Finished translation of Upper and Lower Arms. Added translation to other vars and funcs

This commit is contained in:
Absolutely disgusting
2026-01-10 14:16:56 +04:00
parent 55c6ca48e7
commit 38c5b7a32b
36 changed files with 2892 additions and 2881 deletions
+8
View File
@@ -21,6 +21,14 @@ namespace _2DGAMELIB
["腕"] = "Arm",
["肩"] = "Shoulder",
["胸"] = "Chest",
["下腕"] = "LowerArm",
["上腕"] = "UpperArm",
["鳥翼上腕"] = "鳥翼UpperArm",
["獣翼上腕"] = "獣翼UpperArm",
["四足上腕"] = "四足UpperArm",
["鳥翼下腕"] = "鳥翼LowerArm",
["獣翼下腕"] = "獣翼LowerArm",
["四足下腕"] = "四足LowerArm"
//["乳房"] = "Breast",
//["腹"] = "Abdomen",
//["顔"] = "Face",
@@ -367,7 +367,7 @@ namespace SlaveMatrix
四足胸_翼下右_接続,
四足胸_背中_接続,
四足脇_UpperArm_接続,
四足胴_腰_接続,
四足胴_Waist_接続,
四足胴_肌_接続,
四足胴_翼左_接続,
四足胴_翼右_接続,
@@ -19,9 +19,9 @@ namespace SlaveMatrix
private HashSet<string> 汗対象 = new HashSet<string>
{
Sta.Chestt.ToString(),
Sta.胴t.ToString(),
Sta.Torsot.ToString(),
Sta.Shouldert.ToString(),
Sta.腰t.ToString()
Sta.Waistt.ToString()
};
private ryps[] 対象;
@@ -5,7 +5,7 @@ namespace SlaveMatrix
{
public class Torso : Ele
{
public Par X0Y0_胴;
public Par X0Y0_Torso;
public Par X0Y0_筋肉_筋肉左;
@@ -23,7 +23,7 @@ namespace SlaveMatrix
public Par X0Y0_植タトゥ_右_タトゥ1;
public ColorD 胴CD;
public ColorD TorsoCD;
public ColorD 筋肉_筋肉左CD;
@@ -41,7 +41,7 @@ namespace SlaveMatrix
public ColorD 植タトゥ_右_タトゥ1CD;
public ColorP X0Y0_胴CP;
public ColorP X0Y0_TorsoCP;
public ColorP X0Y0_筋肉_筋肉左CP;
@@ -109,16 +109,16 @@ namespace SlaveMatrix
}
}
public bool 胴_表示
public bool Torso_表示
{
get
{
return X0Y0_胴.Dra;
return X0Y0_Torso.Dra;
}
set
{
X0Y0_胴.Dra = value;
X0Y0_胴.Hit = value;
X0Y0_Torso.Dra = value;
X0Y0_Torso.Hit = value;
}
}
@@ -243,11 +243,11 @@ namespace SlaveMatrix
{
get
{
return 胴_表示;
return Torso_表示;
}
set
{
胴_表示 = value;
Torso_表示 = value;
筋肉_筋肉左_表示 = value;
筋肉_筋肉右_表示 = value;
獣性_獣毛左_表示 = value;
@@ -263,11 +263,11 @@ namespace SlaveMatrix
{
get
{
return 胴CD.不透明度;
return TorsoCD.不透明度;
}
set
{
胴CD.不透明度 = value;
TorsoCD.不透明度 = value;
筋肉_筋肉左CD.不透明度 = value;
筋肉_筋肉右CD.不透明度 = value;
獣性_獣毛左CD.不透明度 = value;
@@ -279,22 +279,22 @@ namespace SlaveMatrix
}
}
public JointS Chest_接続点 => new JointS(本体, X0Y0_胴, 0);
public JointS Chest_接続点 => new JointS(本体, X0Y0_Torso, 0);
public JointS 肌_接続点 => new JointS(本体, X0Y0_胴, 5);
public JointS 肌_接続点 => new JointS(本体, X0Y0_Torso, 5);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_胴, 1);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_Torso, 1);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_胴, 2);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_Torso, 2);
public Torso(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, TorsoD e)
{
Torso 胴2 = this;
Torso Torso2 = this;
ThisType = GetType();
//This had no Torso (胴体)
本体 = new Difs(Sta.胴体["Torso"]);
Pars pars = 本体[0][0];
X0Y0_胴 = pars["胴"].ToPar();
X0Y0_Torso = pars["胴"].ToPar();
Pars pars2 = pars["筋肉"].ToPars();
X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar();
X0Y0_筋肉_筋肉右 = pars2["筋肉右"].ToPar();
@@ -332,7 +332,7 @@ 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;
胴_表示 = e.胴_表示;
Torso_表示 = e.Torso_表示;
筋肉_筋肉左_表示 = e.筋肉_筋肉左_表示;
筋肉_筋肉右_表示 = e.筋肉_筋肉右_表示;
獣性_獣毛左_表示 = e.獣性_獣毛左_表示;
@@ -354,9 +354,9 @@ namespace SlaveMatrix
Chest_接続 = e.Chest_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴2;
f.Par = Torso2;
f.ConnectionType = ConnectionInfo.Torso_Chest_接続;
f.接続(胴2.Chest_接続点);
f.接続(Torso2.Chest_接続点);
return f;
}).ToArray();
}
@@ -365,9 +365,9 @@ namespace SlaveMatrix
肌_接続 = e.肌_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴2;
f.Par = Torso2;
f.ConnectionType = ConnectionInfo.Torso_肌_接続;
f.接続(胴2.肌_接続点);
f.接続(Torso2.肌_接続点);
return f;
}).ToArray();
}
@@ -376,9 +376,9 @@ namespace SlaveMatrix
翼左_接続 = e.翼左_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴2;
f.Par = Torso2;
f.ConnectionType = ConnectionInfo.Torso_翼左_接続;
f.接続(胴2.翼左_接続点);
f.接続(Torso2.翼左_接続点);
return f;
}).ToArray();
}
@@ -387,15 +387,15 @@ namespace SlaveMatrix
翼右_接続 = e.翼右_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴2;
f.Par = Torso2;
f.ConnectionType = ConnectionInfo.Torso_翼右_接続;
f.接続(胴2.翼右_接続点);
f.接続(Torso2.翼右_接続点);
return f;
}).ToArray();
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true);
X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true);
X0Y0_筋肉_筋肉左CP = new ColorP(X0Y0_筋肉_筋肉左, 筋肉_筋肉左CD, DisUnit, abj: false);
X0Y0_筋肉_筋肉右CP = new ColorP(X0Y0_筋肉_筋肉右, 筋肉_筋肉右CD, DisUnit, abj: false);
X0Y0_獣性_獣毛左CP = new ColorP(X0Y0_獣性_獣毛左, 獣性_獣毛左CD, DisUnit, abj: true);
@@ -418,7 +418,7 @@ namespace SlaveMatrix
public override void 色更新()
{
X0Y0_胴CP.Update();
X0Y0_TorsoCP.Update();
X0Y0_筋肉_筋肉左CP.Update();
X0Y0_筋肉_筋肉右CP.Update();
X0Y0_獣性_獣毛左CP.Update();
@@ -436,7 +436,7 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.人肌R);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.人肌R);
筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
筋肉_筋肉右CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
獣性_獣毛左CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
@@ -7,7 +7,7 @@ namespace SlaveMatrix
[Serializable]
public class TorsoD : EleD
{
public bool 胴_表示 = true;
public bool Torso_表示 = true;
public bool 筋肉_筋肉左_表示;
@@ -3,15 +3,15 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class Torso_蛇 : 長胴
public class Torso_蛇 : 長胴 //Long torso?
{
public Par X0Y0_胴_鱗;
public Par X0Y0_Torso_鱗;
public Par X0Y0_胴_鱗左;
public Par X0Y0_Torso_鱗左;
public Par X0Y0_胴_鱗右;
public Par X0Y0_Torso_鱗右;
public Par X0Y0_胴_胴;
public Par X0Y0_Torso_Torso;
public Par X0Y0_輪_革;
@@ -25,13 +25,13 @@ namespace SlaveMatrix
public Par X0Y0_輪_金具右;
public ColorD 胴_鱗CD;
public ColorD Torso_鱗CD;
public ColorD 胴_鱗左CD;
public ColorD Torso_鱗左CD;
public ColorD 胴_鱗右CD;
public ColorD Torso_鱗右CD;
public ColorD 胴_胴CD;
public ColorD Torso_TorsoCD;
public ColorD 輪_革CD;
@@ -45,13 +45,13 @@ namespace SlaveMatrix
public ColorD 輪_金具右CD;
public ColorP X0Y0_胴_鱗CP;
public ColorP X0Y0_Torso_鱗CP;
public ColorP X0Y0_胴_鱗左CP;
public ColorP X0Y0_Torso_鱗左CP;
public ColorP X0Y0_胴_鱗右CP;
public ColorP X0Y0_Torso_鱗右CP;
public ColorP X0Y0_胴_胴CP;
public ColorP X0Y0_Torso_TorsoCP;
public ColorP X0Y0_輪_革CP;
@@ -112,55 +112,55 @@ namespace SlaveMatrix
}
}
public bool 胴_鱗_表示
public bool Torso_鱗_表示
{
get
{
return X0Y0_胴_鱗.Dra;
return X0Y0_Torso_鱗.Dra;
}
set
{
X0Y0_胴_鱗.Dra = value;
X0Y0_胴_鱗.Hit = value;
X0Y0_Torso_鱗.Dra = value;
X0Y0_Torso_鱗.Hit = value;
}
}
public bool 胴_鱗左_表示
public bool Torso_鱗左_表示
{
get
{
return X0Y0_胴_鱗左.Dra;
return X0Y0_Torso_鱗左.Dra;
}
set
{
X0Y0_胴_鱗左.Dra = value;
X0Y0_胴_鱗左.Hit = value;
X0Y0_Torso_鱗左.Dra = value;
X0Y0_Torso_鱗左.Hit = value;
}
}
public bool 胴_鱗右_表示
public bool Torso_鱗右_表示
{
get
{
return X0Y0_胴_鱗右.Dra;
return X0Y0_Torso_鱗右.Dra;
}
set
{
X0Y0_胴_鱗右.Dra = value;
X0Y0_胴_鱗右.Hit = value;
X0Y0_Torso_鱗右.Dra = value;
X0Y0_Torso_鱗右.Hit = value;
}
}
public bool 胴_表示
public bool Torso_表示
{
get
{
return X0Y0_胴_胴.Dra;
return X0Y0_Torso_Torso.Dra;
}
set
{
X0Y0_胴_胴.Dra = value;
X0Y0_胴_胴.Hit = value;
X0Y0_Torso_Torso.Dra = value;
X0Y0_Torso_Torso.Hit = value;
}
}
@@ -276,14 +276,14 @@ namespace SlaveMatrix
{
get
{
return 胴_鱗_表示;
return Torso_鱗_表示;
}
set
{
胴_鱗_表示 = value;
胴_鱗左_表示 = value;
胴_鱗右_表示 = value;
胴_表示 = value;
Torso_鱗_表示 = value;
Torso_鱗左_表示 = value;
Torso_鱗右_表示 = value;
Torso_表示 = value;
輪_革_表示 = value;
輪_金具1_表示 = value;
輪_金具2_表示 = value;
@@ -299,14 +299,14 @@ namespace SlaveMatrix
{
get
{
return 胴_鱗CD.不透明度;
return Torso_鱗CD.不透明度;
}
set
{
胴_鱗CD.不透明度 = value;
胴_鱗左CD.不透明度 = value;
胴_鱗右CD.不透明度 = value;
胴_胴CD.不透明度 = value;
Torso_鱗CD.不透明度 = value;
Torso_鱗左CD.不透明度 = value;
Torso_鱗右CD.不透明度 = value;
Torso_TorsoCD.不透明度 = value;
輪_革CD.不透明度 = value;
輪_金具1CD.不透明度 = value;
輪_金具2CD.不透明度 = value;
@@ -316,11 +316,11 @@ namespace SlaveMatrix
}
}
public JointS 左_接続点 => new JointS(本体, X0Y0_胴_胴, 2);
public JointS 左_接続点 => new JointS(本体, X0Y0_Torso_Torso, 2);
public JointS 右_接続点 => new JointS(本体, X0Y0_胴_胴, 3);
public JointS 右_接続点 => new JointS(本体, X0Y0_Torso_Torso, 3);
public JointS Torso_接続点 => new JointS(本体, X0Y0_胴_胴, 1);
public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso_Torso, 1);
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0);
@@ -328,7 +328,7 @@ namespace SlaveMatrix
public Torso_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蛇D e)
{
Torso_蛇 胴_蛇2 = this;
Torso_蛇 Torso_蛇2 = this;
ThisType = GetType();
Pars pars = new Pars();
pars.Tag = "蛇";
@@ -342,10 +342,10 @@ namespace SlaveMatrix
本体.Add(dif);
Pars pars2 = 本体[0][0];
Pars pars3 = pars2["胴2"].ToPars();
X0Y0_胴_鱗 = pars3["鱗"].ToPar();
X0Y0_胴_鱗左 = pars3["鱗左"].ToPar();
X0Y0_胴_鱗右 = pars3["鱗右"].ToPar();
X0Y0_胴_胴 = pars3["胴"].ToPar();
X0Y0_Torso_鱗 = pars3["鱗"].ToPar();
X0Y0_Torso_鱗左 = pars3["鱗左"].ToPar();
X0Y0_Torso_鱗右 = pars3["鱗右"].ToPar();
X0Y0_Torso_Torso = pars3["胴"].ToPar();
pars3 = pars2["輪1"].ToPars();
X0Y0_輪_革 = pars3["革"].ToPar();
X0Y0_輪_金具1 = pars3["金具1"].ToPar();
@@ -377,10 +377,10 @@ 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;
胴_鱗_表示 = e.胴_鱗_表示;
胴_鱗左_表示 = e.胴_鱗左_表示;
胴_鱗右_表示 = e.胴_鱗右_表示;
胴_表示 = e.胴_表示;
Torso_鱗_表示 = e.Torso_鱗_表示;
Torso_鱗左_表示 = e.Torso_鱗左_表示;
Torso_鱗右_表示 = e.Torso_鱗右_表示;
Torso_表示 = e.Torso_表示;
輪_革_表示 = e.輪_革_表示;
輪_金具1_表示 = e.輪_金具1_表示;
輪_金具2_表示 = e.輪_金具2_表示;
@@ -401,9 +401,9 @@ namespace SlaveMatrix
左_接続 = e.左_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴_蛇2;
f.Par = Torso_蛇2;
f.ConnectionType = ConnectionInfo.Torso_蛇_左_接続;
f.接続(胴_蛇2.左_接続点);
f.接続(Torso_蛇2.左_接続点);
return f;
}).ToArray();
}
@@ -412,9 +412,9 @@ namespace SlaveMatrix
右_接続 = e.右_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴_蛇2;
f.Par = Torso_蛇2;
f.ConnectionType = ConnectionInfo.Torso_蛇_右_接続;
f.接続(胴_蛇2.右_接続点);
f.接続(Torso_蛇2.右_接続点);
return f;
}).ToArray();
}
@@ -423,18 +423,18 @@ namespace SlaveMatrix
Torso_接続 = e.Torso_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴_蛇2;
f.Par = Torso_蛇2;
f.ConnectionType = ConnectionInfo.Torso_蛇_Torso_接続;
f.接続(胴_蛇2.Torso_接続点);
f.接続(Torso_蛇2.Torso_接続点);
return f;
}).ToArray();
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_胴_鱗CP = new ColorP(X0Y0_胴_鱗, 胴_鱗CD, DisUnit, abj: true);
X0Y0_胴_鱗左CP = new ColorP(X0Y0_胴_鱗左, 胴_鱗左CD, DisUnit, abj: true);
X0Y0_胴_鱗右CP = new ColorP(X0Y0_胴_鱗右, 胴_鱗右CD, DisUnit, abj: true);
X0Y0_胴_胴CP = new ColorP(X0Y0_胴_胴, 胴_胴CD, DisUnit, abj: true);
X0Y0_Torso_鱗CP = new ColorP(X0Y0_Torso_鱗, Torso_鱗CD, DisUnit, abj: true);
X0Y0_Torso_鱗左CP = new ColorP(X0Y0_Torso_鱗左, Torso_鱗左CD, DisUnit, abj: true);
X0Y0_Torso_鱗右CP = new ColorP(X0Y0_Torso_鱗右, Torso_鱗右CD, DisUnit, abj: true);
X0Y0_Torso_TorsoCP = new ColorP(X0Y0_Torso_Torso, Torso_TorsoCD, DisUnit, abj: true);
X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, 輪_革CD, DisUnit, abj: true);
X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, 輪_金具1CD, DisUnit, abj: true);
X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, 輪_金具2CD, DisUnit, abj: true);
@@ -454,10 +454,10 @@ namespace SlaveMatrix
public override void 描画0(RenderArea Are)
{
Are.Draw(X0Y0_胴_鱗);
Are.Draw(X0Y0_胴_鱗左);
Are.Draw(X0Y0_胴_鱗右);
Are.Draw(X0Y0_胴_胴);
Are.Draw(X0Y0_Torso_鱗);
Are.Draw(X0Y0_Torso_鱗左);
Are.Draw(X0Y0_Torso_鱗右);
Are.Draw(X0Y0_Torso_Torso);
if (Torso_接続 != null && Torso_接続[0].拘束 && Torso_接続[0] is Torso_蛇)
{
((Torso_蛇)Torso_接続[0]).拘束具描画(Are);
@@ -488,7 +488,7 @@ namespace SlaveMatrix
if (Par != null && !(Par is 長物_蛇) && Par.Par != null && !(Par.Par is 長物_蛇))
{
_ = 右;
X0Y0_胴_胴.AngleBase = 20.0.GetRanAngle();
X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle();
本体.JoinPAall();
}
}
@@ -504,10 +504,10 @@ namespace SlaveMatrix
public override void 色更新()
{
X0Y0_胴_鱗CP.Update();
X0Y0_胴_鱗左CP.Update();
X0Y0_胴_鱗右CP.Update();
X0Y0_胴_胴CP.Update();
X0Y0_Torso_鱗CP.Update();
X0Y0_Torso_鱗左CP.Update();
X0Y0_Torso_鱗右CP.Update();
X0Y0_Torso_TorsoCP.Update();
X0Y0_輪_革CP.Update();
X0Y0_輪_金具1CP.Update();
X0Y0_輪_金具2CP.Update();
@@ -541,10 +541,10 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
胴_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
胴_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
胴_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
胴_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
輪_革CD = new ColorD();
輪_金具1CD = new ColorD();
輪_金具2CD = new ColorD();
@@ -555,10 +555,10 @@ namespace SlaveMatrix
private void 配色T0(体配色 体配色)
{
胴_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
胴_鱗左CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_鱗右CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
輪_革CD = new ColorD();
輪_金具1CD = new ColorD();
輪_金具2CD = new ColorD();
@@ -569,10 +569,10 @@ namespace SlaveMatrix
private void 配色T1(体配色 体配色)
{
胴_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
胴_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
胴_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
胴_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O);
輪_革CD = new ColorD();
輪_金具1CD = new ColorD();
輪_金具2CD = new ColorD();
@@ -6,13 +6,13 @@ namespace SlaveMatrix
[Serializable]
public class Torso_蛇D : 長胴D
{
public bool 胴_鱗_表示 = true;
public bool Torso_鱗_表示 = true;
public bool 胴_鱗左_表示 = true;
public bool Torso_鱗左_表示 = true;
public bool 胴_鱗右_表示 = true;
public bool Torso_鱗右_表示 = true;
public bool 胴_表示 = true;
public bool Torso_表示 = true;
public bool 輪_革_表示 = true;
@@ -1,25 +1,25 @@
