value;
|
||||
X0Y1_脚.Hit = value;
|
||||
X0Y0_Leg.Dra = value;
|
||||
X0Y1_Leg.Dra = value;
|
||||
X0Y0_Leg.Hit = value;
|
||||
X0Y1_Leg.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5179,11 +5179,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚_表示;
|
||||
return Leg_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚_表示 = value;
|
||||
Leg_表示 = value;
|
||||
筋_表示 = value;
|
||||
淫タトゥ_足首_タトゥ_表示 = value;
|
||||
淫タトゥ_足首_ハート1_タトゥ左_表示 = value;
|
||||
@@ -5390,11 +5390,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚CD.不透明度;
|
||||
return LegCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚CD.不透明度 = value;
|
||||
LegCD.不透明度 = value;
|
||||
筋CD.不透明度 = value;
|
||||
淫タトゥ_足首_タトゥCD.不透明度 = value;
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD.不透明度 = value;
|
||||
@@ -5738,11 +5738,11 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_脚, 0);
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 脚輪下_接続点 => new JointS(本体, X0Y0_脚, 2);
|
||||
public JointS 脚輪下_接続点 => new JointS(本体, X0Y0_Leg, 2);
|
||||
|
||||
public JointS 脚輪上_接続点 => new JointS(本体, X0Y0_脚, 3);
|
||||
public JointS 脚輪上_接続点 => new JointS(本体, X0Y0_Leg, 3);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪上_金具左, 0);
|
||||
|
||||
@@ -5752,13 +5752,14 @@ namespace SlaveMatrix
|
||||
|
||||
public JointS 鎖4_接続点 => new JointS(本体, X0Y0_脚輪下_金具右, 0);
|
||||
|
||||
public 脚_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 脚_人D e)
|
||||
public Leg_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_人D e)
|
||||
{
|
||||
脚_人 脚_人2 = this;
|
||||
Leg_人 Leg_人2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.脚左["脚"]);
|
||||
//Leg but if renamed to Leg it broke game
|
||||
本体 = new Difs(Sta.脚左["Leg"]);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_脚 = pars["脚"].ToPar();
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["淫タトゥ"].ToPars();
|
||||
Pars pars3 = pars2["足首"].ToPars();
|
||||
@@ -6056,7 +6057,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪下_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_脚輪下_金具右 = pars2["金具右"].ToPar();
|
||||
pars = 本体[0][1];
|
||||
X0Y1_脚 = pars["脚"].ToPar();
|
||||
X0Y1_Leg = pars["脚"].ToPar();
|
||||
X0Y1_筋 = pars["筋"].ToPar();
|
||||
pars2 = pars["淫タトゥ"].ToPars();
|
||||
pars3 = pars2["足首"].ToPars();
|
||||
@@ -6377,7 +6378,7 @@ namespace SlaveMatrix
|
||||
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;
|
||||
脚_表示 = e.脚_表示;
|
||||
Leg_表示 = e.Leg_表示;
|
||||
筋_表示 = e.筋_表示;
|
||||
淫タトゥ_足首_タトゥ_表示 = e.淫タトゥ_足首_タトゥ_表示;
|
||||
淫タトゥ_足首_ハート1_タトゥ左_表示 = e.淫タトゥ_足首_ハート1_タトゥ左_表示;
|
||||
@@ -6599,9 +6600,9 @@ namespace SlaveMatrix
|
||||
足_接続 = e.足_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 脚_人2;
|
||||
f.ConnectionType = ConnectionInfo.脚_人_足_接続;
|
||||
f.接続(脚_人2.足_接続点);
|
||||
f.Par = Leg_人2;
|
||||
f.ConnectionType = ConnectionInfo.Leg_人_足_接続;
|
||||
f.接続(Leg_人2.足_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -6610,9 +6611,9 @@ namespace SlaveMatrix
|
||||
脚輪下_接続 = e.脚輪下_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 脚_人2;
|
||||
f.ConnectionType = ConnectionInfo.脚_人_脚輪下_接続;
|
||||
f.接続(脚_人2.脚輪下_接続点);
|
||||
f.Par = Leg_人2;
|
||||
f.ConnectionType = ConnectionInfo.Leg_人_脚輪下_接続;
|
||||
f.接続(Leg_人2.脚輪下_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -6621,15 +6622,15 @@ namespace SlaveMatrix
