Added rename to Body
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@@ -113,7 +113,7 @@ namespace SlaveMatrix
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set
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{
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欠損_ = value;
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本体.IndexY = (欠損_ ? 1 : 0);
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Body.IndexY = (欠損_ ? 1 : 0);
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}
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}
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@@ -422,18 +422,18 @@ namespace SlaveMatrix
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}
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}
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public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0);
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public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0);
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public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0);
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public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0);
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public 大顎(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 大顎D e)
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{
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ThisType = GetType();
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Dif dif = new Dif(Sta.肢左["虫顎"][1]);
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本体 = new Difs();
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本体.Tag = dif.Tag;
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本体.Add(dif);
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Pars pars = 本体[0][0];
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Body = new Difs();
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Body.Tag = dif.Tag;
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Body.Add(dif);
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Pars pars = Body[0][0];
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Pars pars2 = pars["刺"].ToPars();
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X0Y0_棘_棘1 = pars2["刺1"].ToPar();
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X0Y0_棘_棘2 = pars2["刺2"].ToPar();
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@@ -447,15 +447,15 @@ namespace SlaveMatrix
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X0Y0_輪_金具3 = pars2["金具3"].ToPar();
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X0Y0_輪_金具左 = pars2["金具左"].ToPar();
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X0Y0_輪_金具右 = pars2["金具右"].ToPar();
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pars = 本体[0][1];
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pars = Body[0][1];
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X0Y1_牙 = pars["牙"].ToPar();
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X0Y1_線 = pars["線"].ToPar();
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X0Y1_折線1 = pars["折線1"].ToPar();
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X0Y1_折線2 = pars["折線2"].ToPar();
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X0Y1_折線3 = pars["折線3"].ToPar();
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X0Y1_穴 = pars["穴"].ToPar();
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本体.SetJoints();
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接続根 = new JointD(本体);
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Body.SetJoints();
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接続根 = new JointD(Body);
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右 = e.右;
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反転X = e.反転X;
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反転Y = e.反転Y;
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@@ -540,12 +540,12 @@ namespace SlaveMatrix
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X0Y0_牙.AngleBase = num * -22.0;
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X0Y1_牙.AngleBase = num * -22.0;
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X0Y0_輪_革.AngleBase = num * -21.0;
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本体.JoinPAall();
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Body.JoinPAall();
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}
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public override void 描画0(RenderArea Are)
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{
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本体.Draw(Are);
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Body.Draw(Are);
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if (!欠損_)
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{
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鎖1.描画0(Are);
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@@ -563,7 +563,7 @@ namespace SlaveMatrix
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public override void 色更新()
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{
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if (本体.IndexY == 0)
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if (Body.IndexY == 0)
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{
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X0Y0_棘_棘1CP.Update();
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X0Y0_棘_棘2CP.Update();
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