using System.Linq;
using _2DGAMELIB;
using System.Linq;
namespace SlaveMatrix
{
public class Torso_蟲 : 長胴
{
public Par X0Y0_胴_背板;
public Par X0Y0_Torso_背板;
public Par X0Y0_胴_節;
public Par X0Y0_Torso_節;
public Par X0Y0_胴_胸板;
public Par X0Y0_Torso_胸板;
public Par X0Y0_胴_胴;
public Par X0Y0_Torso_Torso;
public Par X0Y0_胴_瘤左2;
public Par X0Y0_Torso_瘤左2;
public Par X0Y0_胴_瘤左1;
public Par X0Y0_Torso_瘤左1;
public Par X0Y0_胴_瘤右2;
public Par X0Y0_Torso_瘤右2;
public Par X0Y0_胴_瘤右1;
public Par X0Y0_Torso_瘤右1;
public Par X0Y0_輪_革;
@@ -33,21 +33,21 @@ namespace SlaveMatrix
public Par X0Y0_輪_金具右;
public ColorD 胴_背板CD;
public ColorD Torso_背板CD;
public ColorD 胴_節CD;
public ColorD Torso_節CD;
public ColorD 胴_胸板CD;
public ColorD Torso_胸板CD;
public ColorD 胴_胴CD;
public ColorD Torso_TorsoCD;
public ColorD 胴_瘤左2CD;
public ColorD Torso_瘤左2CD;
public ColorD 胴_瘤左1CD;
public ColorD Torso_瘤左1CD;
public ColorD 胴_瘤右2CD;
public ColorD Torso_瘤右2CD;
public ColorD 胴_瘤右1CD;
public ColorD Torso_瘤右1CD;
public ColorD 輪_革CD;
@@ -61,21 +61,21 @@ namespace SlaveMatrix
public ColorD 輪_金具右CD;
public ColorP X0Y0_胴_背板CP;
public ColorP X0Y0_Torso_背板CP;
public ColorP X0Y0_胴_節CP;
public ColorP X0Y0_Torso_節CP;
public ColorP X0Y0_胴_胸板CP;
public ColorP X0Y0_Torso_胸板CP;
public ColorP X0Y0_胴_胴CP;
public ColorP X0Y0_Torso_TorsoCP;
public ColorP X0Y0_胴_瘤左2CP;
public ColorP X0Y0_Torso_瘤左2CP;
public ColorP X0Y0_胴_瘤左1CP;
public ColorP X0Y0_Torso_瘤左1CP;
public ColorP X0Y0_胴_瘤右2CP;
public ColorP X0Y0_Torso_瘤右2CP;
public ColorP X0Y0_胴_瘤右1CP;
public ColorP X0Y0_Torso_瘤右1CP;
public ColorP X0Y0_輪_革CP;
@@ -136,107 +136,107 @@ namespace SlaveMatrix
}
}
public bool 胴_背板_表示
public bool Torso_背板_表示
{
get
{
return X0Y0_胴_背板.Dra;
return X0Y0_Torso_背板.Dra;
}
set
{
X0Y0_胴_背板.Dra = value;
X0Y0_胴_背板.Hit = value;
X0Y0_Torso_背板.Dra = value;
X0Y0_Torso_背板.Hit = value;
}
}
public bool 胴_節_表示
public bool Torso_節_表示
{
get
{
return X0Y0_胴_節.Dra;
return X0Y0_Torso_節.Dra;
}
set
{
X0Y0_胴_節.Dra = value;
X0Y0_胴_節.Hit = value;
X0Y0_Torso_節.Dra = value;
X0Y0_Torso_節.Hit = value;
}
}
public bool 胴_胸板_表示
public bool Torso_胸板_表示
{
get
{
return X0Y0_胴_胸板.Dra;
return X0Y0_Torso_胸板.Dra;
}
set
{
X0Y0_胴_胸板.Dra = value;
X0Y0_胴_胸板.Hit = value;
X0Y0_Torso_胸板.Dra = value;
X0Y0_Torso_胸板.Hit = value;
}
}
public bool 胴_胴_表示
public bool Torso_Torso_表示
{
get
{
return X0Y0_胴_胴.Dra;
return X0Y0_Torso_Torso.Dra;
}
set
{
X0Y0_胴_胴.Dra = value;
X0Y0_胴_胴.Hit = value;
X0Y0_Torso_Torso.Dra = value;
X0Y0_Torso_Torso.Hit = value;
}
}
public bool 胴_瘤左2_表示
public bool Torso_瘤左2_表示
{
get
{
return X0Y0_胴_瘤左2.Dra;
return X0Y0_Torso_瘤左2.Dra;
}
set
{
X0Y0_胴_瘤左2.Dra = value;
X0Y0_胴_瘤左2.Hit = value;
X0Y0_Torso_瘤左2.Dra = value;
X0Y0_Torso_瘤左2.Hit = value;
}
}
public bool 胴_瘤左1_表示
public bool Torso_瘤左1_表示
{
get
{
return X0Y0_胴_瘤左1.Dra;
return X0Y0_Torso_瘤左1.Dra;
}
set
{
X0Y0_胴_瘤左1.Dra = value;
X0Y0_胴_瘤左1.Hit = value;
X0Y0_Torso_瘤左1.Dra = value;
X0Y0_Torso_瘤左1.Hit = value;
}
}
public bool 胴_瘤右2_表示
public bool Torso_瘤右2_表示
{
get
{
return X0Y0_胴_瘤右2.Dra;
return X0Y0_Torso_瘤右2.Dra;
}
set
{
X0Y0_胴_瘤右2.Dra = value;
X0Y0_胴_瘤右2.Hit = value;
X0Y0_Torso_瘤右2.Dra = value;
X0Y0_Torso_瘤右2.Hit = value;
}
}
public bool 胴_瘤右1_表示
public bool Torso_瘤右1_表示
{
get
{
return X0Y0_胴_瘤右1.Dra;
return X0Y0_Torso_瘤右1.Dra;
}
set
{
X0Y0_胴_瘤右1.Dra = value;
X0Y0_胴_瘤右1.Hit = value;
X0Y0_Torso_瘤右1.Dra = value;
X0Y0_Torso_瘤右1.Hit = value;
}
}
@@ -352,18 +352,18 @@ namespace SlaveMatrix
{
get
{
return 胴_背板_表示;
return Torso_背板_表示;
}
set
{
胴_背板_表示 = value;
胴_節_表示 = value;
胴_胸板_表示 = value;
胴_胴_表示 = value;
胴_瘤左2_表示 = value;
胴_瘤左1_表示 = value;
胴_瘤右2_表示 = value;
胴_瘤右1_表示 = value;
Torso_背板_表示 = value;
Torso_節_表示 = value;
Torso_胸板_表示 = value;
Torso_Torso_表示 = value;
Torso_瘤左2_表示 = value;
Torso_瘤左1_表示 = value;
Torso_瘤右2_表示 = value;
Torso_瘤右1_表示 = value;
輪_革_表示 = value;
輪_金具1_表示 = value;
輪_金具2_表示 = value;
@@ -379,18 +379,18 @@ namespace SlaveMatrix
{
get
{
return 胴_背板CD.不透明度;
return Torso_背板CD.不透明度;
}
set
{
胴_背板CD.不透明度 = value;
胴_節CD.不透明度 = value;
胴_胸板CD.不透明度 = value;
胴_胴CD.不透明度 = value;
胴_瘤左2CD.不透明度 = value;
胴_瘤左1CD.不透明度 = value;
胴_瘤右2CD.不透明度 = value;
胴_瘤右1CD.不透明度 = value;
Torso_背板CD.不透明度 = value;
Torso_節CD.不透明度 = value;
Torso_胸板CD.不透明度 = value;
Torso_TorsoCD.不透明度 = value;
Torso_瘤左2CD.不透明度 = value;
Torso_瘤左1CD.不透明度 = value;
Torso_瘤右2CD.不透明度 = value;
Torso_瘤右1CD.不透明度 = value;
輪_革CD.不透明度 = value;
輪_金具1CD.不透明度 = value;
輪_金具2CD.不透明度 = value;
@@ -404,11 +404,11 @@ namespace SlaveMatrix
{
get
{
return 胴_背板_表示;
return Torso_背板_表示;
}
set
{
胴_背板_表示 = value;
Torso_背板_表示 = value;
}
}
@@ -416,11 +416,11 @@ namespace SlaveMatrix
{
get
{
return 胴_節_表示;
return Torso_節_表示;
}
set
{
胴_節_表示 = value;
Torso_節_表示 = value;
}
}
@@ -428,23 +428,23 @@ namespace SlaveMatrix
{
get
{
return 胴_胸板_表示;
return Torso_胸板_表示;
}
set
{
胴_胸板_表示 = value;
Torso_胸板_表示 = value;
}
}
public bool 胴
public bool Torso
{
get
{
return 胴_胴_表示;
return Torso_Torso_表示;
}
set
{
胴_胴_表示 = value;
Torso_Torso_表示 = value;
}
}
@@ -452,22 +452,22 @@ namespace SlaveMatrix
{
get
{
return 胴_瘤左2_表示;
return Torso_瘤左2_表示;
}
set
{
胴_瘤左2_表示 = value;
胴_瘤左1_表示 = value;
胴_瘤右2_表示 = value;
胴_瘤右1_表示 = value;
Torso_瘤左2_表示 = value;
Torso_瘤左1_表示 = value;
Torso_瘤右2_表示 = value;
Torso_瘤右1_表示 = value;
}
}
public JointS 左_接続点 => new JointS(本体, X0Y0_胴_胴, 0);
public JointS 左_接続点 => new JointS(本体, X0Y0_Torso_Torso, 0);
public JointS 右_接続点 => new JointS(本体, X0Y0_胴_胴, 1);
public JointS 右_接続点 => new JointS(本体, X0Y0_Torso_Torso, 1);
public JointS Torso_接続点 => new JointS(本体, X0Y0_胴_胴, 3);
public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso_Torso, 3);
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0);
@@ -475,7 +475,7 @@ namespace SlaveMatrix
public Torso_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蟲D e)
{
Torso_蟲 胴_蟲2 = this;
Torso_蟲 Torso_蟲2 = this;
ThisType = GetType();
Pars pars = new Pars();
pars.Tag = "蟲";
@@ -489,14 +489,14 @@ namespace SlaveMatrix
本体.Add(dif);
Pars pars2 = 本体[0][0];
Pars pars3 = pars2["胴4"].ToPars();
X0Y0_胴_背板 = pars3["背板"].ToPar();
X0Y0_胴_節 = pars3["節"].ToPar();
X0Y0_胴_胸板 = pars3["胸板"].ToPar();
X0Y0_胴_胴 = pars3["Torso"].ToPar();
X0Y0_胴_瘤左2 = pars3["瘤左2"].ToPar();
X0Y0_胴_瘤左1 = pars3["瘤左1"].ToPar();
X0Y0_胴_瘤右2 = pars3["瘤右2"].ToPar();
X0Y0_胴_瘤右1 = pars3["瘤右1"].ToPar();
X0Y0_Torso_背板 = pars3["背板"].ToPar();
X0Y0_Torso_節 = pars3["節"].ToPar();
X0Y0_Torso_胸板 = pars3["胸板"].ToPar();
X0Y0_Torso_Torso = pars3["Torso"].ToPar();
X0Y0_Torso_瘤左2 = pars3["瘤左2"].ToPar();
X0Y0_Torso_瘤左1 = pars3["瘤左1"].ToPar();
X0Y0_Torso_瘤右2 = pars3["瘤右2"].ToPar();
X0Y0_Torso_瘤右1 = pars3["瘤右1"].ToPar();
pars3 = pars2["輪2"].ToPars();
X0Y0_輪_革 = pars3["革"].ToPar();
X0Y0_輪_金具1 = pars3["金具1"].ToPar();
@@ -528,14 +528,14 @@ 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;
胴_背板_表示 = e.胴_背板_表示;
胴_節_表示 = e.胴_節_表示;
胴_胸板_表示 = e.胴_胸板_表示;
胴_胴_表示 = e.胴_胴_表示;
胴_瘤左2_表示 = e.胴_瘤左2_表示;
胴_瘤左1_表示 = e.胴_瘤左1_表示;
胴_瘤右2_表示 = e.胴_瘤右2_表示;
胴_瘤右1_表示 = e.胴_瘤右1_表示;
Torso_背板_表示 = e.Torso_背板_表示;
Torso_節_表示 = e.Torso_節_表示;
Torso_胸板_表示 = e.Torso_胸板_表示;
Torso_Torso_表示 = e.Torso_Torso_表示;
Torso_瘤左2_表示 = e.Torso_瘤左2_表示;
Torso_瘤左1_表示 = e.Torso_瘤左1_表示;
Torso_瘤右2_表示 = e.Torso_瘤右2_表示;
Torso_瘤右1_表示 = e.Torso_瘤右1_表示;
輪_革_表示 = e.輪_革_表示;
輪_金具1_表示 = e.輪_金具1_表示;
輪_金具2_表示 = e.輪_金具2_表示;
@@ -546,7 +546,7 @@ namespace SlaveMatrix
背板 = e.背板;
節 = e.節;
胸板 = e.胸板;
胴 = e.胴;
Torso = e.Torso;
瘤 = e.瘤;
欠損 = e.欠損;
筋肉 = e.筋肉;
@@ -561,9 +561,9 @@ namespace SlaveMatrix
左_接続 = e.左_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴_蟲2;
f.Par = Torso_蟲2;
f.ConnectionType = ConnectionInfo.Torso_蟲_左_接続;
f.接続(胴_蟲2.左_接続点);
f.接続(Torso_蟲2.左_接続点);
return f;
}).ToArray();
}
@@ -572,9 +572,9 @@ namespace SlaveMatrix
右_接続 = e.右_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴_蟲2;
f.Par = Torso_蟲2;
f.ConnectionType = ConnectionInfo.Torso_蟲_右_接続;
f.接続(胴_蟲2.右_接続点);
f.接続(Torso_蟲2.右_接続点);
return f;
}).ToArray();
}
@@ -583,22 +583,22 @@ namespace SlaveMatrix
Torso_接続 = e.Torso_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 胴_蟲2;
f.Par = Torso_蟲2;
f.ConnectionType = ConnectionInfo.Torso_蟲_Torso_接続;
f.接続(胴_蟲2.Torso_接続点);
f.接続(Torso_蟲2.Torso_接続点);
return f;
}).ToArray();
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_胴_背板CP = new ColorP(X0Y0_胴_背板, 胴_背板CD, DisUnit, abj: true);
X0Y0_胴_節CP = new ColorP(X0Y0_胴_節, 胴_節CD, DisUnit, abj: true);
X0Y0_胴_胸板CP = new ColorP(X0Y0_胴_胸板, 胴_胸板CD, DisUnit, abj: true);
X0Y0_胴_胴CP = new ColorP(X0Y0_胴_胴, 胴_胴CD, DisUnit, abj: true);
X0Y0_胴_瘤左2CP = new ColorP(X0Y0_胴_瘤左2, 胴_瘤左2CD, DisUnit, abj: true);
X0Y0_胴_瘤左1CP = new ColorP(X0Y0_胴_瘤左1, 胴_瘤左1CD, DisUnit, abj: true);
X0Y0_胴_瘤右2CP = new ColorP(X0Y0_胴_瘤右2, 胴_瘤右2CD, DisUnit, abj: true);
X0Y0_胴_瘤右1CP = new ColorP(X0Y0_胴_瘤右1, 胴_瘤右1CD, DisUnit, abj: true);
X0Y0_Torso_背板CP = new ColorP(X0Y0_Torso_背板, Torso_背板CD, DisUnit, abj: true);
X0Y0_Torso_節CP = new ColorP(X0Y0_Torso_節, Torso_節CD, DisUnit, abj: true);
X0Y0_Torso_胸板CP = new ColorP(X0Y0_Torso_胸板, Torso_胸板CD, DisUnit, abj: true);
X0Y0_Torso_TorsoCP = new ColorP(X0Y0_Torso_Torso, Torso_TorsoCD, DisUnit, abj: true);
X0Y0_Torso_瘤左2CP = new ColorP(X0Y0_Torso_瘤左2, Torso_瘤左2CD, DisUnit, abj: true);
X0Y0_Torso_瘤左1CP = new ColorP(X0Y0_Torso_瘤左1, Torso_瘤左1CD, DisUnit, abj: true);
X0Y0_Torso_瘤右2CP = new ColorP(X0Y0_Torso_瘤右2, Torso_瘤右2CD, DisUnit, abj: true);
X0Y0_Torso_瘤右1CP = new ColorP(X0Y0_Torso_瘤右1, Torso_瘤右1CD, DisUnit, abj: true);
X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, 輪_革CD, DisUnit, abj: true);
X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, 輪_金具1CD, DisUnit, abj: true);
X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, 輪_金具2CD, DisUnit, abj: true);
@@ -633,7 +633,7 @@ namespace SlaveMatrix
public override void SetAngle0()
{
_ = 右;
X0Y0_胴_胴.AngleBase = 20.0.GetRanAngle();
X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle();
本体.JoinPAall();
}
@@ -648,14 +648,14 @@ namespace SlaveMatrix
public override void 色更新()
{
X0Y0_胴_背板CP.Update();
X0Y0_胴_節CP.Update();
X0Y0_胴_胸板CP.Update();
X0Y0_胴_胴CP.Update();
X0Y0_胴_瘤左2CP.Update();
X0Y0_胴_瘤左1CP.Update();
X0Y0_胴_瘤右2CP.Update();
X0Y0_胴_瘤右1CP.Update();
X0Y0_Torso_背板CP.Update();
X0Y0_Torso_節CP.Update();
X0Y0_Torso_胸板CP.Update();
X0Y0_Torso_TorsoCP.Update();
X0Y0_Torso_瘤左2CP.Update();
X0Y0_Torso_瘤左1CP.Update();
X0Y0_Torso_瘤右2CP.Update();
X0Y0_Torso_瘤右1CP.Update();
X0Y0_輪_革CP.Update();
X0Y0_輪_金具1CP.Update();
X0Y0_輪_金具2CP.Update();
@@ -689,14 +689,14 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
胴_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
胴_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
Torso_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
輪_革CD = new ColorD();
輪_金具1CD = new ColorD();
輪_金具2CD = new ColorD();
@@ -707,14 +707,14 @@ namespace SlaveMatrix
private void 配色T0(体配色 体配色)
{
胴_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
胴_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
Torso_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
輪_革CD = new ColorD();
輪_金具1CD = new ColorD();
輪_金具2CD = new ColorD();
@@ -725,14 +725,14 @@ namespace SlaveMatrix
private void 配色T1(体配色 体配色)
{
胴_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
胴_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
胴_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
胴_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
Torso_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O);
Torso_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
Torso_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
輪_革CD = new ColorD();
輪_金具1CD = new ColorD();
輪_金具2CD = new ColorD();
@@ -6,21 +6,21 @@ namespace SlaveMatrix
[Serializable]
public class Torso_蟲D : 長胴D
{
public bool 胴_背板_表示 = true;
public bool Torso_背板_表示 = true;
public bool 胴_節_表示 = true;
public bool Torso_節_表示 = true;
public bool 胴_胸板_表示 = true;
public bool Torso_胸板_表示 = true;
public bool 胴_胴_表示 = true;
public bool Torso_Torso_表示 = true;
public bool 胴_瘤左2_表示 = true;
public bool Torso_瘤左2_表示 = true;
public bool 胴_瘤左1_表示 = true;
public bool Torso_瘤左1_表示 = true;
public bool 胴_瘤右2_表示 = true;
public bool Torso_瘤右2_表示 = true;
public bool 胴_瘤右1_表示 = true;
public bool Torso_瘤右1_表示 = true;
public bool 輪_革_表示 = true;
@@ -42,7 +42,7 @@ namespace SlaveMatrix
public bool 胸板 = true;
public bool 胴 = true;
public bool Torso = true;
public bool 瘤 = true;
+101 -101
View File
@@ -1,11 +1,11 @@
using System.Linq;
using _2DGAMELIB;
using System.Linq;
namespace SlaveMatrix
{
public class Waist : Ele
{
public Par X0Y0_腰;
public Par X0Y0_Waist;
public Par X0Y0_股;
@@ -91,7 +91,7 @@ namespace SlaveMatrix
public Par X0Y0_ハイライト下右;
public Par X0Y1_腰;
public Par X0Y1_Waist;
public Par X0Y1_股;
@@ -177,7 +177,7 @@ namespace SlaveMatrix
public Par X0Y1_ハイライト下右;
public Par X0Y2_腰;
public Par X0Y2_Waist;
public Par X0Y2_股;
@@ -263,7 +263,7 @@ namespace SlaveMatrix
public Par X0Y2_ハイライト下右;
public Par X0Y3_腰;
public Par X0Y3_Waist;
public Par X0Y3_股;
@@ -349,7 +349,7 @@ namespace SlaveMatrix
public Par X0Y3_ハイライト下右;
public Par X0Y4_腰;
public Par X0Y4_Waist;
public Par X0Y4_股;
@@ -435,7 +435,7 @@ namespace SlaveMatrix
public Par X0Y4_ハイライト下右;
public ColorD 腰CD;
public ColorD WaistCD;
public ColorD 股CD;
@@ -521,7 +521,7 @@ namespace SlaveMatrix
public ColorD ハイライト下右CD;
public ColorP X0Y0_腰CP;
public ColorP X0Y0_WaistCP;