|
||||
脚輪上_接続 = e.脚輪上_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 脚_人2;
|
||||
f.ConnectionType = ConnectionInfo.脚_人_脚輪上_接続;
|
||||
f.接続(脚_人2.脚輪上_接続点);
|
||||
f.Par = Leg_人2;
|
||||
f.ConnectionType = ConnectionInfo.Leg_人_脚輪上_接続;
|
||||
f.接続(Leg_人2.脚輪上_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_脚CP = new ColorP(X0Y0_脚, 脚CD, DisUnit, abj: true);
|
||||
X0Y0_LegCP = new ColorP(X0Y0_Leg, LegCD, DisUnit, abj: true);
|
||||
X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false);
|
||||
X0Y0_淫タトゥ_足首_タトゥCP = new ColorP(X0Y0_淫タトゥ_足首_タトゥ, 淫タトゥ_足首_タトゥCD, DisUnit, abj: true);
|
||||
X0Y0_淫タトゥ_足首_ハート1_タトゥ左CP = new ColorP(X0Y0_淫タトゥ_足首_ハート1_タトゥ左, 淫タトゥ_足首_ハート1_タトゥ左CD, DisUnit, abj: true);
|
||||
@@ -6827,7 +6828,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪下_金具3CP = new ColorP(X0Y0_脚輪下_金具3, 脚輪下_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪下_金具左CP = new ColorP(X0Y0_脚輪下_金具左, 脚輪下_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪下_金具右CP = new ColorP(X0Y0_脚輪下_金具右, 脚輪下_金具右CD, DisUnit, abj: true);
|
||||
X0Y1_脚CP = new ColorP(X0Y1_脚, 脚CD, DisUnit, abj: true);
|
||||
X0Y1_LegCP = new ColorP(X0Y1_Leg, LegCD, DisUnit, abj: true);
|
||||
X0Y1_筋CP = new ColorP(X0Y1_筋, 筋CD, DisUnit, abj: false);
|
||||
X0Y1_淫タトゥ_足首_タトゥCP = new ColorP(X0Y1_淫タトゥ_足首_タトゥ, 淫タトゥ_足首_タトゥCD, DisUnit, abj: true);
|
||||
X0Y1_淫タトゥ_足首_ハート1_タトゥ左CP = new ColorP(X0Y1_淫タトゥ_足首_ハート1_タトゥ左, 淫タトゥ_足首_ハート1_タトゥ左CD, DisUnit, abj: true);
|
||||
@@ -7052,11 +7053,11 @@ namespace SlaveMatrix
|
||||
鎖3.Dispose();
|
||||
}
|
||||
|
||||
public override void 描画0(Are Are)
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
if (本体.IndexY == 0)
|
||||
{
|
||||
Are.Draw(X0Y0_脚);
|
||||
Are.Draw(X0Y0_Leg);
|
||||
Are.Draw(X0Y0_筋);
|
||||
Are.Draw(X0Y0_獣性_獣毛1);
|
||||
Are.Draw(X0Y0_獣性_獣毛2);
|
||||
@@ -7154,7 +7155,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
else
|
||||
{
|
||||
Are.Draw(X0Y1_脚);
|
||||
Are.Draw(X0Y1_Leg);
|
||||
Are.Draw(X0Y1_筋);
|
||||
Are.Draw(X0Y1_獣性_獣毛1);
|
||||
Are.Draw(X0Y1_獣性_獣毛2);
|
||||
@@ -7252,7 +7253,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public void 外描画(Are Are)
|
||||
public void 外描画(RenderArea Are)
|
||||
{
|
||||
if (本体.IndexY == 0)
|
||||
{
|
||||
@@ -7478,8 +7479,8 @@ namespace SlaveMatrix
|
||||
|
||||
public void 虫性()
|
||||
{
|
||||
X0Y0_脚.OP[(!右) ? 6 : 0].Outline = true;
|
||||
X0Y1_脚.OP[(!右) ? 6 : 0].Outline = true;
|
||||
X0Y0_Leg.OP[(!右) ? 6 : 0].Outline = true;
|
||||
X0Y1_Leg.OP[(!右) ? 6 : 0].Outline = true;
|
||||
}
|
||||
|
||||
public void 開脚(腿_人 腿)
|
||||
@@ -7525,7 +7526,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
if (本体.IndexY == 0)
|
||||
{
|
||||
X0Y0_脚CP.Update();
|
||||
X0Y0_LegCP.Update();
|
||||
X0Y0_筋CP.Update();
|
||||
X0Y0_淫タトゥ_足首_タトゥCP.Update();
|
||||
X0Y0_淫タトゥ_足首_ハート1_タトゥ左CP.Update();
|
||||
@@ -7726,7 +7727,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
else
|
||||
{
|
||||
X0Y1_脚CP.Update();
|
||||
X0Y1_LegCP.Update();
|
||||
X0Y1_筋CP.Update();
|
||||
X0Y1_淫タトゥ_足首_タトゥCP.Update();
|
||||
X0Y1_淫タトゥ_足首_ハート1_タトゥ左CP.Update();
|
||||
@@ -7979,7 +7980,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -8181,7 +8182,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -8383,7 +8384,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -8585,7 +8586,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色B0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -8787,7 +8788,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色BT1(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -8989,7 +8990,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色BT0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -9191,7 +9192,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色C0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -9393,7 +9394,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色CT1(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -9595,7 +9596,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色CT0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -9797,7 +9798,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色L0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -9999,7 +10000,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色LT1(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -10201,7 +10202,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色LT0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
淫タトゥ_足首_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
淫タトゥ_足首_ハート1_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
@@ -5,9 +5,9 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 脚_人D : 脚D
|
||||
public class Leg_人D : LegD
|
||||
{
|
||||
public bool 脚_表示 = true;
|
||||
public bool Leg_表示 = true;
|
||||
|
||||
public bool 筋_表示;
|
||||
|
||||
@@ -443,7 +443,7 @@ namespace SlaveMatrix
|
||||
|
||||
public List<EleD> 脚輪上_接続 = new List<EleD>();
|
||||
|
||||
public 脚_人D()
|
||||
public Leg_人D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -452,26 +452,26 @@ namespace SlaveMatrix
|
||||
{
|
||||
足_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.脚_人_足_接続;
|
||||
e.接続情報 = ConnectionInfo.Leg_人_足_接続;
|
||||
}
|
||||
|
||||
public void 脚輪下接続(EleD e)
|
||||
{
|
||||
脚輪下_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.脚_人_脚輪下_接続;
|
||||
e.接続情報 = ConnectionInfo.Leg_人_脚輪下_接続;
|
||||
}
|
||||
|
||||
public void 脚輪上接続(EleD e)
|
||||
{
|
||||
脚輪上_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.脚_人_脚輪上_接続;
|
||||
e.接続情報 = ConnectionInfo.Leg_人_脚輪上_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 脚_人(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new Leg_人(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 脚_獣 : 獣脚
|
||||
public class Leg_獣 : 獣脚
|
||||
{
|
||||
public Par X0Y0_脚;
|
||||
public Par X0Y0_Leg;
|
||||
|
||||
public Par X0Y0_筋;
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_脚輪_金具右;
|
||||
|
||||
public ColorD 脚CD;
|
||||
public ColorD LegCD;
|
||||
|
||||
public ColorD 筋CD;
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 脚輪_金具右CD;
|
||||
|
||||
public ColorP X0Y0_脚CP;
|
||||
public ColorP X0Y0_LegCP;
|
||||
|
||||
public ColorP X0Y0_筋CP;
|
||||
|
||||
@@ -93,16 +93,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 脚_表示
|
||||
public bool Leg_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_脚.Dra;
|
||||
return X0Y0_Leg.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_脚.Dra = value;
|
||||
X0Y0_脚.Hit = value;
|
||||
X0Y0_Leg.Dra = value;
|
||||
X0Y0_Leg.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -230,11 +230,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚_表示;
|
||||
return Leg_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚_表示 = value;