public ColorP X0Y0_股CP;
@@ -607,7 +607,7 @@ namespace SlaveMatrix
public ColorP X0Y0_ハイライト下右CP;
public ColorP X0Y1_腰CP;
public ColorP X0Y1_WaistCP;
public ColorP X0Y1_股CP;
@@ -693,7 +693,7 @@ namespace SlaveMatrix
public ColorP X0Y1_ハイライト下右CP;
public ColorP X0Y2_腰CP;
public ColorP X0Y2_WaistCP;
public ColorP X0Y2_股CP;
@@ -779,7 +779,7 @@ namespace SlaveMatrix
public ColorP X0Y2_ハイライト下右CP;
public ColorP X0Y3_腰CP;
public ColorP X0Y3_WaistCP;
public ColorP X0Y3_股CP;
@@ -865,7 +865,7 @@ namespace SlaveMatrix
public ColorP X0Y3_ハイライト下右CP;
public ColorP X0Y4_腰CP;
public ColorP X0Y4_WaistCP;
public ColorP X0Y4_股CP;
@@ -1020,24 +1020,24 @@ namespace SlaveMatrix
}
}
public bool 腰_表示
public bool Waist_表示
{
get
{
return X0Y0_腰.Dra;
return X0Y0_Waist.Dra;
}
set
{
X0Y0_腰.Dra = value;
X0Y1_腰.Dra = value;
X0Y2_腰.Dra = value;
X0Y3_腰.Dra = value;
X0Y4_腰.Dra = value;
X0Y0_腰.Hit = value;
X0Y1_腰.Hit = value;
X0Y2_腰.Hit = value;
X0Y3_腰.Hit = value;
X0Y4_腰.Hit = value;
X0Y0_Waist.Dra = value;
X0Y1_Waist.Dra = value;
X0Y2_Waist.Dra = value;
X0Y3_Waist.Dra = value;
X0Y4_Waist.Dra = value;
X0Y0_Waist.Hit = value;
X0Y1_Waist.Hit = value;
X0Y2_Waist.Hit = value;
X0Y3_Waist.Hit = value;
X0Y4_Waist.Hit = value;
}
}
@@ -2025,11 +2025,11 @@ namespace SlaveMatrix
{
get
{
return 腰_表示;
return Waist_表示;
}
set
{
腰_表示 = value;
Waist_表示 = value;
股_表示 = value;
下腹_表示 = value;
腰皺_表示 = value;
@@ -2079,11 +2079,11 @@ namespace SlaveMatrix
{
get
{
return 腰CD.不透明度;
return WaistCD.不透明度;
}
set
{
腰CD.不透明度 = value;
WaistCD.不透明度 = value;
股CD.不透明度 = value;
下腹CD.不透明度 = value;
腰皺CD.不透明度 = value;
@@ -2129,35 +2129,35 @@ namespace SlaveMatrix
}
}
public JointS Torso_接続点 => new JointS(本体, X0Y0_腰, 0);
public JointS Torso_接続点 => new JointS(本体, X0Y0_Waist, 0);
public JointS 腿左_接続点 => new JointS(本体, X0Y0_腰, 1);
public JointS 腿左_接続点 => new JointS(本体, X0Y0_Waist, 1);
public JointS 腿右_接続点 => new JointS(本体, X0Y0_腰, 2);
public JointS 腿右_接続点 => new JointS(本体, X0Y0_Waist, 2);
public JointS 膣基_接続点 => new JointS(本体, X0Y0_腰, 4);
public JointS 膣基_接続点 => new JointS(本体, X0Y0_Waist, 4);
public JointS 肛門_接続点 => new JointS(本体, X0Y0_腰, 5);
public JointS 肛門_接続点 => new JointS(本体, X0Y0_Waist, 5);
public JointS 尾_接続点 => new JointS(本体, X0Y0_腰, 5);
public JointS 尾_接続点 => new JointS(本体, X0Y0_Waist, 5);
public JointS 半身_接続点 => new JointS(本体, X0Y0_腰, 5);
public JointS 半身_接続点 => new JointS(本体, X0Y0_Waist, 5);
public JointS 上着_接続点 => new JointS(本体, X0Y0_腰, 6);
public JointS 上着_接続点 => new JointS(本体, X0Y0_Waist, 6);
public JointS 肌_接続点 => new JointS(本体, X0Y0_腰, 7);
public JointS 肌_接続点 => new JointS(本体, X0Y0_Waist, 7);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_腰, 8);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_Waist, 8);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_腰, 9);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_Waist, 9);
public Waist(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, WaistD e)
{
Waist 腰2 = this;
Waist Waist2 = this;
ThisType = GetType();
本体 = new Difs(Sta.胴体["Waist"]);
Pars pars = 本体[0][0];
X0Y0_腰 = pars["腰"].ToPar();
X0Y0_Waist = pars["腰"].ToPar();
X0Y0_股 = pars["股"].ToPar();
X0Y0_下腹 = pars["下腹"].ToPar();
X0Y0_腰皺 = pars["腰皺"].ToPar();
@@ -2213,7 +2213,7 @@ namespace SlaveMatrix
X0Y0_ハイライト下左 = pars["ハイライト下左"].ToPar();
X0Y0_ハイライト下右 = pars["ハイライト下右"].ToPar();
pars = 本体[0][1];
X0Y1_腰 = pars["腰"].ToPar();
X0Y1_Waist = pars["腰"].ToPar();
X0Y1_股 = pars["股"].ToPar();
X0Y1_下腹 = pars["下腹"].ToPar();
X0Y1_腰皺 = pars["腰皺"].ToPar();
@@ -2269,7 +2269,7 @@ namespace SlaveMatrix
X0Y1_ハイライト下左 = pars["ハイライト下左"].ToPar();
X0Y1_ハイライト下右 = pars["ハイライト下右"].ToPar();
pars = 本体[0][2];
X0Y2_腰 = pars["腰"].ToPar();
X0Y2_Waist = pars["腰"].ToPar();
X0Y2_股 = pars["股"].ToPar();
X0Y2_下腹 = pars["下腹"].ToPar();
X0Y2_腰皺 = pars["腰皺"].ToPar();
@@ -2325,7 +2325,7 @@ namespace SlaveMatrix
X0Y2_ハイライト下左 = pars["ハイライト下左"].ToPar();
X0Y2_ハイライト下右 = pars["ハイライト下右"].ToPar();
pars = 本体[0][3];
X0Y3_腰 = pars["腰"].ToPar();
X0Y3_Waist = pars["腰"].ToPar();
X0Y3_股 = pars["股"].ToPar();
X0Y3_下腹 = pars["下腹"].ToPar();
X0Y3_腰皺 = pars["腰皺"].ToPar();
@@ -2381,7 +2381,7 @@ namespace SlaveMatrix
X0Y3_ハイライト下左 = pars["ハイライト下左"].ToPar();
X0Y3_ハイライト下右 = pars["ハイライト下右"].ToPar();
pars = 本体[0][4];
X0Y4_腰 = pars["腰"].ToPar();
X0Y4_Waist = pars["腰"].ToPar();
X0Y4_股 = pars["股"].ToPar();
X0Y4_下腹 = pars["下腹"].ToPar();
X0Y4_腰皺 = pars["腰皺"].ToPar();
@@ -2460,7 +2460,7 @@ 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;
腰_表示 = e.腰_表示;
Waist_表示 = e.Waist_表示;
股_表示 = e.股_表示;
下腹_表示 = e.下腹_表示;
腰皺_表示 = e.腰皺_表示;
@@ -2521,9 +2521,9 @@ namespace SlaveMatrix
Torso_接続 = e.Torso_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_Torso_接続;
f.接続(腰2.Torso_接続点);
f.接続(Waist2.Torso_接続点);
return f;
}).ToArray();
}
@@ -2532,9 +2532,9 @@ namespace SlaveMatrix
腿左_接続 = e.腿左_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_腿左_接続;
f.接続(腰2.腿左_接続点);
f.接続(Waist2.腿左_接続点);
return f;
}).ToArray();
}
@@ -2543,9 +2543,9 @@ namespace SlaveMatrix
腿右_接続 = e.腿右_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_腿右_接続;
f.接続(腰2.腿右_接続点);
f.接続(Waist2.腿右_接続点);
return f;
}).ToArray();
}
@@ -2554,9 +2554,9 @@ namespace SlaveMatrix
膣基_接続 = e.膣基_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_膣基_接続;
f.接続(腰2.膣基_接続点);
f.接続(Waist2.膣基_接続点);
return f;
}).ToArray();
}
@@ -2565,9 +2565,9 @@ namespace SlaveMatrix
肛門_接続 = e.肛門_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_肛門_接続;
f.接続(腰2.肛門_接続点);
f.接続(Waist2.肛門_接続点);
return f;
}).ToArray();
}
@@ -2576,9 +2576,9 @@ namespace SlaveMatrix
尾_接続 = e.尾_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_尾_接続;
f.接続(腰2.尾_接続点);
f.接続(Waist2.尾_接続点);
return f;
}).ToArray();
}
@@ -2587,9 +2587,9 @@ namespace SlaveMatrix
半身_接続 = e.半身_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_半身_接続;
f.接続(腰2.半身_接続点);
f.接続(Waist2.半身_接続点);
return f;
}).ToArray();
}
@@ -2598,9 +2598,9 @@ namespace SlaveMatrix
上着_接続 = e.上着_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_上着_接続;
f.接続(腰2.上着_接続点);
f.接続(Waist2.上着_接続点);
return f;
}).ToArray();
}
@@ -2609,9 +2609,9 @@ namespace SlaveMatrix
肌_接続 = e.肌_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_肌_接続;
f.接続(腰2.肌_接続点);
f.接続(Waist2.肌_接続点);
return f;
}).ToArray();
}
@@ -2620,9 +2620,9 @@ namespace SlaveMatrix
翼左_接続 = e.翼左_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_翼左_接続;
f.接続(腰2.翼左_接続点);
f.接続(Waist2.翼左_接続点);
return f;
}).ToArray();
}
@@ -2631,15 +2631,15 @@ namespace SlaveMatrix
翼右_接続 = e.翼右_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 腰2;
f.Par = Waist2;
f.ConnectionType = ConnectionInfo.Waist_翼右_接続;
f.接続(腰2.翼右_接続点);
f.接続(Waist2.翼右_接続点);
return f;
}).ToArray();
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_腰CP = new ColorP(X0Y0_腰, 腰CD, DisUnit, abj: true);
X0Y0_WaistCP = new ColorP(X0Y0_Waist, WaistCD, DisUnit, abj: true);
X0Y0_股CP = new ColorP(X0Y0_股, 股CD, DisUnit, abj: false);
X0Y0_下腹CP = new ColorP(X0Y0_下腹, 下腹CD, DisUnit, abj: false);
X0Y0_腰皺CP = new ColorP(X0Y0_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -2682,7 +2682,7 @@ namespace SlaveMatrix
X0Y0_ハイライト上右CP = new ColorP(X0Y0_ハイライト上右, ハイライト上右CD, DisUnit, abj: true);
X0Y0_ハイライト下左CP = new ColorP(X0Y0_ハイライト下左, ハイライト下左CD, DisUnit, abj: true);
X0Y0_ハイライト下右CP = new ColorP(X0Y0_ハイライト下右, ハイライト下右CD, DisUnit, abj: true);
X0Y1_腰CP = new ColorP(X0Y1_腰, 腰CD, DisUnit, abj: true);
X0Y1_WaistCP = new ColorP(X0Y1_Waist, WaistCD, DisUnit, abj: true);
X0Y1_股CP = new ColorP(X0Y1_股, 股CD, DisUnit, abj: false);
X0Y1_下腹CP = new ColorP(X0Y1_下腹, 下腹CD, DisUnit, abj: false);
X0Y1_腰皺CP = new ColorP(X0Y1_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -2725,7 +2725,7 @@ namespace SlaveMatrix
X0Y1_ハイライト上右CP = new ColorP(X0Y1_ハイライト上右, ハイライト上右CD, DisUnit, abj: true);
X0Y1_ハイライト下左CP = new ColorP(X0Y1_ハイライト下左, ハイライト下左CD, DisUnit, abj: true);
X0Y1_ハイライト下右CP = new ColorP(X0Y1_ハイライト下右, ハイライト下右CD, DisUnit, abj: true);
X0Y2_腰CP = new ColorP(X0Y2_腰, 腰CD, DisUnit, abj: true);
X0Y2_WaistCP = new ColorP(X0Y2_Waist, WaistCD, DisUnit, abj: true);
X0Y2_股CP = new ColorP(X0Y2_股, 股CD, DisUnit, abj: false);
X0Y2_下腹CP = new ColorP(X0Y2_下腹, 下腹CD, DisUnit, abj: false);
X0Y2_腰皺CP = new ColorP(X0Y2_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -2768,7 +2768,7 @@ namespace SlaveMatrix
X0Y2_ハイライト上右CP = new ColorP(X0Y2_ハイライト上右, ハイライト上右CD, DisUnit, abj: true);
X0Y2_ハイライト下左CP = new ColorP(X0Y2_ハイライト下左, ハイライト下左CD, DisUnit, abj: true);
X0Y2_ハイライト下右CP = new ColorP(X0Y2_ハイライト下右, ハイライト下右CD, DisUnit, abj: true);
X0Y3_腰CP = new ColorP(X0Y3_腰, 腰CD, DisUnit, abj: true);
X0Y3_WaistCP = new ColorP(X0Y3_Waist, WaistCD, DisUnit, abj: true);
X0Y3_股CP = new ColorP(X0Y3_股, 股CD, DisUnit, abj: false);
X0Y3_下腹CP = new ColorP(X0Y3_下腹, 下腹CD, DisUnit, abj: false);
X0Y3_腰皺CP = new ColorP(X0Y3_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -2811,7 +2811,7 @@ namespace SlaveMatrix
X0Y3_ハイライト上右CP = new ColorP(X0Y3_ハイライト上右, ハイライト上右CD, DisUnit, abj: true);
X0Y3_ハイライト下左CP = new ColorP(X0Y3_ハイライト下左, ハイライト下左CD, DisUnit, abj: true);
X0Y3_ハイライト下右CP = new ColorP(X0Y3_ハイライト下右, ハイライト下右CD, DisUnit, abj: true);
X0Y4_腰CP = new ColorP(X0Y4_腰, 腰CD, DisUnit, abj: true);
X0Y4_WaistCP = new ColorP(X0Y4_Waist, WaistCD, DisUnit, abj: true);
X0Y4_股CP = new ColorP(X0Y4_股, 股CD, DisUnit, abj: false);
X0Y4_下腹CP = new ColorP(X0Y4_下腹, 下腹CD, DisUnit, abj: false);
X0Y4_腰皺CP = new ColorP(X0Y4_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -2896,25 +2896,25 @@ namespace SlaveMatrix
X0Y3_ハイライト.SizeXBase *= num;
X0Y4_ハイライト.SizeXBase *= num;
num = 1.009;
X0Y0_腰.BasePointBase = X0Y0_腰.JP[0].Joint.MulY(num);
X0Y1_腰.BasePointBase = X0Y1_腰.JP[0].Joint.MulY(num);
X0Y2_腰.BasePointBase = X0Y2_腰.JP[0].Joint.MulY(num);
X0Y3_腰.BasePointBase = X0Y3_腰.JP[0].Joint.MulY(num);
X0Y4_腰.BasePointBase = X0Y4_腰.JP[0].Joint.MulY(num);
X0Y0_Waist.BasePointBase = X0Y0_Waist.JP[0].Joint.MulY(num);
X0Y1_Waist.BasePointBase = X0Y1_Waist.JP[0].Joint.MulY(num);
X0Y2_Waist.BasePointBase = X0Y2_Waist.JP[0].Joint.MulY(num);
X0Y3_Waist.BasePointBase = X0Y3_Waist.JP[0].Joint.MulY(num);
X0Y4_Waist.BasePointBase = X0Y4_Waist.JP[0].Joint.MulY(num);
}
public void スライム()
{
X0Y0_腰.OP[右 ? 3 : 3].Outline = false;
X0Y0_腰.OP[右 ? 2 : 4].Outline = false;
X0Y1_腰.OP[右 ? 3 : 3].Outline = false;
X0Y1_腰.OP[右 ? 2 : 4].Outline = false;
X0Y2_腰.OP[右 ? 3 : 3].Outline = false;
X0Y2_腰.OP[右 ? 2 : 4].Outline = false;
X0Y3_腰.OP[右 ? 3 : 3].Outline = false;
X0Y3_腰.OP[右 ? 2 : 4].Outline = false;
X0Y4_腰.OP[右 ? 3 : 3].Outline = false;
X0Y4_腰.OP[右 ? 2 : 4].Outline = false;
X0Y0_Waist.OP[右 ? 3 : 3].Outline = false;
X0Y0_Waist.OP[右 ? 2 : 4].Outline = false;
X0Y1_Waist.OP[右 ? 3 : 3].Outline = false;
X0Y1_Waist.OP[右 ? 2 : 4].Outline = false;
X0Y2_Waist.OP[右 ? 3 : 3].Outline = false;
X0Y2_Waist.OP[右 ? 2 : 4].Outline = false;
X0Y3_Waist.OP[右 ? 3 : 3].Outline = false;
X0Y3_Waist.OP[右 ? 2 : 4].Outline = false;
X0Y4_Waist.OP[右 ? 3 : 3].Outline = false;
X0Y4_Waist.OP[右 ? 2 : 4].Outline = false;
X0Y0_股.OP.OutlineFalse();
X0Y1_股.OP.OutlineFalse();
X0Y2_股.OP.OutlineFalse();
@@ -2947,7 +2947,7 @@ namespace SlaveMatrix
switch (本体.IndexY)
{
case 0:
Are.Draw(X0Y0_腰);
Are.Draw(X0Y0_Waist);
Are.Draw(X0Y0_股);
Are.Draw(X0Y0_下腹);
Are.Draw(X0Y0_腰皺);
@@ -2960,7 +2960,7 @@ namespace SlaveMatrix
Are.Draw(X0Y0_筋肉_筋下右);
break;
case 1:
Are.Draw(X0Y1_腰);
Are.Draw(X0Y1_Waist);
Are.Draw(X0Y1_股);
Are.Draw(X0Y1_下腹);
Are.Draw(X0Y1_腰皺);
@@ -2973,7 +2973,7 @@ namespace SlaveMatrix
Are.Draw(X0Y1_筋肉_筋下右);
break;
case 2:
Are.Draw(X0Y2_腰);
Are.Draw(X0Y2_Waist);
Are.Draw(X0Y2_股);
Are.Draw(X0Y2_下腹);
Are.Draw(X0Y2_腰皺);
@@ -2986,7 +2986,7 @@ namespace SlaveMatrix
Are.Draw(X0Y2_筋肉_筋下右);
break;
case 3:
Are.Draw(X0Y3_腰);
Are.Draw(X0Y3_Waist);
Are.Draw(X0Y3_股);
Are.Draw(X0Y3_下腹);
Are.Draw(X0Y3_腰皺);
@@ -2999,7 +2999,7 @@ namespace SlaveMatrix
Are.Draw(X0Y3_筋肉_筋下右);
break;
default:
Are.Draw(X0Y4_腰);
Are.Draw(X0Y4_Waist);
Are.Draw(X0Y4_股);
Are.Draw(X0Y4_下腹);
Are.Draw(X0Y4_腰皺);
@@ -3206,7 +3206,7 @@ namespace SlaveMatrix
switch (本体.IndexY)
{
case 0:
X0Y0_腰CP.Update();
X0Y0_WaistCP.Update();
X0Y0_股CP.Update();
X0Y0_下腹CP.Update();
X0Y0_腰皺CP.Update();
@@ -3251,7 +3251,7 @@ namespace SlaveMatrix
X0Y0_ハイライト下右CP.Update();
break;
case 1:
X0Y1_腰CP.Update();
X0Y1_WaistCP.Update();
X0Y1_股CP.Update();
X0Y1_下腹CP.Update();
X0Y1_腰皺CP.Update();
@@ -3296,7 +3296,7 @@ namespace SlaveMatrix
X0Y1_ハイライト下右CP.Update();
break;
case 2:
X0Y2_腰CP.Update();
X0Y2_WaistCP.Update();
X0Y2_股CP.Update();
X0Y2_下腹CP.Update();
X0Y2_腰皺CP.Update();
@@ -3341,7 +3341,7 @@ namespace SlaveMatrix
X0Y2_ハイライト下右CP.Update();
break;
case 3:
X0Y3_腰CP.Update();
X0Y3_WaistCP.Update();
X0Y3_股CP.Update();
X0Y3_下腹CP.Update();
X0Y3_腰皺CP.Update();
@@ -3386,7 +3386,7 @@ namespace SlaveMatrix
X0Y3_ハイライト下右CP.Update();
break;
default:
X0Y4_腰CP.Update();
X0Y4_WaistCP.Update();
X0Y4_股CP.Update();
X0Y4_下腹CP.Update();
X0Y4_腰皺CP.Update();
@@ -3454,7 +3454,7 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
腰CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R);
下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
@@ -3501,7 +3501,7 @@ namespace SlaveMatrix
private void 配色T0(体配色 体配色)
{
腰CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R);
下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
@@ -3548,7 +3548,7 @@ namespace SlaveMatrix
private void 配色T1(体配色 体配色)
{
腰CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R);
下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
@@ -7,7 +7,7 @@ namespace SlaveMatrix
[Serializable]
public class WaistD : EleD
{
public bool 腰_表示 = true;
public bool Waist_表示 = true;
public bool 股_表示 = true;
+153 -153
View File
@@ -1844,31 +1844,31 @@ namespace SlaveMatrix
ChestD2.肌接続(new 上着トップ_ドレスD());
ChestD2.AlignC();
ChestD2.首接続(首D2);
TorsoD 胴D2 = Mix<TorsoD>(母方, 父方, i, 原種モード);
TorsoD TorsoD2 = Mix<TorsoD>(母方, 父方, i, 原種モード);
胴腹板D 胴腹板D2;
胴D2.肌接続(胴腹板D2 = Mix<胴腹板D>(母方, 父方, i, 原種モード));
胴D2.肌接続(Mix<胴肌D>(母方, 父方, i, 原種モード));
胴D2.肌接続(new 上着ミドル_ドレスD());
胴D2.AlignC();
胴D2.Torso接続(ChestD2);
WaistD 腰 = Mix<WaistD>(母方, 父方, i, 原種モード);
腰.膣基接続(new 膣基_人D());
腰.膣基接続(new 膣内精液_人D());
腰.膣基接続(new 断面_人D());
腰.膣基接続(Uni.性器());
腰.肛門接続(Uni.肛門());
腰.肌接続(Uni.ボテ腹());
TorsoD2.肌接続(胴腹板D2 = Mix<胴腹板D>(母方, 父方, i, 原種モード));
TorsoD2.肌接続(Mix<胴肌D>(母方, 父方, i, 原種モード));
TorsoD2.肌接続(new 上着ミドル_ドレスD());
TorsoD2.AlignC();
TorsoD2.Torso接続(ChestD2);
WaistD Waist = Mix<WaistD>(母方, 父方, i, 原種モード);
Waist.膣基接続(new 膣基_人D());
Waist.膣基接続(new 膣内精液_人D());
Waist.膣基接続(new 断面_人D());
Waist.膣基接続(Uni.性器());
Waist.肛門接続(Uni.肛門());
Waist.肌接続(Uni.ボテ腹());
腰肌D 腰肌;
腰.肌接続(腰肌 = Mix<腰肌D>(母方, 父方, i, 原種モード));
腰.肌接続(new 下着ボトム_ノーマルD());
腰.肌接続(new 下着ボトム_マイクロD());
Waist.肌接続(腰肌 = Mix<腰肌D>(母方, 父方, i, 原種モード));
Waist.肌接続(new 下着ボトム_ノーマルD());
Waist.肌接続(new 下着ボトム_マイクロD());
上着ボトム_クロスD 上着ボトム_クロスD2 = new 上着ボトム_クロスD();
上着ボトム_クロスD2.上着ボトム後接続(new 上着ボトム_クロス後D());
腰.上着接続(上着ボトム_クロスD2);
腰.上着接続(new 上着ボトム_前掛けD());
腰.AlignC();
腰.胴接続(胴D2);
胴D2.肥大 = 腰.肥大;
Waist.上着接続(上着ボトム_クロスD2);
Waist.上着接続(new 上着ボトム_前掛けD());
Waist.AlignC();
Waist.胴接続(TorsoD2);
TorsoD2.肥大 = Waist.肥大;
if (RNG.XS.NextBool())
{
EleD eleD = SlaveMatrix.GameClasses._Con.Get後髪0R();
@@ -2164,8 +2164,8 @@ namespace SlaveMatrix
頭D2.接続(母方, 父方, i, ConnectionInfo.Head_額_接続, 要素構成, 接続構成, 変異率, 原種モード);
ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_翼上左_接続, 要素構成, 接続構成, 変異率, 原種モード);
ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_翼下左_接続, 要素構成, 接続構成, 変異率, 原種モード);
胴D2.接続(母方, 父方, i, ConnectionInfo.Torso_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード);
腰.接続(母方, 父方, i, ConnectionInfo.Waist_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード);
TorsoD2.接続(母方, 父方, i, ConnectionInfo.Torso_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード);
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード);
if (原種モード)
{
ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_背中_接続, 要素構成, 接続構成, 変異率, 原種モード);
@@ -2204,7 +2204,7 @@ namespace SlaveMatrix
半身D 半身 = Mix<半身D>(母方, 父方, i, 原種モード);
Action action = delegate
{
腰.半身接続(半身);
Waist.半身接続(半身);
半身.AlignR();
if (半身 is 長物_魚D)
{
@@ -2242,35 +2242,35 @@ namespace SlaveMatrix
{
item5.尺度B = 尺度B2;
}
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num3 = 腰.腿左_接続.Count - 1; num3 > -1; num3--)
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num3 = Waist.腿左_接続.Count - 1; num3 > -1; num3--)
{
if (!(腰.腿左_接続[num3] is 触手_犬D))
if (!(Waist.腿左_接続[num3] is 触手_犬D))
{
腰.腿左_接続.RemoveAt(num3);
Waist.腿左_接続.RemoveAt(num3);
}
}
for (int num4 = 腰.腿右_接続.Count - 1; num4 > -1; num4--)
for (int num4 = Waist.腿右_接続.Count - 1; num4 > -1; num4--)
{
if (!(腰.腿右_接続[num4] is 触手_犬D))
if (!(Waist.腿右_接続[num4] is 触手_犬D))
{
腰.腿右_接続.RemoveAt(num4);
Waist.腿右_接続.RemoveAt(num4);
}
}
if (腰.腿左_接続.IsEleD<触手_犬D>())
if (Waist.腿左_接続.IsEleD<触手_犬D>())
{
for (int num5 = 腰.翼左_接続.Count - 1; num5 > -1; num5--)
for (int num5 = Waist.翼左_接続.Count - 1; num5 > -1; num5--)
{
if (腰.翼左_接続[num5] is 四足脇D)
if (Waist.翼左_接続[num5] is 四足脇D)
{
腰.翼左_接続.RemoveAt(num5);
Waist.翼左_接続.RemoveAt(num5);
}
}
for (int num6 = 腰.翼右_接続.Count - 1; num6 > -1; num6--)
for (int num6 = Waist.翼右_接続.Count - 1; num6 > -1; num6--)
{
if (腰.翼右_接続[num6] is 四足脇D)
if (Waist.翼右_接続[num6] is 四足脇D)
{
腰.翼右_接続.RemoveAt(num6);
Waist.翼右_接続.RemoveAt(num6);
}
}
}
@@ -2315,35 +2315,35 @@ namespace SlaveMatrix
{
item10.尺度B = 尺度B3;
}
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num7 = 腰.腿左_接続.Count - 1; num7 > -1; num7--)
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num7 = Waist.腿左_接続.Count - 1; num7 > -1; num7--)
{
if (!(腰.腿左_接続[num7] is 触手_犬D))
if (!(Waist.腿左_接続[num7] is 触手_犬D))
{
腰.腿左_接続.RemoveAt(num7);
Waist.腿左_接続.RemoveAt(num7);
}
}
for (int num8 = 腰.腿右_接続.Count - 1; num8 > -1; num8--)
for (int num8 = Waist.腿右_接続.Count - 1; num8 > -1; num8--)
{
if (!(腰.腿右_接続[num8] is 触手_犬D))
if (!(Waist.腿右_接続[num8] is 触手_犬D))
{
腰.腿右_接続.RemoveAt(num8);
Waist.腿右_接続.RemoveAt(num8);
}
}
if (腰.腿左_接続.IsEleD<触手_犬D>())
if (Waist.腿左_接続.IsEleD<触手_犬D>())
{
for (int num9 = 腰.翼左_接続.Count - 1; num9 > -1; num9--)
for (int num9 = Waist.翼左_接続.Count - 1; num9 > -1; num9--)
{
if (腰.翼左_接続[num9] is 四足脇D)
if (Waist.翼左_接続[num9] is 四足脇D)
{
腰.翼左_接続.RemoveAt(num9);
Waist.翼左_接続.RemoveAt(num9);
}
}
for (int num10 = 腰.翼右_接続.Count - 1; num10 > -1; num10--)
for (int num10 = Waist.翼右_接続.Count - 1; num10 > -1; num10--)
{
if (腰.翼右_接続[num10] is 四足脇D)
if (Waist.翼右_接続[num10] is 四足脇D)
{
腰.翼右_接続.RemoveAt(num10);
Waist.翼右_接続.RemoveAt(num10);
}
}
}
@@ -2352,12 +2352,12 @@ namespace SlaveMatrix
{
長物_蛇D 長物_蛇D2 = (長物_蛇D)半身;
長物_蛇D2.接続(母方, 父方, i, ConnectionInfo.長物_蛇_左_接続, 要素構成, 接続構成, 変異率, 原種モード);
Torso_蛇D 胴_蛇D2 = Mix<Torso_蛇D>(母方, 父方, i, 原種モード);
if (胴_蛇D2 != null)
Torso_蛇D Torso_蛇D2 = Mix<Torso_蛇D>(母方, 父方, i, 原種モード);
if (Torso_蛇D2 != null)
{
胴_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_左_接続, 要素構成, 接続構成, 変異率, 原種モード);
長胴D 長胴D2 = (長胴D)胴_蛇D2.Copy();
長物_蛇D2.胴接続(胴_蛇D2);
Torso_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_左_接続, 要素構成, 接続構成, 変異率, 原種モード);
長胴D 長胴D2 = (長胴D)Torso_蛇D2.Copy();
長物_蛇D2.胴接続(Torso_蛇D2);
int num11 = 2;
int num12 = 母方.EnumEleD().Count((EleD e) => e is 長胴D);
int num13 = 父方.EnumEleD().Count((EleD e) => e is 長胴D);
@@ -2365,10 +2365,10 @@ namespace SlaveMatrix
num11 = (num11 + RNG.XS.NextSign() * RNG.XS.Next(4)).Clamp(0, 50);
for (int l = 0; l < num11; l++)
{
胴_蛇D2.Torso接続(胴_蛇D2 = (Torso_蛇D)長胴D2.Copy());
Torso_蛇D2.Torso接続(Torso_蛇D2 = (Torso_蛇D)長胴D2.Copy());
}
胴_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード);
if (胴_蛇D2.EnumEleD().IsEleD<腿D>())
Torso_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード);
if (Torso_蛇D2.EnumEleD().IsEleD<腿D>())
{
IEnumerable<Torso_蛇D> eleDs = 長物_蛇D2.EnumEleD().Skip(1).GetEleDs<Torso_蛇D>();
foreach (Torso_蛇D item11 in eleDs.Take(eleDs.Count() - 1))
@@ -2411,35 +2411,35 @@ namespace SlaveMatrix
腰肌.獣性_獣毛_表示 = false;
腰肌.陰毛_表示 = false;
}
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num15 = 腰.腿左_接続.Count - 1; num15 > -1; num15--)
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num15 = Waist.腿左_接続.Count - 1; num15 > -1; num15--)
{
if (!(腰.腿左_接続[num15] is 触手_犬D))
if (!(Waist.腿左_接続[num15] is 触手_犬D))
{
腰.腿左_接続.RemoveAt(num15);
Waist.腿左_接続.RemoveAt(num15);
}
}
for (int num16 = 腰.腿右_接続.Count - 1; num16 > -1; num16--)
for (int num16 = Waist.腿右_接続.Count - 1; num16 > -1; num16--)
{
if (!(腰.腿右_接続[num16] is 触手_犬D))
if (!(Waist.腿右_接続[num16] is 触手_犬D))
{
腰.腿右_接続.RemoveAt(num16);
Waist.腿右_接続.RemoveAt(num16);
}
}
if (腰.腿左_接続.IsEleD<触手_犬D>())
if (Waist.腿左_接続.IsEleD<触手_犬D>())
{
for (int num17 = 腰.翼左_接続.Count - 1; num17 > -1; num17--)
for (int num17 = Waist.翼左_接続.Count - 1; num17 > -1; num17--)
{
if (腰.翼左_接続[num17] is 四足脇D)
if (Waist.翼左_接続[num17] is 四足脇D)
{
腰.翼左_接続.RemoveAt(num17);
Waist.翼左_接続.RemoveAt(num17);
}
}
for (int num18 = 腰.翼右_接続.Count - 1; num18 > -1; num18--)
for (int num18 = Waist.翼右_接続.Count - 1; num18 > -1; num18--)
{
if (腰.翼右_接続[num18] is 四足脇D)
if (Waist.翼右_接続[num18] is 四足脇D)
{
腰.翼右_接続.RemoveAt(num18);
Waist.翼右_接続.RemoveAt(num18);
}
}
}
@@ -2449,12 +2449,12 @@ namespace SlaveMatrix
長物_蟲D 長物_蟲D2 = (長物_蟲D)半身;
長物_蟲D2.接続(母方, 父方, i, ConnectionInfo.長物_蟲_左0_接続, 要素構成, 接続構成, 変異率, 原種モード);
長物_蟲D2.接続(母方, 父方, i, ConnectionInfo.長物_蟲_左1_接続, 要素構成, 接続構成, 変異率, 原種モード);
Torso_蟲D 胴_蟲D2 = Mix<Torso_蟲D>(母方, 父方, i, 原種モード);
if (胴_蟲D2 != null)
Torso_蟲D Torso_蟲D2 = Mix<Torso_蟲D>(母方, 父方, i, 原種モード);
if (Torso_蟲D2 != null)
{
胴_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_左_接続, 要素構成, 接続構成, 変異率, 原種モード);
長胴D 長胴D3 = (長胴D)胴_蟲D2.Copy();
長物_蟲D2.胴接続(胴_蟲D2);
Torso_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_左_接続, 要素構成, 接続構成, 変異率, 原種モード);
長胴D 長胴D3 = (長胴D)Torso_蟲D2.Copy();
長物_蟲D2.胴接続(Torso_蟲D2);
int num19 = 2;
int num20 = 母方.EnumEleD().Count((EleD e) => e is 長胴D);
int num21 = 父方.EnumEleD().Count((EleD e) => e is 長胴D);
@@ -2462,17 +2462,17 @@ namespace SlaveMatrix
num19 = (num19 + RNG.XS.NextSign() * RNG.XS.Next(4)).Clamp(0, 50);
for (int m = 0; m < num19; m++)
{
胴_蟲D2.Torso接続(胴_蟲D2 = (Torso_蟲D)長胴D3.Copy());
Torso_蟲D2.Torso接続(Torso_蟲D2 = (Torso_蟲D)長胴D3.Copy());
}
胴_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード);
Torso_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード);
}
else
{
長物_蟲D2.接続(母方, 父方, i, ConnectionInfo.長物_蟲_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード);
}
長物_蟲D2.AlignC();
腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
}
else if (半身 is 四足胸D)
{
@@ -2496,7 +2496,7 @@ namespace SlaveMatrix
胸肌D2.蜘蛛_眼右2_眼_表示 = false;
胸肌D2.蜘蛛_眼右2_ハイライト_表示 = false;
}
四足胸D2.肥大 = 腰.肥大;
四足胸D2.肥大 = Waist.肥大;
四足胴D 四足胴D2 = Mix<四足胴D>(母方, 父方, i, 原種モード);
if (四足胴D2 != null)
{
@@ -2508,7 +2508,7 @@ namespace SlaveMatrix
胴肌D2.尺度B *= 1.35;
}
四足胸D2.胴接続(四足胴D2);
四足胴D2.肥大 = 腰.肥大;
四足胴D2.肥大 = Waist.肥大;
}
四足腰D 四足腰D2 = Mix<四足腰D>(母方, 父方, i, 原種モード);
if (四足腰D2 != null)
@@ -2521,11 +2521,11 @@ namespace SlaveMatrix
四足腰D2.肛門接続(Uni.四足肛門());
四足腰D2.肌接続(new ボテ腹_獣D());
四足腰D2.肌接続(腰肌D2 = Mix<腰肌D>(母方, 父方, i, 原種モード));
腰.膣基_接続.SetEleD(delegate(性器_人D e)
Waist.膣基_接続.SetEleD(delegate(性器_人D e)
{
e.表示 = false;
});
腰.肛門_接続.SetEleD(delegate(肛門_人D e)
Waist.肛門_接続.SetEleD(delegate(肛門_人D e)
{
e.表示 = false;
});
@@ -2544,7 +2544,7 @@ namespace SlaveMatrix
腰肌D2.陰毛_表示 = false;
}
四足胴D2.腰接続(四足腰D2);
四足腰D2.肥大 = 腰.肥大;
四足腰D2.肥大 = Waist.肥大;
if ((腰肌D2.淫タトゥ_ハート_タトゥ右1_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ右2_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ左1_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ左2_表示) && (腰肌D2.植タトゥ_タトゥ左_表示 || 腰肌D2.植タトゥ_タトゥ右_表示))
{
if (RNG.XS.NextBool())
@@ -2575,8 +2575,8 @@ namespace SlaveMatrix
四足胸D2.接続(母方, 父方, i, ConnectionInfo.四足胸_背中_接続, 要素構成, 接続構成, 変異率, 原種モード);
四足腰D2.接続(母方, 父方, i, ConnectionInfo.四足腰_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
四足腰D2.接続(母方, 父方, i, ConnectionInfo.四足腰_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
}
else if (半身 is 多足_蛸D)
{
@@ -2603,36 +2603,36 @@ namespace SlaveMatrix
e.前足 = true;
e.後足 = false;
});
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num22 = 腰.腿左_接続.Count - 1; num22 > -1; num22--)
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num22 = Waist.腿左_接続.Count - 1; num22 > -1; num22--)
{
if (!(腰.腿左_接続[num22] is 触手_犬D))
if (!(Waist.腿左_接続[num22] is 触手_犬D))
{
腰.腿左_接続.RemoveAt(num22);
Waist.腿左_接続.RemoveAt(num22);
}
}
for (int num23 = 腰.腿右_接続.Count - 1; num23 > -1; num23--)
for (int num23 = Waist.腿右_接続.Count - 1; num23 > -1; num23--)
{
if (!(腰.腿右_接続[num23] is 触手_犬D))
if (!(Waist.腿右_接続[num23] is 触手_犬D))
{
腰.腿右_接続.RemoveAt(num23);
Waist.腿右_接続.RemoveAt(num23);
}
}
if (腰.腿左_接続.IsEleD<触手_犬D>())
if (Waist.腿左_接続.IsEleD<触手_犬D>())
{
for (int num24 = 腰.翼左_接続.Count - 1; num24 > -1; num24--)
for (int num24 = Waist.翼左_接続.Count - 1; num24 > -1; num24--)
{
if (腰.翼左_接続[num24] is 四足脇D)
if (Waist.翼左_接続[num24] is 四足脇D)
{
腰.翼左_接続.RemoveAt(num24);
Waist.翼左_接続.RemoveAt(num24);
}
}
for (int num25 = 腰.翼右_接続.Count - 1; num25 > -1; num25--)
for (int num25 = Waist.翼右_接続.Count - 1; num25 > -1; num25--)
{
if (腰.翼右_接続[num25] is 四足脇D)
if (Waist.翼右_接続[num25] is 四足脇D)
{
腰.翼右_接続.RemoveAt(num25);
Waist.翼右_接続.RemoveAt(num25);
}
}
}
@@ -2825,8 +2825,8 @@ namespace SlaveMatrix
item21.反転Y = 反転Y;
}
}
腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
}
else if (半身 is 多足_蠍D)
{
@@ -2967,8 +2967,8 @@ namespace SlaveMatrix
item31.反転Y = true;
}
}
腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D);
Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D);
}
else if (半身 is 単足_植D)
{
@@ -2976,94 +2976,94 @@ namespace SlaveMatrix
e5.接続(母方, 父方, i, ConnectionInfo.単足_植_根外左_接続, 要素構成, 接続構成, 変異率, 原種モード);
e5.接続(母方, 父方, i, ConnectionInfo.単足_植_根内左_接続, 要素構成, 接続構成, 変異率, 原種モード);
e5.接続(母方, 父方, i, ConnectionInfo.単足_植_根中央_接続, 要素構成, 接続構成, 変異率, 原種モード);
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num26 = 腰.腿左_接続.Count - 1; num26 > -1; num26--)
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num26 = Waist.腿左_接続.Count - 1; num26 > -1; num26--)
{
if (!(腰.腿左_接続[num26] is 触手_犬D))
if (!(Waist.腿左_接続[num26] is 触手_犬D))
{
腰.腿左_接続.RemoveAt(num26);
Waist.腿左_接続.RemoveAt(num26);
}
}
for (int num27 = 腰.腿右_接続.Count - 1; num27 > -1; num27--)
for (int num27 = Waist.腿右_接続.Count - 1; num27 > -1; num27--)
{
if (!(腰.腿右_接続[num27] is 触手_犬D))
if (!(Waist.腿右_接続[num27] is 触手_犬D))
{
腰.腿右_接続.RemoveAt(num27);
Waist.腿右_接続.RemoveAt(num27);
}
}
if (腰.腿左_接続.IsEleD<触手_犬D>())
if (Waist.腿左_接続.IsEleD<触手_犬D>())
{
for (int num28 = 腰.翼左_接続.Count - 1; num28 > -1; num28--)
for (int num28 = Waist.翼左_接続.Count - 1; num28 > -1; num28--)
{
if (腰.翼左_接続[num28] is 四足脇D)
if (Waist.翼左_接続[num28] is 四足脇D)
{
腰.翼左_接続.RemoveAt(num28);
Waist.翼左_接続.RemoveAt(num28);
}
}
for (int num29 = 腰.翼右_接続.Count - 1; num29 > -1; num29--)