|
||||
Leg_表示 = value;
|
||||
筋_表示 = value;
|
||||
脚輪_革_表示 = value;
|
||||
脚輪_金具1_表示 = value;
|
||||
@@ -250,11 +250,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚CD.不透明度;
|
||||
return LegCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚CD.不透明度 = value;
|
||||
LegCD.不透明度 = value;
|
||||
筋CD.不透明度 = value;
|
||||
脚輪_革CD.不透明度 = value;
|
||||
脚輪_金具1CD.不透明度 = value;
|
||||
@@ -265,22 +265,22 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_脚, 0);
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public 脚_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 脚_獣D e)
|
||||
public Leg_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_獣D e)
|
||||
{
|
||||
脚_獣 脚_獣2 = this;
|
||||
Leg_獣 Leg_獣2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][0]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_脚 = pars["脚"].ToPar();
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["脚輪"].ToPars();
|
||||
X0Y0_脚輪_革 = pars2["革"].ToPar();
|
||||
@@ -313,7 +313,7 @@ namespace SlaveMatrix
|
||||
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;
|
||||
脚_表示 = e.脚_表示;
|
||||
Leg_表示 = e.Leg_表示;
|
||||
筋_表示 = e.筋_表示;
|
||||
脚輪_革_表示 = e.脚輪_革_表示;
|
||||
脚輪_金具1_表示 = e.脚輪_金具1_表示;
|
||||
@@ -335,15 +335,15 @@ namespace SlaveMatrix
|
||||
足_接続 = e.足_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 脚_獣2;
|
||||
f.ConnectionType = ConnectionInfo.脚_獣_足_接続;
|
||||
f.接続(脚_獣2.足_接続点);
|
||||
f.Par = Leg_獣2;
|
||||
f.ConnectionType = ConnectionInfo.Leg_獣_足_接続;
|
||||
f.接続(Leg_獣2.足_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_脚CP = new ColorP(X0Y0_脚, 脚CD, DisUnit, abj: true);
|
||||
X0Y0_LegCP = new ColorP(X0Y0_Leg, LegCD, DisUnit, abj: true);
|
||||
X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false);
|
||||
X0Y0_脚輪_革CP = new ColorP(X0Y0_脚輪_革, 脚輪_革CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具1CP = new ColorP(X0Y0_脚輪_金具1, 脚輪_金具1CD, DisUnit, abj: true);
|
||||
@@ -359,7 +359,7 @@ namespace SlaveMatrix
|
||||
鎖表示 = e.鎖表示;
|
||||
}
|
||||
|
||||
public override void 描画0(Are Are)
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
@@ -374,7 +374,7 @@ namespace SlaveMatrix
|
||||
public override void SetAngle0()
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_脚.AngleBase = num * -136.0;
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
}
|
||||
|
||||
@@ -389,7 +389,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_脚CP.Update();
|
||||
X0Y0_LegCP.Update();
|
||||
X0Y0_筋CP.Update();
|
||||
X0Y0_脚輪_革CP.Update();
|
||||
X0Y0_脚輪_金具1CP.Update();
|
||||
@@ -408,7 +408,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
脚輪_革CD = new ColorD();
|
||||
脚輪_金具1CD = new ColorD();
|
||||
@@ -4,9 +4,9 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 脚_鳥D : 獣脚D
|
||||
public class Leg_獣D : 獣脚D
|
||||
{
|
||||
public bool 脚_表示 = true;
|
||||
public bool Leg_表示 = true;
|
||||
|
||||
public bool 筋_表示;
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace SlaveMatrix
|
||||
|
||||
public bool 鎖表示;
|
||||
|
||||
public 脚_鳥D()
|
||||
public Leg_獣D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -35,12 +35,12 @@ namespace SlaveMatrix
|
||||
{
|
||||
足_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.脚_鳥_足_接続;
|
||||