for (int num29 = Waist.翼右_接続.Count - 1; num29 > -1; num29--)
{
if (腰.翼右_接続[num29] is 四足脇D)
if (Waist.翼右_接続[num29] is 四足脇D)
{
腰.翼右_接続.RemoveAt(num29);
Waist.翼右_接続.RemoveAt(num29);
}
}
}
腿_人D 腿_人D2 = Mix<腿_人D>(母方, 父方, 右: false, i, 原種モード);
if (腿_人D2 != null)
{
腰.腿左接続(腿_人D2);
腰.腿右接続(腿_人D2.Get逆());
Waist.腿左接続(腿_人D2);
Waist.腿右接続(腿_人D2.Get逆());
}
腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
}
else if (半身 is 単足_粘D)
{
_ = (単足_粘D)半身;
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num30 = 腰.腿左_接続.Count - 1; num30 > -1; num30--)
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
for (int num30 = Waist.腿左_接続.Count - 1; num30 > -1; num30--)
{
if (!(腰.腿左_接続[num30] is 触手_犬D))
if (!(Waist.腿左_接続[num30] is 触手_犬D))
{
腰.腿左_接続.RemoveAt(num30);
Waist.腿左_接続.RemoveAt(num30);
}
}
for (int num31 = 腰.腿右_接続.Count - 1; num31 > -1; num31--)
for (int num31 = Waist.腿右_接続.Count - 1; num31 > -1; num31--)
{
if (!(腰.腿右_接続[num31] is 触手_犬D))
if (!(Waist.腿右_接続[num31] is 触手_犬D))
{
腰.腿右_接続.RemoveAt(num31);
Waist.腿右_接続.RemoveAt(num31);
}
}
if (腰.腿左_接続.IsEleD<触手_犬D>())
if (Waist.腿左_接続.IsEleD<触手_犬D>())
{
for (int num32 = 腰.翼左_接続.Count - 1; num32 > -1; num32--)
for (int num32 = Waist.翼左_接続.Count - 1; num32 > -1; num32--)
{
if (腰.翼左_接続[num32] is 四足脇D)
if (Waist.翼左_接続[num32] is 四足脇D)
{
腰.翼左_接続.RemoveAt(num32);
Waist.翼左_接続.RemoveAt(num32);
}
}
for (int num33 = 腰.翼右_接続.Count - 1; num33 > -1; num33--)
for (int num33 = Waist.翼右_接続.Count - 1; num33 > -1; num33--)
{
if (腰.翼右_接続[num33] is 四足脇D)
if (Waist.翼右_接続[num33] is 四足脇D)
{
腰.翼右_接続.RemoveAt(num33);
Waist.翼右_接続.RemoveAt(num33);
}
}
}
腿_人D 腿_人D3 = Mix<腿_人D>(母方, 父方, 右: false, i, 原種モード);
if (腿_人D3 != null)
{
腰.腿左接続(腿_人D3);
腰.腿右接続(腿_人D3.Get逆());
Waist.腿左接続(腿_人D3);
Waist.腿右接続(腿_人D3.Get逆());
}
腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
}
};
Action action2 = delegate
{
腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード);
Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード);
};
if (半身 != null)
{
@@ -3074,12 +3074,12 @@ namespace SlaveMatrix
else
{
action2();
腿D eleD4 = 腰.腿左_接続.GetEleD<腿D>();
if (eleD4 == null || eleD4.EnumEleD().Count() == 1 || 腰.翼左_接続.IsEleD<四足脇D>())
腿D eleD4 = Waist.腿左_接続.GetEleD<腿D>();
if (eleD4 == null || eleD4.EnumEleD().Count() == 1 || Waist.翼左_接続.IsEleD<四足脇D>())
{
腰.腿左_接続.Clear();
腰.腿右_接続.Clear();
腰.尾_接続.Clear();
Waist.腿左_接続.Clear();
Waist.腿右_接続.Clear();
Waist.尾_接続.Clear();
action();
}
}
@@ -3090,7 +3090,7 @@ namespace SlaveMatrix
}
bool flag3 = false;
顔面D 顔面D2 = null;
foreach (EleD item32 in 腰.EnumEleD())
foreach (EleD item32 in Waist.EnumEleD())
{
if (顔面D2 == null && item32 is 顔面D)
{
@@ -4081,9 +4081,9 @@ namespace SlaveMatrix
}
if (flag3)
{
腰.EnumEleD().SetValuesD("筋肉", true);
Waist.EnumEleD().SetValuesD("筋肉", true);
}
return 腰;
return Waist;
}
public static EleD GetEleD(this IEnumerable<EleD> src, Type t)
@@ -5,7 +5,7 @@ namespace SlaveMatrix
{
public class 四足胴 : Ele
{
public Par X0Y0_胴;
public Par X0Y0_Torso;
public Par X0Y0_筋肉_筋肉左;
@@ -15,7 +15,7 @@ namespace SlaveMatrix
public Par X0Y0_獣性_獣毛右;
public ColorD 胴CD;
public ColorD TorsoCD;
public ColorD 筋肉_筋肉左CD;
@@ -25,7 +25,7 @@ namespace SlaveMatrix
public ColorD 獣性_獣毛右CD;
public ColorP X0Y0_胴CP;
public ColorP X0Y0_TorsoCP;
public ColorP X0Y0_筋肉_筋肉左CP;
@@ -35,7 +35,7 @@ namespace SlaveMatrix
public ColorP X0Y0_獣性_獣毛右CP;
public Ele[] 腰_接続;
public Ele[] Waist_接続;
public Ele[] 肌_接続;
@@ -81,16 +81,16 @@ namespace SlaveMatrix
}
}
public bool 胴_表示
public bool Torso_表示
{
get
{
return X0Y0_胴.Dra;
return X0Y0_Torso.Dra;
}
set
{
X0Y0_胴.Dra = value;
X0Y0_胴.Hit = value;
X0Y0_Torso.Dra = value;
X0Y0_Torso.Hit = value;
}
}
@@ -163,11 +163,11 @@ namespace SlaveMatrix
{
get
{
return 胴_表示;
return Torso_表示;
}
set
{
胴_表示 = value;
Torso_表示 = value;
筋肉_筋肉左_表示 = value;
筋肉_筋肉右_表示 = value;
獣性_獣毛左_表示 = value;
@@ -179,11 +179,11 @@ namespace SlaveMatrix
{
get
{
return 胴CD.不透明度;
return TorsoCD.不透明度;
}
set
{
胴CD.不透明度 = value;
TorsoCD.不透明度 = value;
筋肉_筋肉左CD.不透明度 = value;
筋肉_筋肉右CD.不透明度 = value;
獣性_獣毛左CD.不透明度 = value;
@@ -191,13 +191,13 @@ namespace SlaveMatrix
}
}
public JointS 腰_接続点 => new JointS(本体, X0Y0_胴, 4);
public JointS Waist_接続点 => new JointS(本体, X0Y0_Torso, 4);
public JointS 肌_接続点 => new JointS(本体, X0Y0_胴, 5);
public JointS 肌_接続点 => new JointS(本体, X0Y0_Torso, 5);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_胴, 0);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_Torso, 0);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_胴, 1);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_Torso, 1);
public 四足胴(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足胴D e)
{
@@ -205,7 +205,7 @@ namespace SlaveMatrix
ThisType = GetType();
本体 = new Difs(Sta.半身["四足胴"]);
Pars pars = 本体[0][0];
X0Y0_胴 = pars["Torso"].ToPar();
X0Y0_Torso = pars["Torso"].ToPar();
Pars pars2 = pars["筋肉"].ToPars();
X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar();
X0Y0_筋肉_筋肉右 = pars2["筋肉右"].ToPar();
@@ -236,7 +236,7 @@ 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;
胴_表示 = e.胴_表示;
Torso_表示 = e.Torso_表示;
筋肉_筋肉左_表示 = e.筋肉_筋肉左_表示;
筋肉_筋肉右_表示 = e.筋肉_筋肉右_表示;
獣性_獣毛左_表示 = e.獣性_獣毛左_表示;
@@ -249,14 +249,14 @@ namespace SlaveMatrix
表示 = false;
}
Ele f;
if (e.腰_接続.Count > 0)
if (e.Waist_接続.Count > 0)
{
腰_接続 = e.腰_接続.Select(delegate(EleD g)
Waist_接続 = e.Waist_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, 体配色);
f.Par = 四足胴2;
f.ConnectionType = ConnectionInfo.四足胴_腰_接続;
f.接続(四足胴2.腰_接続点);
f.ConnectionType = ConnectionInfo.四足胴_Waist_接続;
f.接続(四足胴2.Waist_接続点);
return f;
}).ToArray();
}
@@ -295,7 +295,7 @@ namespace SlaveMatrix
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true);
X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true);
X0Y0_筋肉_筋肉左CP = new ColorP(X0Y0_筋肉_筋肉左, 筋肉_筋肉左CD, DisUnit, abj: false);
X0Y0_筋肉_筋肉右CP = new ColorP(X0Y0_筋肉_筋肉右, 筋肉_筋肉右CD, DisUnit, abj: false);
X0Y0_獣性_獣毛左CP = new ColorP(X0Y0_獣性_獣毛左, 獣性_獣毛左CD, DisUnit, abj: true);
@@ -307,7 +307,7 @@ namespace SlaveMatrix
public override void 色更新()
{
X0Y0_胴CP.Update();
X0Y0_TorsoCP.Update();
X0Y0_筋肉_筋肉左CP.Update();
X0Y0_筋肉_筋肉右CP.Update();
X0Y0_獣性_獣毛左CP.Update();
@@ -321,7 +321,7 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.毛0R);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.毛0R);
筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
筋肉_筋肉右CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
獣性_獣毛左CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
@@ -7,7 +7,7 @@ namespace SlaveMatrix
[Serializable]
public class 四足胴D : EleD
{
public bool 胴_表示 = true;
public bool Torso_表示 = true;
public bool 筋肉_筋肉左_表示 = true;
@@ -19,7 +19,7 @@ namespace SlaveMatrix
public double 筋肉濃度 = 1.0;
public List<EleD> 腰_接続 = new List<EleD>();
public List<EleD> Waist_接続 = new List<EleD>();
public List<EleD> 肌_接続 = new List<EleD>();
@@ -34,9 +34,9 @@ namespace SlaveMatrix
public void 腰接続(EleD e)
{
腰_接続.Add(e);
Waist_接続.Add(e);
e.Par = this;
e.接続情報 = ConnectionInfo.四足胴_腰_接続;
e.接続情報 = ConnectionInfo.四足胴_Waist_接続;
}
public void 肌接続(EleD e)
@@ -5,7 +5,7 @@ namespace SlaveMatrix
{
public class 四足腰 : Ele
{
public Par X0Y0_腰;
public Par X0Y0_Waist;
public Par X0Y0_股;
@@ -61,7 +61,7 @@ namespace SlaveMatrix
public Par X0Y0_竜性_右_鱗2;
public Par X0Y1_腰;
public Par X0Y1_Waist;
public Par X0Y1_股;
@@ -117,7 +117,7 @@ namespace SlaveMatrix
public Par X0Y1_竜性_右_鱗2;
public Par X0Y2_腰;
public Par X0Y2_Waist;
public Par X0Y2_股;
@@ -173,7 +173,7 @@ namespace SlaveMatrix
public Par X0Y2_竜性_右_鱗2;
public Par X0Y3_腰;
public Par X0Y3_Waist;
public Par X0Y3_股;
@@ -229,7 +229,7 @@ namespace SlaveMatrix
public Par X0Y3_竜性_右_鱗2;
public Par X0Y4_腰;
public Par X0Y4_Waist;
public Par X0Y4_股;
@@ -285,7 +285,7 @@ namespace SlaveMatrix
public Par X0Y4_竜性_右_鱗2;
public ColorD 腰CD;
public ColorD WaistCD;
public ColorD 股CD;
@@ -341,7 +341,7 @@ namespace SlaveMatrix
public ColorD 竜性_右_鱗2CD;
public ColorP X0Y0_腰CP;
public ColorP X0Y0_WaistCP;
public ColorP X0Y0_股CP;
@@ -397,7 +397,7 @@ namespace SlaveMatrix
public ColorP X0Y0_竜性_右_鱗2CP;
public ColorP X0Y1_腰CP;
public ColorP X0Y1_WaistCP;
public ColorP X0Y1_股CP;
@@ -453,7 +453,7 @@ namespace SlaveMatrix
public ColorP X0Y1_竜性_右_鱗2CP;
public ColorP X0Y2_腰CP;
public ColorP X0Y2_WaistCP;
public ColorP X0Y2_股CP;
@@ -509,7 +509,7 @@ namespace SlaveMatrix
public ColorP X0Y2_竜性_右_鱗2CP;
public ColorP X0Y3_腰CP;
public ColorP X0Y3_WaistCP;
public ColorP X0Y3_股CP;
@@ -565,7 +565,7 @@ namespace SlaveMatrix
public ColorP X0Y3_竜性_右_鱗2CP;
public ColorP X0Y4_腰CP;
public ColorP X0Y4_WaistCP;
public ColorP X0Y4_股CP;
@@ -684,24 +684,24 @@ namespace SlaveMatrix
}
}
public bool 腰_表示
public bool Waist_表示
{
get
{
return X0Y0_腰.Dra;
return X0Y0_Waist.Dra;
}
set
{
X0Y0_腰.Dra = value;
X0Y1_腰.Dra = value;
X0Y2_腰.Dra = value;
X0Y3_腰.Dra = value;
X0Y4_腰.Dra = value;
X0Y0_腰.Hit = value;
X0Y1_腰.Hit = value;
X0Y2_腰.Hit = value;
X0Y3_腰.Hit = value;
X0Y4_腰.Hit = value;
X0Y0_Waist.Dra = value;
X0Y1_Waist.Dra = value;
X0Y2_Waist.Dra = value;
X0Y3_Waist.Dra = value;
X0Y4_Waist.Dra = value;
X0Y0_Waist.Hit = value;
X0Y1_Waist.Hit = value;
X0Y2_Waist.Hit = value;
X0Y3_Waist.Hit = value;
X0Y4_Waist.Hit = value;
}
}
@@ -1294,11 +1294,11 @@ namespace SlaveMatrix
{
get
{
return 腰_表示;
return Waist_表示;
}
set
{
腰_表示 = value;
Waist_表示 = value;
股_表示 = value;
下腹_表示 = value;
腰皺_表示 = value;
@@ -1333,11 +1333,11 @@ namespace SlaveMatrix
{
get
{
return 腰CD.不透明度;
return WaistCD.不透明度;
}
set
{
腰CD.不透明度 = value;
WaistCD.不透明度 = value;
股CD.不透明度 = value;
下腹CD.不透明度 = value;
腰皺CD.不透明度 = value;
@@ -1368,25 +1368,25 @@ namespace SlaveMatrix
}
}
public JointS 腿左_接続点 => new JointS(本体, X0Y0_腰, 0);
public JointS 腿左_接続点 => new JointS(本体, X0Y0_Waist, 0);
public JointS 腿右_接続点 => new JointS(本体, X0Y0_腰, 1);
public JointS 腿右_接続点 => new JointS(本体, X0Y0_Waist, 1);
public JointS 膣基_接続点 => new JointS(本体, X0Y0_腰, 3);
public JointS 膣基_接続点 => new JointS(本体, X0Y0_Waist, 3);
public JointS 肛門_接続点 => new JointS(本体, X0Y0_腰, 4);
public JointS 肛門_接続点 => new JointS(本体, X0Y0_Waist, 4);
public JointS 尾_接続点 => new JointS(本体, X0Y0_腰, 4);
public JointS 尾_接続点 => new JointS(本体, X0Y0_Waist, 4);
public JointS 半身_接続点 => new JointS(本体, X0Y0_腰, 4);
public JointS 半身_接続点 => new JointS(本体, X0Y0_Waist, 4);
public JointS 上着_接続点 => new JointS(本体, X0Y0_腰, 5);
public JointS 上着_接続点 => new JointS(本体, X0Y0_Waist, 5);
public JointS 肌_接続点 => new JointS(本体, X0Y0_腰, 6);
public JointS 肌_接続点 => new JointS(本体, X0Y0_Waist, 6);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_腰, 7);
public JointS 翼左_接続点 => new JointS(本体, X0Y0_Waist, 7);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_腰, 8);
public JointS 翼右_接続点 => new JointS(本体, X0Y0_Waist, 8);
public 四足腰(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足腰D e)
{
@@ -1394,7 +1394,7 @@ namespace SlaveMatrix
ThisType = GetType();
本体 = new Difs(Sta.半身["四足腰"]);
Pars pars = 本体[0][0];
X0Y0_腰 = pars["腰"].ToPar();
X0Y0_Waist = pars["腰"].ToPar();
X0Y0_股 = pars["股"].ToPar();
X0Y0_下腹 = pars["下腹"].ToPar();
X0Y0_腰皺 = pars["腰皺"].ToPar();
@@ -1432,7 +1432,7 @@ namespace SlaveMatrix
X0Y0_竜性_右_鱗1 = pars3["鱗1"].ToPar();
X0Y0_竜性_右_鱗2 = pars3["鱗2"].ToPar();
pars = 本体[0][1];
X0Y1_腰 = pars["腰"].ToPar();
X0Y1_Waist = pars["腰"].ToPar();
X0Y1_股 = pars["股"].ToPar();
X0Y1_下腹 = pars["下腹"].ToPar();
X0Y1_腰皺 = pars["腰皺"].ToPar();
@@ -1470,7 +1470,7 @@ namespace SlaveMatrix
X0Y1_竜性_右_鱗1 = pars3["鱗1"].ToPar();
X0Y1_竜性_右_鱗2 = pars3["鱗2"].ToPar();
pars = 本体[0][2];
X0Y2_腰 = pars["腰"].ToPar();
X0Y2_Waist = pars["腰"].ToPar();
X0Y2_股 = pars["股"].ToPar();
X0Y2_下腹 = pars["下腹"].ToPar();
X0Y2_腰皺 = pars["腰皺"].ToPar();
@@ -1508,7 +1508,7 @@ namespace SlaveMatrix
X0Y2_竜性_右_鱗1 = pars3["鱗1"].ToPar();
X0Y2_竜性_右_鱗2 = pars3["鱗2"].ToPar();
pars = 本体[0][3];
X0Y3_腰 = pars["腰"].ToPar();
X0Y3_Waist = pars["腰"].ToPar();
X0Y3_股 = pars["股"].ToPar();
X0Y3_下腹 = pars["下腹"].ToPar();
X0Y3_腰皺 = pars["腰皺"].ToPar();
@@ -1546,7 +1546,7 @@ namespace SlaveMatrix
X0Y3_竜性_右_鱗1 = pars3["鱗1"].ToPar();
X0Y3_竜性_右_鱗2 = pars3["鱗2"].ToPar();
pars = 本体[0][4];
X0Y4_腰 = pars["腰"].ToPar();
X0Y4_Waist = pars["腰"].ToPar();
X0Y4_股 = pars["股"].ToPar();
X0Y4_下腹 = pars["下腹"].ToPar();
X0Y4_腰皺 = pars["腰皺"].ToPar();
@@ -1607,7 +1607,7 @@ 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;
腰_表示 = e.腰_表示;
Waist_表示 = e.Waist_表示;
股_表示 = e.股_表示;
下腹_表示 = e.下腹_表示;
腰皺_表示 = e.腰皺_表示;
@@ -1755,7 +1755,7 @@ namespace SlaveMatrix
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_腰CP = new ColorP(X0Y0_腰, 腰CD, DisUnit, abj: true);
X0Y0_WaistCP = new ColorP(X0Y0_Waist, WaistCD, DisUnit, abj: true);
X0Y0_股CP = new ColorP(X0Y0_股, 股CD, DisUnit, abj: false);
X0Y0_下腹CP = new ColorP(X0Y0_下腹, 下腹CD, DisUnit, abj: false);
X0Y0_腰皺CP = new ColorP(X0Y0_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -1783,7 +1783,7 @@ namespace SlaveMatrix
X0Y0_竜性_左_鱗2CP = new ColorP(X0Y0_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true);
X0Y0_竜性_右_鱗1CP = new ColorP(X0Y0_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true);
X0Y0_竜性_右_鱗2CP = new ColorP(X0Y0_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true);
X0Y1_腰CP = new ColorP(X0Y1_腰, 腰CD, DisUnit, abj: true);
X0Y1_WaistCP = new ColorP(X0Y1_Waist, WaistCD, DisUnit, abj: true);
X0Y1_股CP = new ColorP(X0Y1_股, 股CD, DisUnit, abj: false);
X0Y1_下腹CP = new ColorP(X0Y1_下腹, 下腹CD, DisUnit, abj: false);