e.接続情報 = ConnectionInfo.Leg_獣_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 脚_鳥(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new Leg_獣(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 脚_竜 : 獣脚
|
||||
public class Leg_竜 : 獣脚
|
||||
{
|
||||
public Par X0Y0_脚;
|
||||
public Par X0Y0_Leg;
|
||||
|
||||
public Par X0Y0_竜性_鱗脹_鱗1;
|
||||
|
||||
@@ -57,7 +57,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_脚輪_金具右;
|
||||
|
||||
public ColorD 脚CD;
|
||||
public ColorD LegCD;
|
||||
|
||||
public ColorD 竜性_鱗脹_鱗1CD;
|
||||
|
||||
@@ -109,7 +109,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 脚輪_金具右CD;
|
||||
|
||||
public ColorP X0Y0_脚CP;
|
||||
public ColorP X0Y0_LegCP;
|
||||
|
||||
public ColorP X0Y0_竜性_鱗脹_鱗1CP;
|
||||
|
||||
@@ -201,16 +201,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 脚_表示
|
||||
public bool Leg_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_脚.Dra;
|
||||
return X0Y0_Leg.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_脚.Dra = value;
|
||||
X0Y0_脚.Hit = value;
|
||||
X0Y0_Leg.Dra = value;
|
||||
X0Y0_Leg.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -572,11 +572,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚_表示;
|
||||
return Leg_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚_表示 = value;
|
||||
Leg_表示 = value;
|
||||
竜性_鱗脹_鱗1_表示 = value;
|
||||
竜性_鱗脹_鱗2_表示 = value;
|
||||
竜性_鱗脹_鱗3_表示 = value;
|
||||
@@ -610,11 +610,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚CD.不透明度;
|
||||
return LegCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚CD.不透明度 = value;
|
||||
LegCD.不透明度 = value;
|
||||
竜性_鱗脹_鱗1CD.不透明度 = value;
|
||||
竜性_鱗脹_鱗2CD.不透明度 = value;
|
||||
竜性_鱗脹_鱗3CD.不透明度 = value;
|
||||
@@ -643,22 +643,22 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_脚, 0);
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public 脚_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 脚_竜D e)
|
||||
public Leg_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_竜D e)
|
||||
{
|
||||
脚_竜 脚_竜2 = this;
|
||||
Leg_竜 Leg_竜2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][3]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_脚 = pars["脚"].ToPar();
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
Pars pars2 = pars["鱗脹"].ToPars();
|
||||
X0Y0_竜性_鱗脹_鱗1 = pars2["鱗1"].ToPar();
|
||||
X0Y0_竜性_鱗脹_鱗2 = pars2["鱗2"].ToPar();
|
||||
@@ -711,7 +711,7 @@ namespace SlaveMatrix
|
||||
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;
|
||||
脚_表示 = e.脚_表示;
|
||||
Leg_表示 = e.Leg_表示;
|
||||
竜性_鱗脹_鱗1_表示 = e.竜性_鱗脹_鱗1_表示;
|
||||
竜性_鱗脹_鱗2_表示 = e.竜性_鱗脹_鱗2_表示;
|
||||
竜性_鱗脹_鱗3_表示 = e.竜性_鱗脹_鱗3_表示;
|
||||
@@ -751,15 +751,15 @@ namespace SlaveMatrix
|
||||
足_接続 = e.足_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 脚_竜2;
|
||||
f.ConnectionType = ConnectionInfo.脚_竜_足_接続;
|
||||
f.接続(脚_竜2.足_接続点);
|
||||
f.Par = Leg_竜2;
|
||||
f.ConnectionType = ConnectionInfo.Leg_竜_足_接続;
|
||||
f.接続(Leg_竜2.足_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_脚CP = new ColorP(X0Y0_脚, 脚CD, DisUnit, abj: true);
|
||||
X0Y0_LegCP = new ColorP(X0Y0_Leg, LegCD, DisUnit, abj: true);
|
||||
X0Y0_竜性_鱗脹_鱗1CP = new ColorP(X0Y0_竜性_鱗脹_鱗1, 竜性_鱗脹_鱗1CD, DisUnit, abj: true);
|
||||
X0Y0_竜性_鱗脹_鱗2CP = new ColorP(X0Y0_竜性_鱗脹_鱗2, 竜性_鱗脹_鱗2CD, DisUnit, abj: true);
|
||||
X0Y0_竜性_鱗脹_鱗3CP = new ColorP(X0Y0_竜性_鱗脹_鱗3, 竜性_鱗脹_鱗3CD, DisUnit, abj: true);
|
||||
@@ -793,7 +793,7 @@ namespace SlaveMatrix
|
||||
鎖表示 = e.鎖表示;
|
||||
}
|
||||
|
||||
public override void 描画0(Are Are)
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
@@ -808,7 +808,7 @@ namespace SlaveMatrix
|
||||
public override void SetAngle0()
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_脚.AngleBase = num * -136.0;
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
}
|
||||
|
||||
@@ -823,7 +823,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_脚CP.Update();
|
||||
X0Y0_LegCP.Update();
|
||||
X0Y0_竜性_鱗脹_鱗1CP.Update();
|
||||
X0Y0_竜性_鱗脹_鱗2CP.Update();
|
||||
X0Y0_竜性_鱗脹_鱗3CP.Update();
|
||||
@@ -874,7 +874,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗脹_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
竜性_鱗脹_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
竜性_鱗脹_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
@@ -904,7 +904,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗脹_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
竜性_鱗脹_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
竜性_鱗脹_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
@@ -934,7 +934,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗脹_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
竜性_鱗脹_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
竜性_鱗脹_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
@@ -4,9 +4,9 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 脚_竜D : 獣脚D
|
||||
public class Leg_竜D : 獣脚D
|
||||
{
|
||||
public bool 脚_表示 = true;
|
||||
public bool Leg_表示 = true;
|
||||
|
||||
public bool 竜性_鱗脹_鱗1_表示;
|
||||
|
||||
@@ -62,7 +62,7 @@ namespace SlaveMatrix
|
||||
|
||||
public bool 鎖表示;
|
||||
|
||||
public 脚_竜D()
|
||||
public Leg_竜D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -71,12 +71,12 @@ namespace SlaveMatrix
|
||||
{
|
||||
足_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.脚_竜_足_接続;
|
||||
e.接続情報 = ConnectionInfo.Leg_竜_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 脚_竜(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new Leg_竜(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 脚_蹄 : 獣脚
|
||||
public class Leg_蹄 : 獣脚
|
||||
{
|
||||
public Par X0Y0_脚;
|
||||
public Par X0Y0_Leg;
|
||||
|
||||
public Par X0Y0_筋;
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_脚輪_金具右;
|
||||
|
||||
public ColorD 脚CD;
|
||||
public ColorD LegCD;
|
||||
|
||||
public ColorD 筋CD;
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 脚輪_金具右CD;
|
||||
|
||||
public ColorP X0Y0_脚CP;
|
||||
public ColorP X0Y0_LegCP;
|
||||
|
||||
public ColorP X0Y0_筋CP;
|
||||
|
||||
@@ -93,16 +93,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 脚_表示
|
||||
public bool Leg_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_脚.Dra;
|
||||
return X0Y0_Leg.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_脚.Dra = value;
|
||||
X0Y0_脚.Hit = value;
|
||||
X0Y0_Leg.Dra = value;
|
||||
X0Y0_Leg.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -230,11 +230,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚_表示;
|
||||
return Leg_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚_表示 = value;
|
||||
Leg_表示 = value;
|
||||
筋_表示 = value;
|
||||
脚輪_革_表示 = value;
|
||||
脚輪_金具1_表示 = value;
|
||||
@@ -250,11 +250,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 脚CD.不透明度;
|
||||
return LegCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
脚CD.不透明度 = value;