X0Y1_腰皺CP = new ColorP(X0Y1_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -1811,7 +1811,7 @@ namespace SlaveMatrix
X0Y1_竜性_左_鱗2CP = new ColorP(X0Y1_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true);
X0Y1_竜性_右_鱗1CP = new ColorP(X0Y1_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true);
X0Y1_竜性_右_鱗2CP = new ColorP(X0Y1_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true);
X0Y2_腰CP = new ColorP(X0Y2_腰, 腰CD, DisUnit, abj: true);
X0Y2_WaistCP = new ColorP(X0Y2_Waist, WaistCD, DisUnit, abj: true);
X0Y2_股CP = new ColorP(X0Y2_股, 股CD, DisUnit, abj: false);
X0Y2_下腹CP = new ColorP(X0Y2_下腹, 下腹CD, DisUnit, abj: false);
X0Y2_腰皺CP = new ColorP(X0Y2_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -1839,7 +1839,7 @@ namespace SlaveMatrix
X0Y2_竜性_左_鱗2CP = new ColorP(X0Y2_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true);
X0Y2_竜性_右_鱗1CP = new ColorP(X0Y2_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true);
X0Y2_竜性_右_鱗2CP = new ColorP(X0Y2_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true);
X0Y3_腰CP = new ColorP(X0Y3_腰, 腰CD, DisUnit, abj: true);
X0Y3_WaistCP = new ColorP(X0Y3_Waist, WaistCD, DisUnit, abj: true);
X0Y3_股CP = new ColorP(X0Y3_股, 股CD, DisUnit, abj: false);
X0Y3_下腹CP = new ColorP(X0Y3_下腹, 下腹CD, DisUnit, abj: false);
X0Y3_腰皺CP = new ColorP(X0Y3_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -1867,7 +1867,7 @@ namespace SlaveMatrix
X0Y3_竜性_左_鱗2CP = new ColorP(X0Y3_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true);
X0Y3_竜性_右_鱗1CP = new ColorP(X0Y3_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true);
X0Y3_竜性_右_鱗2CP = new ColorP(X0Y3_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true);
X0Y4_腰CP = new ColorP(X0Y4_腰, 腰CD, DisUnit, abj: true);
X0Y4_WaistCP = new ColorP(X0Y4_Waist, WaistCD, DisUnit, abj: true);
X0Y4_股CP = new ColorP(X0Y4_股, 股CD, DisUnit, abj: false);
X0Y4_下腹CP = new ColorP(X0Y4_下腹, 下腹CD, DisUnit, abj: false);
X0Y4_腰皺CP = new ColorP(X0Y4_腰皺, 腰皺CD, DisUnit, abj: false);
@@ -1923,7 +1923,7 @@ namespace SlaveMatrix
switch (本体.IndexY)
{
case 0:
X0Y0_腰CP.Update();
X0Y0_WaistCP.Update();
X0Y0_股CP.Update();
X0Y0_下腹CP.Update();
X0Y0_腰皺CP.Update();
@@ -1953,7 +1953,7 @@ namespace SlaveMatrix
X0Y0_竜性_右_鱗2CP.Update();
break;
case 1:
X0Y1_腰CP.Update();
X0Y1_WaistCP.Update();
X0Y1_股CP.Update();
X0Y1_下腹CP.Update();
X0Y1_腰皺CP.Update();
@@ -1983,7 +1983,7 @@ namespace SlaveMatrix
X0Y1_竜性_右_鱗2CP.Update();
break;
case 2:
X0Y2_腰CP.Update();
X0Y2_WaistCP.Update();
X0Y2_股CP.Update();
X0Y2_下腹CP.Update();
X0Y2_腰皺CP.Update();
@@ -2013,7 +2013,7 @@ namespace SlaveMatrix
X0Y2_竜性_右_鱗2CP.Update();
break;
case 3:
X0Y3_腰CP.Update();
X0Y3_WaistCP.Update();
X0Y3_股CP.Update();
X0Y3_下腹CP.Update();
X0Y3_腰皺CP.Update();
@@ -2043,7 +2043,7 @@ namespace SlaveMatrix
X0Y3_竜性_右_鱗2CP.Update();
break;
default:
X0Y4_腰CP.Update();
X0Y4_WaistCP.Update();
X0Y4_股CP.Update();
X0Y4_下腹CP.Update();
X0Y4_腰皺CP.Update();
@@ -2096,7 +2096,7 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
腰CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
@@ -2128,7 +2128,7 @@ namespace SlaveMatrix
private void 配色T0(体配色 体配色)
{
腰CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
@@ -2160,7 +2160,7 @@ namespace SlaveMatrix
private void 配色T1(体配色 体配色)
{
腰CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
@@ -7,7 +7,7 @@ namespace SlaveMatrix
[Serializable]
public class 四足腰D : EleD
{
public bool 腰_表示 = true;
public bool Waist_表示 = true;
public bool 股_表示 = true;
@@ -5,11 +5,11 @@ namespace SlaveMatrix
{
public class 多足_蛸 : 半身
{
public Par X0Y0_胴;
public Par X0Y0_Torso;
public ColorD 胴CD;
public ColorD TorsoCD;
public ColorP X0Y0_胴CP;
public ColorP X0Y0_TorsoCP;
public Ele[] 軟体外左_接続;
@@ -55,16 +55,16 @@ namespace SlaveMatrix
}
}
public bool 胴_表示
public bool Torso_表示
{
get
{
return X0Y0_胴.Dra;
return X0Y0_Torso.Dra;
}
set
{
X0Y0_胴.Dra = value;
X0Y0_胴.Hit = value;
X0Y0_Torso.Dra = value;
X0Y0_Torso.Hit = value;
}
}
@@ -72,11 +72,11 @@ namespace SlaveMatrix
{
get
{
return 胴_表示;
return Torso_表示;
}
set
{
胴_表示 = value;
Torso_表示 = value;
}
}
@@ -84,21 +84,21 @@ namespace SlaveMatrix
{
get
{
return 胴CD.不透明度;
return TorsoCD.不透明度;
}
set
{
胴CD.不透明度 = value;
TorsoCD.不透明度 = value;
}
}
public JointS 軟体外左_接続点 => new JointS(本体, X0Y0_胴, 0);
public JointS 軟体外左_接続点 => new JointS(本体, X0Y0_Torso, 0);
public JointS 軟体外右_接続点 => new JointS(本体, X0Y0_胴, 3);
public JointS 軟体外右_接続点 => new JointS(本体, X0Y0_Torso, 3);
public JointS 軟体内左_接続点 => new JointS(本体, X0Y0_胴, 1);
public JointS 軟体内左_接続点 => new JointS(本体, X0Y0_Torso, 1);
public JointS 軟体内右_接続点 => new JointS(本体, X0Y0_胴, 2);
public JointS 軟体内右_接続点 => new JointS(本体, X0Y0_Torso, 2);
public 多足_蛸(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蛸D e)
{
@@ -111,7 +111,7 @@ namespace SlaveMatrix
本体.Tag = dif.Tag;
本体.Add(dif);
Pars pars = 本体[0][0];
X0Y0_胴 = pars["Torso"].ToPar();
X0Y0_Torso = pars["Torso"].ToPar();
本体.SetJoints();
接続根 = new JointD(本体);
右 = e.右;
@@ -136,7 +136,7 @@ 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;
胴_表示 = e.胴_表示;
Torso_表示 = e.Torso_表示;
欠損 = e.欠損;
筋肉 = e.筋肉;
拘束 = e.拘束;
@@ -191,13 +191,13 @@ namespace SlaveMatrix
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true);
X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true);
濃度 = e.濃度;
}
public override void 色更新()
{
X0Y0_胴CP.Update();
X0Y0_TorsoCP.Update();
}
private void 配色(体配色 体配色)
@@ -221,17 +221,17 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.体0O);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O);
}
private void 配色T0(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O);
}
private void 配色T1(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.体0O);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O);
}
}
}
@@ -7,7 +7,7 @@ namespace SlaveMatrix
[Serializable]
public class 多足_蛸D : 半身D
{
public bool 胴_表示 = true;
public bool Torso_表示 = true;
public List<EleD> 軟体外左_接続 = new List<EleD>();
@@ -6,19 +6,19 @@ namespace SlaveMatrix
{
public class 多足_蜘 : 半身
{
public Par X0Y0_胴;
public Par X0Y0_Torso;
public Par X0Y0_胸版;
public Par X0Y0_柄;
public ColorD 胴CD;
public ColorD TorsoCD;
public ColorD 胸版CD;
public ColorD 柄CD;
public ColorP X0Y0_胴CP;
public ColorP X0Y0_TorsoCP;
public ColorP X0Y0_胸版CP;
@@ -82,16 +82,16 @@ namespace SlaveMatrix
}
}
public bool 胴_表示
public bool Torso_表示
{
get
{
return X0Y0_胴.Dra;
return X0Y0_Torso.Dra;
}
set
{
X0Y0_胴.Dra = value;
X0Y0_胴.Hit = value;
X0Y0_Torso.Dra = value;
X0Y0_Torso.Hit = value;
}
}
@@ -125,11 +125,11 @@ namespace SlaveMatrix
{
get
{
return 胴_表示;
return Torso_表示;
}
set
{
胴_表示 = value;
Torso_表示 = value;
胸版_表示 = value;
柄_表示 = value;
}
@@ -139,37 +139,37 @@ namespace SlaveMatrix
{
get
{
return 胴CD.不透明度;
return TorsoCD.不透明度;
}
set
{
胴CD.不透明度 = value;
TorsoCD.不透明度 = value;
胸版CD.不透明度 = value;
柄CD.不透明度 = value;
}
}
public JointS 触肢左_接続点 => new JointS(本体, X0Y0_胴, 10);
public JointS 触肢左_接続点 => new JointS(本体, X0Y0_Torso, 10);
public JointS 触肢右_接続点 => new JointS(本体, X0Y0_胴, 11);
public JointS 触肢右_接続点 => new JointS(本体, X0Y0_Torso, 11);
public JointS 節足左1_接続点 => new JointS(本体, X0Y0_胴, 2);
public JointS 節足左1_接続点 => new JointS(本体, X0Y0_Torso, 2);
public JointS 節足左2_接続点 => new JointS(本体, X0Y0_胴, 4);
public JointS 節足左2_接続点 => new JointS(本体, X0Y0_Torso, 4);
public JointS 節足左3_接続点 => new JointS(本体, X0Y0_胴, 6);
public JointS 節足左3_接続点 => new JointS(本体, X0Y0_Torso, 6);
public JointS 節足左4_接続点 => new JointS(本体, X0Y0_胴, 8);
public JointS 節足左4_接続点 => new JointS(本体, X0Y0_Torso, 8);
public JointS 節足右1_接続点 => new JointS(本体, X0Y0_胴, 3);
public JointS 節足右1_接続点 => new JointS(本体, X0Y0_Torso, 3);
public JointS 節足右2_接続点 => new JointS(本体, X0Y0_胴, 5);
public JointS 節足右2_接続点 => new JointS(本体, X0Y0_Torso, 5);
public JointS 節足右3_接続点 => new JointS(本体, X0Y0_胴, 7);
public JointS 節足右3_接続点 => new JointS(本体, X0Y0_Torso, 7);
public JointS 節足右4_接続点 => new JointS(本体, X0Y0_胴, 9);
public JointS 節足右4_接続点 => new JointS(本体, X0Y0_Torso, 9);
public JointS 尾_接続点 => new JointS(本体, X0Y0_胴, 0);
public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso, 0);
public 多足_蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蜘D e)
{
@@ -182,7 +182,7 @@ namespace SlaveMatrix
本体.Tag = dif.Tag;
本体.Add(dif);
Pars pars = 本体[0][0];
X0Y0_胴 = pars["Torso"].ToPar();
X0Y0_Torso = pars["Torso"].ToPar();
X0Y0_胸版 = pars["胸版"].ToPar();
X0Y0_柄 = pars["柄"].ToPar();
本体.SetJoints();
@@ -209,7 +209,7 @@ 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;
胴_表示 = e.胴_表示;
Torso_表示 = e.Torso_表示;
胸版_表示 = e.胸版_表示;
柄_表示 = e.柄_表示;
欠損 = e.欠損;
@@ -343,7 +343,7 @@ namespace SlaveMatrix
}
base.配色指定 = 配色指定;
配色(体配色);
X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true);
X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true);
X0Y0_胸版CP = new ColorP(X0Y0_胸版, 胸版CD, DisUnit, abj: true);
X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true);
濃度 = e.濃度;
@@ -351,7 +351,7 @@ namespace SlaveMatrix
public override void 色更新()
{
X0Y0_胴CP.Update();
X0Y0_TorsoCP.Update();
X0Y0_胸版CP.Update();
X0Y0_柄CP.Update();
}
@@ -377,21 +377,21 @@ namespace SlaveMatrix
private void 配色N0(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
胸版CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
柄CD = new ColorD(ref Col.Black, ref 体配色.体0O);
}
private void 配色T0(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
胸版CD = new ColorD(ref Col.Black, ref 体配色.甲1O);
柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
}
private void 配色T1(体配色 体配色)
{
胴CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
胸版CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
柄CD = new ColorD(ref Col.Black, ref 体配色.体0O);
}
@@ -8,7 +8,7 @@ namespace SlaveMatrix
[Serializable]
public class 多足_蜘D : 半身D
{
public bool 胴_表示 = true;
public bool Torso_表示 = true;
public bool 胸版_表示 = true;
@@ -1462,7 +1462,7 @@ namespace SlaveMatrix
}
}
public bool 胴
public bool Torso
{
get
{
@@ -1714,7 +1714,7 @@ namespace SlaveMatrix
胸板 = e.胸板;
節 = e.節;
背板 = e.背板;
胴 = e.胴;
Torso = e.Torso;
瘤 = e.瘤;
欠損 = e.欠損;
筋肉 = e.筋肉;
@@ -137,7 +137,7 @@ namespace SlaveMatrix
public bool 背板 = true;
public bool 胴 = true;
public bool Torso = true;
public bool 瘤 = true;
@@ -6896,7 +6896,7 @@ namespace SlaveMatrix
}
}
public bool 胴_外線
public bool Torso_外線
{
get
{
@@ -8151,7 +8151,7 @@ namespace SlaveMatrix
尾0_表示 = e.尾0_表示;
輪表示 = e.輪表示;
尾先表示 = e.尾先表示;
胴_外線 = e.胴_外線;
Torso_外線 = e.Torso_外線;
Rパターン = e.Rパターン;
欠損 = e.欠損;
筋肉 = e.筋肉;
@@ -629,7 +629,7 @@ namespace SlaveMatrix
public bool 鎖表示;
public bool 胴_外線;
public bool Torso_外線;
public bool Rパターン;
File diff suppressed because it is too large Load Diff
+171 -171
View File
@@ -52,7 +52,7 @@ namespace SlaveMatrix
private IEnumerable<Ele> 色更新;
public Waist 腰;
public Waist Waist;
public Torso 胴;
@@ -254,7 +254,7 @@ namespace SlaveMatrix
public 四足胴 胴_獣;
public 四足腰 腰_獣;
public 四足腰 Waist_獣;
public List<四足脇> 脇左_獣 = new List<四足脇>();
@@ -564,7 +564,7 @@ namespace SlaveMatrix
public EleI EI髪;
public EleI EI腰;
public EleI EIWaist;
public EleI EI半後;
@@ -584,7 +584,7 @@ namespace SlaveMatrix
public bool IsChest;
public bool Is腰;
public bool IsWaist;
public bool Is腕前;
@@ -760,9 +760,9 @@ namespace SlaveMatrix
public bool 腿左右前後;
private int 腰_人y;
private int Waist_人y;
private int 腰_獣y;
private int Waist_獣y;
private 髪留2情報 後髪髪留i;
@@ -1502,9 +1502,9 @@ namespace SlaveMatrix
{
EIChest.Updatef = true;
}
else if (Is腰 && EI腰.ElesH.Contains(蜘尾))
else if (IsWaist && EIWaist.ElesH.Contains(蜘尾))
{
EI腰.Updatef = true;
EIWaist.Updatef = true;
}
else if (Is腕前 && EI腕前.ElesH.Contains(蜘尾))
{
@@ -1586,27 +1586,27 @@ namespace SlaveMatrix
{
get
{
return 腰.Yv;
return Waist.Yv;
}
set
{
腰.Yv = value;
Waist.Yv = value;
腰肌_人.Yv = value;
下着B_ノーマル.Yv = value;
下着B_マイクロ.Yv = value;
性器_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35;
性器_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35;
foreach (Par item in 性器_人.本体.EnumJoinRoot)
{
item.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.001 + 0.001);
item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001);
}
肛門_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35;
肛門_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35;
foreach (Par item2 in 上着B_クロス.本体.EnumJoinRoot)
{
item2.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003);
item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
}
foreach (Par item3 in 上着B_前掛け.本体.EnumJoinRoot)
{
item3.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003);
item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
}
腰振り_人();
}
@@ -1616,27 +1616,27 @@ namespace SlaveMatrix
{
get
{
return 腰.Yi;
return Waist.Yi;
}
set
{
腰.Yi = value;
Waist.Yi = value;
腰肌_人.Yi = value;
下着B_ノーマル.Yi = value;
下着B_マイクロ.Yi = value;
性器_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35;
性器_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35;
foreach (Par item in 性器_人.本体.EnumJoinRoot)
{
item.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.001 + 0.001);
item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001);
}
肛門_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35;
肛門_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35;
foreach (Par item2 in 上着B_クロス.本体.EnumJoinRoot)
{
item2.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003);
item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
}