|
||||
LegCD.不透明度 = value;
|
||||
筋CD.不透明度 = value;
|
||||
脚輪_革CD.不透明度 = value;
|
||||
脚輪_金具1CD.不透明度 = value;
|
||||
@@ -265,22 +265,22 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_脚, 0);
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public 脚_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 脚_蹄D e)
|
||||
public Leg_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_蹄D e)
|
||||
{
|
||||
脚_蹄 脚_蹄2 = this;
|
||||
Leg_蹄 Leg_蹄2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][1]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_脚 = pars["脚"].ToPar();
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["脚輪"].ToPars();
|
||||
X0Y0_脚輪_革 = pars2["革"].ToPar();
|
||||
@@ -313,7 +313,7 @@ namespace SlaveMatrix
|
||||
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;
|
||||
脚_表示 = e.脚_表示;
|
||||
Leg_表示 = e.Leg_表示;
|
||||
筋_表示 = e.筋_表示;
|
||||
脚輪_革_表示 = e.脚輪_革_表示;
|
||||
脚輪_金具1_表示 = e.脚輪_金具1_表示;
|
||||
@@ -335,15 +335,15 @@ namespace SlaveMatrix
|
||||
足_接続 = e.足_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 脚_蹄2;
|
||||
f.ConnectionType = ConnectionInfo.脚_蹄_足_接続;
|
||||
f.接続(脚_蹄2.足_接続点);
|
||||
f.Par = Leg_蹄2;
|
||||
f.ConnectionType = ConnectionInfo.Leg_蹄_足_接続;
|
||||
f.接続(Leg_蹄2.足_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_脚CP = new ColorP(X0Y0_脚, 脚CD, DisUnit, abj: true);
|
||||
X0Y0_LegCP = new ColorP(X0Y0_Leg, LegCD, DisUnit, abj: true);
|
||||
X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false);
|
||||
X0Y0_脚輪_革CP = new ColorP(X0Y0_脚輪_革, 脚輪_革CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具1CP = new ColorP(X0Y0_脚輪_金具1, 脚輪_金具1CD, DisUnit, abj: true);
|
||||
@@ -359,7 +359,7 @@ namespace SlaveMatrix
|
||||
鎖表示 = e.鎖表示;
|
||||
}
|
||||
|
||||
public override void 描画0(Are Are)
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
@@ -374,7 +374,7 @@ namespace SlaveMatrix
|
||||
public override void SetAngle0()
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_脚.AngleBase = num * -136.0;
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
}
|
||||
|
||||
@@ -389,7 +389,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_脚CP.Update();
|
||||
X0Y0_LegCP.Update();
|
||||
X0Y0_筋CP.Update();
|
||||
X0Y0_脚輪_革CP.Update();
|
||||
X0Y0_脚輪_金具1CP.Update();
|
||||
@@ -408,7 +408,7 @@ namespace SlaveMatrix
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
{
|
||||
脚CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
脚輪_革CD = new ColorD();
|
||||
脚輪_金具1CD = new ColorD();
|
||||
@@ -4,9 +4,9 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 脚_蹄D : 獣脚D
|
||||
public class Leg_蹄D : 獣脚D
|
||||
{
|
||||
public bool 脚_表示 = true;
|
||||
public bool Leg_表示 = true;
|
||||
|
||||
public bool 筋_表示;
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace SlaveMatrix
|
||||
|
||||
public bool 鎖表示;
|
||||
|
||||
public 脚_蹄D()
|
||||
public Leg_蹄D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -35,12 +35,12 @@ namespace SlaveMatrix
|
||||
{
|
||||
足_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.脚_蹄_足_接続;
|
||||
e.接続情報 = ConnectionInfo.Leg_蹄_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, Med Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
{
|
||||
return new 脚_蹄(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new Leg_蹄(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user