foreach (Par item3 in 上着B_前掛け.本体.EnumJoinRoot)
{
item3.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003);
item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
}
腰振り_人();
}
@@ -1646,18 +1646,18 @@ namespace SlaveMatrix
{
get
{
return 腰_獣.Yv;
return Waist_獣.Yv;
}
set
{
腰_獣.Yv = value;
Waist_獣.Yv = value;
腰肌_獣.Yv = value;
性器_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35;
性器_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
foreach (Par item in 性器_獣.本体.EnumJoinRoot)
{
item.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * 0.001 + 0.001);
item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001);
}
肛門_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35;
肛門_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
腰振り_獣();
}
}
@@ -1666,18 +1666,18 @@ namespace SlaveMatrix
{
get
{
return 腰_獣.Yi;
return Waist_獣.Yi;
}
set
{
腰_獣.Yi = value;
Waist_獣.Yi = value;
腰肌_獣.Yi = value;
性器_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35;
性器_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
foreach (Par item in 性器_獣.本体.EnumJoinRoot)
{
item.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * 0.001 + 0.001);
item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001);
}
肛門_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35;
肛門_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
腰振り_獣();
}
}
@@ -2937,8 +2937,8 @@ namespace SlaveMatrix
this.Med = Med;
this.Cha = Cha;
double disUnit = Are.DisplayUnitScale;
腰 = (Waist)Cha.ChaD.body_tree.GetEle(disUnit, Med, Cha.配色);
Elements = 腰.EnumEle().ToArray();
Waist = (Waist)Cha.ChaD.body_tree.GetEle(disUnit, Med, Cha.配色);
Elements = Waist.EnumEle().ToArray();
List<スタンプK> sk = new List<スタンプK>();
List<スタンプW> sw = new List<スタンプW>();
キスマークD kd = new キスマークD
@@ -3151,7 +3151,7 @@ namespace SlaveMatrix
LowerArm.手_接続.SetEle(delegate(手_蝙 手)
{
腕翼獣.手 = 手;
UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase);
UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase);
bod.蝙通常.Add(new 蝙通常(UpperArm, LowerArm, 手));
});
});
@@ -3270,27 +3270,27 @@ namespace SlaveMatrix
}
else if (p is Chest)
{
翼獣.UpperArm.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase);
翼獣.UpperArm.接着 = () => bod.胴.X0Y0_Torso.ToGlobal(bod.胴.X0Y0_Torso.BasePointBase);
}
else if (p is Torso || p is Waist)
{
翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint);
翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint);
}
else if (p is 四足胸)
{
翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase);
翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_Torso.ToGlobal(bod.胴_獣.X0Y0_Torso.BasePointBase);
}
else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続))
{
翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint);
翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint);
}
else if (pp != null && pp is Chest)
{
翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase);
翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase);
}
else if (pp != null && pp is 四足胸)
{
翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase);
翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist_獣.X0Y0_Waist.BasePointBase);
}
else
{
@@ -3544,7 +3544,7 @@ namespace SlaveMatrix
LowerArm.手_接続.SetEle(delegate(手_蝙 手)
{
腕翼獣.手 = 手;
UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase);
UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase);
bod.蝙通常.Add(new 蝙通常(UpperArm, LowerArm, 手));
});
});
@@ -3663,27 +3663,27 @@ namespace SlaveMatrix
}
else if (p is Chest)
{
翼獣.UpperArm.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase);
翼獣.UpperArm.接着 = () => bod.胴.X0Y0_Torso.ToGlobal(bod.胴.X0Y0_Torso.BasePointBase);
}
else if (p is Torso || p is Waist)
{
翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint);
翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint);
}
else if (p is 四足胸)
{
翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase);
翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_Torso.ToGlobal(bod.胴_獣.X0Y0_Torso.BasePointBase);
}
else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続))
{
翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint);
翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint);
}
else if (pp != null && pp is Chest)
{
翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase);
翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase);
}
else if (pp != null && pp is 四足胸)
{
翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase);
翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist_獣.X0Y0_Waist.BasePointBase);
}
else
{
@@ -3827,13 +3827,13 @@ namespace SlaveMatrix
触手犬n = 触手犬左.Count;
尾n = 尾.Count;
長胴n = 長胴.Count;
if (腰 != null)
if (Waist != null)
{
胴 = 腰.Torso_接続.GetEle<Torso>();
ボテ腹_人 = 腰.肌_接続.GetEle<ボテ腹_人>();
胴 = Waist.Torso_接続.GetEle<Torso>();
ボテ腹_人 = Waist.肌_接続.GetEle<ボテ腹_人>();
ボテ腹板_人 = ボテ腹_人.腹板_接続.GetEle<ボテ腹板>();
ボテ腹板_人.SetHitFalse();
腰肌_人 = 腰.肌_接続.GetEle<腰肌>();
腰肌_人 = Waist.肌_接続.GetEle<腰肌>();
腰肌_人.X0Y0_陰毛.Hit = true;
腰肌_人.X0Y0_陰毛_ハート.Hit = true;
腰肌_人.X0Y0_獣性_獣毛.Hit = true;
@@ -3849,16 +3849,16 @@ namespace SlaveMatrix
腰肌_人.X0Y4_陰毛.Hit = true;
腰肌_人.X0Y4_陰毛_ハート.Hit = true;
腰肌_人.X0Y4_獣性_獣毛.Hit = true;
肛門_人 = 腰.肛門_接続.GetEle<肛門_人>();
肛門_人 = Waist.肛門_接続.GetEle<肛門_人>();
肛門精液_人 = 肛門_人.肛門精液_接続.GetEle<肛門精液_人>();
肛門精液_人.SetHitFalse();
膣基_人 = 腰.膣基_接続.GetEle<膣基_人>();
膣内精液_人 = 腰.膣基_接続.GetEle<膣内精液_人>();
断面_人 = 腰.膣基_接続.GetEle<断面_人>();
膣基_人 = Waist.膣基_接続.GetEle<膣基_人>();
膣内精液_人 = Waist.膣基_接続.GetEle<膣内精液_人>();
断面_人 = Waist.膣基_接続.GetEle<断面_人>();
膣基_人.SetHitFalse();
膣内精液_人.SetHitFalse();
断面_人.SetHitFalse();
性器_人 = 腰.膣基_接続.GetEle<性器_人>();
性器_人 = Waist.膣基_接続.GetEle<性器_人>();
性器精液_人 = 性器_人.膣口_接続.GetEle<性器精液_人>();
飛沫_人 = 性器_人.膣口_接続.GetEle<飛沫_人>();
潮吹_小_人 = 性器_人.尿道_接続.GetEle<潮吹_小_人>();
@@ -3874,13 +3874,13 @@ namespace SlaveMatrix
放尿_人.SetHitFalse();
ピアス.SetHitFalse();
下着陰核.SetHitFalse();
下着B_ノーマル = 腰.肌_接続.GetEle<下着ボトム_ノーマル>();
下着B_マイクロ = 腰.肌_接続.GetEle<下着ボトム_マイクロ>();
下着B_ノーマル = Waist.肌_接続.GetEle<下着ボトム_ノーマル>();
下着B_マイクロ = Waist.肌_接続.GetEle<下着ボトム_マイクロ>();
下着B_ノーマル.SetHitFalse();
下着B_マイクロ.SetHitFalse();
上着B_クロス = 腰.上着_接続.GetEle<上着ボトム_クロス>();
上着B_クロス = Waist.上着_接続.GetEle<上着ボトム_クロス>();
上着B_クロス後 = (上着ボトム_クロス後)上着B_クロス.上着ボトム後_接続[0];
上着B_前掛け = 腰.上着_接続.GetEle<上着ボトム_前掛け>();
上着B_前掛け = Waist.上着_接続.GetEle<上着ボトム_前掛け>();
上着B_クロス.SetHitFalse();
上着B_クロス後.SetHitFalse();
上着B_前掛け.SetHitFalse();
@@ -4070,10 +4070,10 @@ namespace SlaveMatrix
sk.Add(胴.キスマーク);
胴.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 胴);
sw.Add(胴.鞭痕);
腰.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 腰);
sk.Add(腰.キスマーク);
腰.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 腰);
sw.Add(腰.鞭痕);
Waist.キスマーク = new スタンプK(Med, Are, Cha, this, kd, Waist);
sk.Add(Waist.キスマーク);
Waist.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Waist);
sw.Add(Waist.鞭痕);
ボテ腹_人.キスマーク = new スタンプK(Med, Are, Cha, this, kd, ボテ腹_人);
sk.Add(ボテ腹_人.キスマーク);
ボテ腹_人.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, ボテ腹_人);
@@ -4262,46 +4262,46 @@ namespace SlaveMatrix
{
Sort(胴.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胴後右接続);
}
if (腰.翼左_接続 != null)
if (Waist.翼左_接続 != null)
{
Sort(腰.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後左接続);
Sort(Waist.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後左接続);
}
if (腰.翼右_接続 != null)
if (Waist.翼右_接続 != null)
{
Sort(腰.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後右接続);
Sort(Waist.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後右接続);
}
if (Chest.背中_接続 != null)
{
Sort(Chest.背中_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 背中接続);
}
if (腰.腿左_接続 != null)
if (Waist.腿左_接続 != null)
{
Sort((from e in 腰.腿左_接続
Sort((from e in Waist.腿左_接続
where !(e is 腿)
select e.EnumEle()).JoinEnum(), 腿左接続);
Sort((from e in 腰.腿左_接続.GetEles<腿>()
Sort((from e in Waist.腿左_接続.GetEles<腿>()
select e.EnumEle()).JoinEnum(), 腿左接続);
}
if (腰.腿右_接続 != null)
if (Waist.腿右_接続 != null)
{
Sort((from e in 腰.腿右_接続
Sort((from e in Waist.腿右_接続
where !(e is 腿)
select e.EnumEle()).JoinEnum(), 腿右接続);
Sort((from e in 腰.腿右_接続.GetEles<腿>()
Sort((from e in Waist.腿右_接続.GetEles<腿>()
select e.EnumEle()).JoinEnum(), 腿右接続);
}
if (腰.尾_接続 != null)
if (Waist.尾_接続 != null)
{
Sort(腰.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 尾接続);
Sort(Waist.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 尾接続);
}
if (腰.半身_接続 != null)
if (Waist.半身_接続 != null)
{
半身 ele = 腰.半身_接続.GetEle<半身>();
半身 ele = Waist.半身_接続.GetEle<半身>();
if (ele is 長物_魚)
{
Is魚 = true;
魚 = (長物_魚)ele;
腰.腰CD.c2.Col2 = 魚.胴1_胴1CD.c2.Col1;
Waist.WaistCD.c2.Col2 = 魚.胴1_胴1CD.c2.Col1;
半身中1接続.Add(魚);
if (魚.尾_接続 != null)
{
@@ -4336,7 +4336,7 @@ namespace SlaveMatrix
{
Is鯨 = true;
鯨 = (長物_鯨)ele;
腰.腰CD.c2.Col2 = 鯨.胴1_胴CD.c2.Col1;
Waist.WaistCD.c2.Col2 = 鯨.胴1_胴CD.c2.Col1;
半身中1接続.Add(鯨);
if (鯨.尾_接続 != null)
{
@@ -4371,7 +4371,7 @@ namespace SlaveMatrix
{
Is蛇 = true;
蛇 = (長物_蛇)ele;
腰.腰CD.c2.Col2 = 蛇.胴1_鱗1CD.c2.Col1;
Waist.WaistCD.c2.Col2 = 蛇.胴1_鱗1CD.c2.Col1;
半身中1接続.Add(ele);
if (蛇.Torso_接続 != null)
{
@@ -4421,7 +4421,7 @@ namespace SlaveMatrix
{
Is蟲 = true;
蟲 = (長物_蟲)ele;
腰.腰CD.c2.Col2 = 蟲.胴1_胴CD.c2.Col1;
Waist.WaistCD.c2.Col2 = 蟲.胴1_胴CD.c2.Col1;
半身中1接続.Add(ele);
if (蟲.Torso_接続 != null)
{
@@ -4477,7 +4477,7 @@ namespace SlaveMatrix
}
else if (item22 is 四足腰)
{
腰_獣 = (四足腰)item22;
Waist_獣 = (四足腰)item22;
}
else if (item22 is 四足脇)
{
@@ -4591,10 +4591,10 @@ namespace SlaveMatrix
潮吹_大_獣.SetHitFalse();
放尿_獣.SetHitFalse();
ピアス.SetHitFalse();
腰.腰CD.c2.Col2 = Chest_獣.胸郭CD.c2.Col1;
if (腰_獣 != null)
Waist.WaistCD.c2.Col2 = Chest_獣.胸郭CD.c2.Col1;
if (Waist_獣 != null)
{
半身中1接続.Add(腰_獣);
半身中1接続.Add(Waist_獣);
}
if (胴_獣 != null)
{
@@ -4632,31 +4632,31 @@ namespace SlaveMatrix
{
Sort(脇右_獣.Select((四足脇 e) => e.EnumEle().Skip(1)).JoinEnum(), 半身前接続);
}
if (腰_獣 != null)
if (Waist_獣 != null)
{
if (腰_獣.腿左_接続 != null)
if (Waist_獣.腿左_接続 != null)
{
Sort(腰_獣.腿左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続);
Sort(Waist_獣.腿左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続);
}
if (腰_獣.腿右_接続 != null)
if (Waist_獣.腿右_接続 != null)
{
Sort(腰_獣.腿右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続);
Sort(Waist_獣.腿右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続);
}
if (腰_獣.翼左_接続 != null)
if (Waist_獣.翼左_接続 != null)
{
Sort(腰_獣.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続);
Sort(Waist_獣.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続);
}
if (腰_獣.翼右_接続 != null)
if (Waist_獣.翼右_接続 != null)
{
Sort(腰_獣.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続);
Sort(Waist_獣.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続);
}
if (腰_獣.尾_接続 != null)
if (Waist_獣.尾_接続 != null)
{
Sort(腰_獣.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続);
Sort(Waist_獣.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続);
}
if (腰_獣.半身_接続 != null)
if (Waist_獣.半身_接続 != null)
{
Sort(腰_獣.半身_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続);
Sort(Waist_獣.半身_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続);
}
}
if (胴_獣 != null)
@@ -4712,7 +4712,7 @@ namespace SlaveMatrix
{
Is蛸 = true;
蛸 = (多足_蛸)ele;
腰.腰CD.c2.Col2 = 蛸.胴CD.c2.Col1;
Waist.WaistCD.c2.Col2 = 蛸.TorsoCD.c2.Col1;
半身中1接続.Add(蛸);
if (蛸.軟体内左_接続 != null)
{
@@ -4747,7 +4747,7 @@ namespace SlaveMatrix
{
Is蜘 = true;
蜘 = (多足_蜘)ele;
腰.腰CD.c2.Col2 = 蜘.柄CD.c2.Col2;
Waist.WaistCD.c2.Col2 = 蜘.柄CD.c2.Col2;
if (蜘.尾_接続 != null)
{
Sort(蜘.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続);
@@ -4820,7 +4820,7 @@ namespace SlaveMatrix
{
Is蠍 = true;
蠍 = (多足_蠍)ele;
腰.腰CD.c2.Col2 = 蠍.前腹_腹節3_節0CD.c2.Col1;
Waist.WaistCD.c2.Col2 = 蠍.前腹_腹節3_節0CD.c2.Col1;
if (蠍.尾_接続 != null)
{
Sort(蠍.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続);
@@ -5136,9 +5136,9 @@ namespace SlaveMatrix
半身中2接続.Add(item15);
}
}
if (腰.腿左_接続 != null)
if (Waist.腿左_接続 != null)
{
IEnumerable<触手_犬> eles = 腰.腿左_接続.GetEles<触手_犬>();
IEnumerable<触手_犬> eles = Waist.腿左_接続.GetEles<触手_犬>();
foreach (触手_犬 item49 in eles.Take(eles.Count() - 1))
{
item49.胴_節1_胴_表示 = false;
@@ -5147,9 +5147,9 @@ namespace SlaveMatrix
item49.胴_節1_鱗3_表示 = false;
}
}
if (腰.腿右_接続 != null)
if (Waist.腿右_接続 != null)
{
IEnumerable<触手_犬> eles2 = 腰.腿右_接続.GetEles<触手_犬>();
IEnumerable<触手_犬> eles2 = Waist.腿右_接続.GetEles<触手_犬>();
foreach (触手_犬 item50 in eles2.Take(eles2.Count() - 1))
{
item50.胴_節1_胴_表示 = false;
@@ -5238,10 +5238,10 @@ namespace SlaveMatrix
Is腕蝙 = LowerArm以降左.IsEle<LowerArm_蝙>();
Is腕獣 = LowerArm以降左.IsEle<LowerArm_獣>();
Is腕蠍 = LowerArm以降左.IsEle<触肢_肢蠍>();
Is腿人 = 腰.腿左_接続.IsEle<腿_人>();
Is腿獣 = 腰.腿左_接続.IsEle<獣腿>();
Is腿魚 = 腰.腿左_接続.IsEle<尾_魚>();
Is腿犬 = 腰.腿左_接続.IsEle<触手_犬>();
Is腿人 = Waist.腿左_接続.IsEle<腿_人>();
Is腿獣 = Waist.腿左_接続.IsEle<獣腿>();
Is腿魚 = Waist.腿左_接続.IsEle<尾_魚>();
Is腿犬 = Waist.腿左_接続.IsEle<触手_犬>();
紅潮.紅潮線左右表示 = false;
舌_表示 = false;
if (Is頭頂_宇)
@@ -5402,14 +5402,14 @@ namespace SlaveMatrix
肛門C = 1.0;
膣腔C = 1.0;
断面_表示 = false;
if (Is粘 && 腰.腿左_接続 != null)
if (Is粘 && Waist.腿左_接続 != null)
{
foreach (Par item53 in (from e in 腰.腿左_接続.GetEles<腿>()
foreach (Par item53 in (from e in Waist.腿左_接続.GetEles<腿>()
select e.本体.EnumAllPar()).Aggregate((IEnumerable<Par> e1, IEnumerable<Par> e2) => e1.Concat(e2)))
{
item53.OP.OutlineFalse();
}
foreach (Par item54 in (from e in 腰.腿右_接続.GetEles<腿>()
foreach (Par item54 in (from e in Waist.腿右_接続.GetEles<腿>()
select e.本体.EnumAllPar()).Aggregate((IEnumerable<Par> e1, IEnumerable<Par> e2) => e1.Concat(e2)))
{
item54.OP.OutlineFalse();
@@ -5417,12 +5417,12 @@ namespace SlaveMatrix
}
Elements.SetEle(delegate(Torso_蛇 e)
{
e.X0Y0_胴_胴.OP[1].ps[3] = e.X0Y0_胴_胴.OP[1].ps[3].AddY(0.04);
e.X0Y0_Torso_Torso.OP[1].ps[3] = e.X0Y0_Torso_Torso.OP[1].ps[3].AddY(0.04);
if (e.Torso_接続 != null)
{
e.Torso_接続.SetEle(delegate(Torso_蛇 f)
{
f.X0Y0_胴_胴.OP[1].ps[3] = f.X0Y0_胴_胴.OP[1].ps[3].AddY(0.04);
f.X0Y0_Torso_Torso.OP[1].ps[3] = f.X0Y0_Torso_Torso.OP[1].ps[3].AddY(0.04);
});
}
});
@@ -5442,17 +5442,17 @@ namespace SlaveMatrix
{
腰肌_人.陰毛_ハート_表示 = false;
}
尾_魚 ele7 = 腰.腿左_接続.GetEle<尾_魚>();
尾_魚 ele7 = Waist.腿左_接続.GetEle<尾_魚>();
if (ele7 != null)
{
腰.腰CD.c2.Col2 = ele7.尾0_尾CD.c2.Col1;
Waist.WaistCD.c2.Col2 = ele7.尾0_尾CD.c2.Col1;
}
nsb1 = 乳房左.X0Y0_乳首.SizeBase;
nsb2 = 乳房左.X0Y0_乳輪.SizeBase;
変動ステート更新();
腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5));
Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5));
Join();
Set腰();
SetWaist();
if (背中接続.Count + 頭頂左後接続.Count + 頭頂右後接続.Count + 胸上左接続.Count + 胸上右接続.Count + 胸下左接続.Count + 胸下右接続.Count + 胴後左接続.Count + 胴後右接続.Count + 後腕左s.Length + 後腕右s.Length > 0)
{
EIChest = new EleI(Med);
@@ -5535,18 +5535,18 @@ namespace SlaveMatrix
}
if (腰後左接続.Count + 腰後右接続.Count > 0)
{
EI腰 = new EleI(Med);
EI腰.AddRange(腰後左接続);
EI腰.AddRange(腰後右接続);
EI腰.描画処理 = delegate(RenderArea are)
EIWaist = new EleI(Med);
EIWaist.AddRange(腰後左接続);
EIWaist.AddRange(腰後右接続);
EIWaist.描画処理 = delegate(RenderArea are)
{
bod.腰後左接続.描画0(are);
bod.腰後左接続.描画1(are);
bod.腰後右接続.描画0(are);
bod.腰後右接続.描画1(are);
};
EI腰.Update();
eis.Add(EI腰);
EIWaist.Update();
eis.Add(EIWaist);
}
if (尾接続.Count + 半身後接続.Count > 0)
{
@@ -5663,7 +5663,7 @@ namespace SlaveMatrix
}
Is髪 = EI髪 != null;
IsChest = EIChest != null;
Is腰 = EI腰 != null;
IsWaist = EIWaist != null;
Is腕前 = EI腕前 != null;
Is半後 = EI半後 != null;
Is半中1 = EI半中1 != null;
@@ -5681,9 +5681,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -5762,8 +5762,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -6108,9 +6108,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -6189,8 +6189,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -6553,9 +6553,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -6616,8 +6616,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -6961,9 +6961,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -7042,8 +7042,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -7385,9 +7385,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -7466,8 +7466,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -7808,9 +7808,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -7889,8 +7889,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -8244,9 +8244,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -8325,8 +8325,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
if (!Sta.GameData.断面)
{
bod.肛門_人.描画0(are);
@@ -8688,9 +8688,9 @@ namespace SlaveMatrix
{
bod.EIChest.描画(are);
}
if (bod.Is腰)
if (bod.IsWaist)
{
bod.EI腰.描画(are);
bod.EIWaist.描画(are);
}
if (bod.Is頭頂_宇)
{
@@ -8769,8 +8769,8 @@ namespace SlaveMatrix
{
bod.肩右.脇描画(are);
}
bod.腰.描画0(are);
bod.腰.描画1(are);
bod.Waist.描画0(are);
bod.Waist.描画1(are);
bod.胴.描画0(are);
bod.Chest.描画0(are);
bod.首.描画0(are);
@@ -9259,17 +9259,17 @@ namespace SlaveMatrix
item4.色更新();
}
}
染み_人.位置B = 腰.位置;
染み_人.位置B = Waist.位置;
染み_人.本体.JoinP();
if (Is獣)
{
染み_獣.位置B = 腰_獣.位置;
染み_獣.位置B = Waist_獣.位置;
染み_獣.本体.JoinP();
}
腰_人y = 腰.Yi;
Waist_人y = Waist.Yi;
if (Is獣)
{
腰_獣y = 腰_獣.Yi;
Waist_獣y = Waist_獣.Yi;
}
}
@@ -9793,24 +9793,24 @@ namespace SlaveMatrix
private void 腰振り_人()
{
胴.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (腰.Yv * -0.004);
胴.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (腰.Yv * -0.004);
胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (腰.Yv * -0.002);
胴肌_人.本体.SizeYCont = 0.85 + (1.0 - 腰.Yv) * 0.15;
胴.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004);
胴.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004);
胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.002);
胴肌_人.本体.SizeYCont = 0.85 + (1.0 - Waist.Yv) * 0.15;
}
private void 腰振り_獣()
{
胴_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * -0.004);
胴_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * -0.004);
胴肌_獣.本体.SizeYCont = 0.85 + (1.0 - 腰_獣.Yv) * 0.15;
胴_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004);
胴_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004);
胴肌_獣.本体.SizeYCont = 0.85 + (1.0 - Waist_獣.Yv) * 0.15;
if (EI半中1 != null)
{
EI半中1.Updatef = true;
}
}
public void Set腰()
public void SetWaist()
{
if (Is獣)
{
+28 -28
View File
@@ -126,7 +126,7 @@ namespace SlaveMatrix
private bool 重胸;
private bool 重腰;
private bool 重Waist;
private bool 重腕前;
@@ -199,10 +199,10 @@ namespace SlaveMatrix
Bod.EIChest.Position = p;
}
p.Y = 0.0 - p.Y;
Bod.腰.位置C = p;
if (Bod.Is腰)
Bod.Waist.位置C = p;
if (Bod.IsWaist)
{
Bod.EI腰.Position = p;
Bod.EIWaist.Position = p;
}
if (Bod.Is半後)
{
@@ -255,7 +255,7 @@ namespace SlaveMatrix
Bod = new Bod(Med, Are, this);
重髪 = Bod.Is髪 && Bod.EI髪.IsHeavy();
重胸 = Bod.IsChest && Bod.EIChest.IsHeavy();
重腰 = Bod.Is腰 && Bod.EI腰.IsHeavy();
重Waist = Bod.IsWaist && Bod.EIWaist.IsHeavy();
重腕前 = Bod.Is腕前 && Bod.EI腕前.IsHeavy();
重半後 = Bod.Is半後 && Bod.EI半後.IsHeavy();
重半中1 = Bod.Is半中1 && Bod.EI半中1.IsHeavy();
@@ -1223,22 +1223,22 @@ namespace SlaveMatrix
};
Mots.Add(絶頂終了.GetHashCode().ToString(), 絶頂終了);
double kv = 0.0;
Par pa = Bod.腰.本体.CurJoinRoot;
Par pa = Bod.Waist.本体.CurJoinRoot;
Par pb = null;
Vector2D vec = Dat.Vec2DZero;
Action 腰接続 = delegate
{
pb = cha.Bod.腰.本体.CurJoinRoot;
pb = cha.Bod.Waist.本体.CurJoinRoot;
vec = pb.ToGlobal(pb.JP[5].Joint) - pa.ToGlobal(pa.JP[5].Joint);
if (cha.Bod.Is腰)
if (cha.Bod.IsWaist)
{
if (cha.重腰)
if (cha.重Waist)
{
cha.Bod.EI腰.PositionCont = vec;
cha.Bod.EIWaist.PositionCont = vec;
}
else
{
cha.Bod.EI腰.Updatef = true;
cha.Bod.EIWaist.Updatef = true;
}
}
if (cha.Bod.Is半後)
@@ -1303,7 +1303,7 @@ namespace SlaveMatrix
BaseSpeed = 20.0,
Staing = delegate
{
kv = cha.Bod.腰.Yv;
kv = cha.Bod.Waist.Yv;
cha.絶頂終了.Start();
},
Runing = delegate(Mot m)
@@ -1414,9 +1414,9 @@ namespace SlaveMatrix
cha.脚獣絶頂(d);
}
cha.Bod.腰振りv = d * RNG.XS.NextDouble();
cha.Bod.腰.位置C = new Vector2D(0.0, 0.0005 * d);
cha.Bod.乳房左.位置C = cha.Bod.腰.位置C;
cha.Bod.乳房右.位置C = cha.Bod.腰.位置C;
cha.Bod.Waist.位置C = new Vector2D(0.0, 0.0005 * d);
cha.Bod.乳房左.位置C = cha.Bod.Waist.位置C;
cha.Bod.乳房右.位置C = cha.Bod.Waist.位置C;
if (cha.Bod.Is腕前)
{
cha.Bod.EI腕前.Updatef = true;
@@ -1437,15 +1437,15 @@ namespace SlaveMatrix
Ending = delegate
{
cha.Bod.腰振り_人v = kv;
cha.Bod.腰.位置C = Dat.Vec2DZero;
cha.Bod.Waist.位置C = Dat.Vec2DZero;
if (!cha.Bod.乳房左.着衣)
{
cha.Bod.乳房左.位置C = Dat.Vec2DZero;
cha.Bod.乳房右.位置C = Dat.Vec2DZero;
}
if (cha.Bod.Is腰)
if (cha.Bod.IsWaist)
{
cha.Bod.EI腰.PositionCont = Dat.Vec2DZero;
cha.Bod.EIWaist.PositionCont = Dat.Vec2DZero;
}
if (cha.Bod.Is半後)
{
@@ -1734,9 +1734,9 @@ namespace SlaveMatrix
cha.脚獣絶頂(d_);
}
p_.Y = -0.001 * m.Value;
cha.Bod.腰.位置C = p_;
cha.Bod.乳房左.位置C = cha.Bod.腰.位置C;
cha.Bod.乳房右.位置C = cha.Bod.腰.位置C;
cha.Bod.Waist.位置C = p_;
cha.Bod.乳房左.位置C = cha.Bod.Waist.位置C;
cha.Bod.乳房右.位置C = cha.Bod.Waist.位置C;
if (cha.Bod.Is髪)
{
if (cha.重髪)
@@ -1759,15 +1759,15 @@ namespace SlaveMatrix
cha.Bod.EIChest.Updatef = true;
}
}
if (cha.Bod.Is腰)
if (cha.Bod.IsWaist)
{
if (cha.重腰)
if (cha.重Waist)
{
cha.Bod.EI腰.Position = p_;
cha.Bod.EIWaist.Position = p_;
}
else
{
cha.Bod.EI腰.Updatef = true;
cha.Bod.EIWaist.Updatef = true;
}
}
if (cha.Bod.Is腕前)
@@ -1846,7 +1846,7 @@ namespace SlaveMatrix
},
Ending = delegate
{
cha.Bod.腰.位置C = Dat.Vec2DZero;
cha.Bod.Waist.位置C = Dat.Vec2DZero;
if (!cha.Bod.乳房左.着衣)
{
cha.Bod.乳房左.位置C = Dat.Vec2DZero;
@@ -1860,9 +1860,9 @@ namespace SlaveMatrix
{
cha.Bod.EIChest.Position = Dat.Vec2DZero;
}
if (cha.Bod.Is腰)
if (cha.Bod.IsWaist)
{
cha.Bod.EI腰.Position = Dat.Vec2DZero;
cha.Bod.EIWaist.Position = Dat.Vec2DZero;
}
if (cha.Bod.Is腕前)
{
+1 -1
View File
@@ -895,7 +895,7 @@ namespace SlaveMatrix
ConnectionInfo.四足胸_翼下右_接続 => 0,
ConnectionInfo.四足胸_背中_接続 => 0,
ConnectionInfo.四足脇_UpperArm_接続 => 1,
ConnectionInfo.四足胴_腰_接続 => 0,
ConnectionInfo.四足胴_Waist_接続 => 0,
ConnectionInfo.四足胴_肌_接続 => 1,
ConnectionInfo.四足胴_翼左_接続 => 0,
ConnectionInfo.四足胴_翼右_接続 => 0,
+4 -4
View File
@@ -1763,11 +1763,11 @@ namespace SlaveMatrix
Player.SensBox();
if (TrainingTarget.Bod.Is獣)
{
TrainingTarget.Bod.腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.03);
TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.03);
}
else if (TrainingTarget.Bod.Is半身)
{
TrainingTarget.Bod.腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.02);
TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.02);
}
TrainingTarget.Bod.Join();
TrainingTarget.Bod.Update();
@@ -1948,7 +1948,7 @@ namespace SlaveMatrix
TrainingTarget.Bod.膣内精液.精液濃度 = 0.0;
TrainingTarget.Bod.断面.精液濃度 = 0.0;
TrainingTarget.Bod.スタンプClear();
TrainingTarget.Bod.腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5));
TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5));
TrainingTarget.Bod.汗染み濃度 = 0.0;
TrainingTarget.Bod.飛沫濃度 = 0.0;
TrainingTarget.Bod.潮染み濃度 = 0.0;
@@ -1962,7 +1962,7 @@ namespace SlaveMatrix
TrainingTarget.性器精液垂れ.End();
TrainingTarget.肛門精液垂れ.End();
TrainingTarget.出糸精液垂れ.End();
TrainingTarget.Bod.Set腰();
TrainingTarget.Bod.SetWaist();
if (Sta.GameData.TrainingTarget.Trained)
{
TrainingTarget.Bod.拘束具_表示 = false;
@@ -2315,7 +2315,7 @@ namespace SlaveMatrix
}
if (Cha.Bod.Is初期腰)
{
Cha.Bod.Set腰();
Cha.Bod.SetWaist();
}
Cha.Emotion();
Cha.UpdateExpression();
@@ -2331,7 +2331,7 @@ namespace SlaveMatrix
if (Virgin && CurrentActionType == ActionType.Insertion && (CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && CurrentContactType == ContactType.Vagina && 挿入Lvn > 2)
{
Reaction2();
Cha.Bod.腰.位置B += Oth.GetRandomVector() * 0.0004;
Cha.Bod.Waist.位置B += Oth.GetRandomVector() * 0.0004;
Cha.Bod.腰振りv = RNG.XS.NextDouble();
switch (RNG.XS.Next(2))
{
@@ -2393,7 +2393,7 @@ namespace SlaveMatrix
public static void Reaction1()
{
Reaction2();
Cha.Bod.腰.位置B += Oth.GetRandomVector() * 0.0004;
Cha.Bod.Waist.位置B += Oth.GetRandomVector() * 0.0004;
Cha.Bod.腰振りv = RNG.XS.NextDouble();
Cha.Emotion();
Cha.UpdateExpression();
@@ -8635,8 +8635,8 @@ namespace SlaveMatrix
{
触手_犬 触手_犬2 = Cha.Bod.触手犬右[n];
触手_犬2.SetAngle0();
触手_犬2.X0Y0_脚後_UpperArm.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle;
触手_犬2.X0Y0_脚前_UpperArm.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle;
触手_犬2.X0Y0_脚後_UpperArm.AngleBase -= 触手_犬2.X0Y0_Torso_節9_Torso.Angle;
触手_犬2.X0Y0_脚前_UpperArm.AngleBase -= 触手_犬2.X0Y0_Torso_節9_Torso.Angle;
触手_犬2.X0Y0_頭_口膜_口膜1.AngleBase -= 17.0;
触手_犬2.X0Y0_脚後_UpperArm.AngleBase += 0.0 - UpperArm角度 + (0.0 - u1);
触手_犬2.X0Y0_脚後_LowerArm.AngleBase += 0.0 - LowerArm角度 + (0.0 - u2);
File diff suppressed because it is too large Load Diff
+13 -10
View File
@@ -54,15 +54,15 @@ namespace SlaveMatrix
public static Type Shouldert;
public static Type 胴t;
public static Type Torsot;
public static Type 腰t;
public static Type Waistt;
public static Type 尾_鯨t;
public static Type 上腕_人t;
public static Type UpperArm_人t;
public static Type 上腕_鳥t;
public static Type UpperArm_鳥t;
public static Type 長物_鯨t;
@@ -1099,7 +1099,10 @@ namespace SlaveMatrix
//Ser.ToJson(肩左, "C:\\Users\\dave\\Documents\\肩左.json");
//肩左 = Ser.UnJson<Obj>("C:\\Users\\dave\\Documents\\肩左.json");
腕左 = Resources.腕左.ObjLoad();
obj = Resources.腕左.ObjLoad();
obj.MigrateKeys();
腕左 = obj;
//腕左.SaveExMod("C:\\Users\\dave\\Documents\\腕左");
//Ser.ToJson(腕左, "C:\\Users\\dave\\Documents\\腕左.json");
//腕左 = Ser.UnJson<Obj>("C:\\Users\\dave\\Documents\\腕左.json");
@@ -1166,11 +1169,11 @@ namespace SlaveMatrix
EleDt = typeof(EleD);
Chestt = typeof(Chest);
Shouldert = typeof(Shoulder);
胴t = typeof(Torso);
腰t = typeof(Waist);
Torsot = typeof(Torso);
Waistt = typeof(Waist);
尾_鯨t = typeof(尾_鯨);
上腕_人t = typeof(UpperArm_人);
上腕_鳥t = typeof(UpperArm_鳥);
UpperArm_人t = typeof(UpperArm_人);
UpperArm_鳥t = typeof(UpperArm_鳥);
長物_鯨t = typeof(長物_鯨);
後髪0_ジグDt = typeof(BackHair0_ジグD);
後髪0_ハネDt = typeof(BackHair0_ハネD);
@@ -1371,7 +1374,7 @@ namespace SlaveMatrix
ConnectionInfo.四足胸_Torso_接続,
ConnectionInfo.四足胸_肌_接続,
ConnectionInfo.四足胸_背中_接続,
ConnectionInfo.四足胴_腰_接続,
ConnectionInfo.四足胴_Waist_接続,
ConnectionInfo.四足胴_肌_接続,
ConnectionInfo.四足腰_膣基_接続,
ConnectionInfo.四足腰_肛門_接続,
@@ -891,8 +891,8 @@ namespace SlaveMatrix
public void Set_くぱぁ(Ele t, bool 右)
{
Par par = (Bod.Is獣 ? Bod.腰_獣.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股") : Bod.腰.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股"));
Bod.腰.接続PA();
Par par = (Bod.Is獣 ? Bod.Waist_獣.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股") : Bod.Waist.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股"));
Bod.Waist.接続PA();
if (右)
{
t.位置B = par.Position.AddXY(0.018, 0.002);
+1 -1
View File
@@ -62,7 +62,7 @@ namespace SlaveMatrix
return obj;
}
public static WaistD 腰()
public static WaistD Waist()
{
WaistD waist_description = new WaistD();
waist_description.膣基接続(new 膣基_人D());
+2 -2
View File
@@ -269,10 +269,10 @@ namespace SlaveMatrix.GameClasses
};
}
public static TorsoD Set胴(this WaistD 腰)
public static TorsoD Set胴(this WaistD Waist)
{
TorsoD 胴D2 = Uni.胴();
腰.胴接続(胴D2);
Waist.胴接続(胴D2);
return 胴D2;
}