linting 3
This commit is contained in:
@@ -34,14 +34,6 @@ namespace _2DGAMELIB
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protected Vector2D p;
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protected Rectangle r;
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protected ColorMatrix cm = new ColorMatrix();
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protected ImageAttributes ia = new ImageAttributes();
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protected InterpolationMode im;
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public Graphics GD => gd;
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public Graphics GH => gh;
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@@ -47,6 +47,5 @@ namespace _2DGAMELIB
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Pars.DrawH(hitUnit, gh);
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}
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}
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}
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}
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@@ -62,8 +62,6 @@ namespace _2DGAMELIB
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public Par Frame1 => frame1;
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public Par Frame2 => frame2;
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public Par Gauge => gauge;
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public Par Knob => knob;
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@@ -288,7 +286,7 @@ namespace _2DGAMELIB
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base_ = new Par
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{
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Tag = Name + "_ベース",
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InitializeOP = new Out[1] { Shas.Get正方形() },
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InitializeOP = new Out[1] { Shas.GetSquare() },
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PositionBase = Position,
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SizeBase = Size,
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SizeXBase = Width,
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@@ -302,7 +300,7 @@ namespace _2DGAMELIB
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frame1 = new Par
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{
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Tag = Name + "_フレーム1",
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InitializeOP = new Out[1] { Shas.Get正方形() },
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InitializeOP = new Out[1] { Shas.GetSquare() },
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PositionBase = Position,
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SizeBase = Size,
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SizeXBase = Width * GetWidthMag(),
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@@ -317,7 +315,7 @@ namespace _2DGAMELIB
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frame2 = new Par
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{
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Tag = Name + "_フレーム2",
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InitializeOP = new Out[1] { Shas.Get正方形() },
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InitializeOP = new Out[1] { Shas.GetSquare() },
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PositionBase = Position,
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SizeBase = Size,
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SizeXBase = Width * GetWidthMag(),
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@@ -331,7 +329,7 @@ namespace _2DGAMELIB
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gauge = new Par
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{
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Tag = Name + "_ゲージ",
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InitializeOP = new Out[1] { Shas.Get正方形() },
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InitializeOP = new Out[1] { Shas.GetSquare() },
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PositionBase = GetGaugePosition(),
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SizeBase = Size,
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SizeXBase = Width * GetWidthMag() * GetGaugeWidthMag(Margin),
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@@ -345,7 +343,7 @@ namespace _2DGAMELIB
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this.knob = new Par
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{
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Tag = Name + "_ノブ",
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InitializeOP = new Out[1] { Shas.Get正方形() },
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InitializeOP = new Out[1] { Shas.GetSquare() },
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SizeBase = Size,
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SizeXBase = GetKnobWidthMag(Width),
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SizeYBase = GetKnobHeightMag(Height),
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@@ -7,14 +7,10 @@ namespace _2DGAMELIB
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{
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private ParT parT;
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private Med Med;
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private Are Are;
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private double Width;
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private bool Input;
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private double Min;
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public ParT ParT => parT;
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@@ -27,11 +23,7 @@ namespace _2DGAMELIB
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}
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set
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{
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//TODO fix?
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//if (!Med.BaseControl.Contains(tb))
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{
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SetText(value);
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}
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SetText(value);
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}
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}
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@@ -41,48 +33,52 @@ namespace _2DGAMELIB
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SetRect();
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}
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public Lab(Med Med, Are Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor, bool Input)
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public Lab(Are Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor)
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{
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//Note: Input is always false
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Setting(Med, Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor, Input);
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Setting(Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor);
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}
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public Lab(Med Med, Are Are, string Name, Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, Color FramColor, bool Input)
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public Lab(Are Are, string Name, Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, Color FramColor)
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{
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Setting(Med, Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor, Input);
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Setting(Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor);
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}
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private void Setting(Med Med, Are Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor, bool Input)
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private void Setting(Are Are, string Name, ref Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor, ref Color FramColor)
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{
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this.Med = Med;
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this.Are = Are;
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this.Width = Width;
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this.Input = Input;
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Out[] array = new Out[1] { Shas.Get正方形() };
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Out[] array = new Out[1] { Shas.GetSquare() };
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if (FramColor == Color.Empty || FramColor == Color.Transparent)
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{
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array.OutlineFalse();
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}
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parT = new ParT
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{
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Tag = Name,
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InitializeOP = array,
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BasePointBase = array[0].ps[0],
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PositionBase = Position,
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SizeBase = Size,
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Closed = true,
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BrushColor = BackColor,
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Tag = Name,
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BrushColor = BackColor,
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PenColor = FramColor,
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Font = Font,
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FontSize = TextSize,
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TextColor = TextColor,
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Text = "A"
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};
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if (ShadColor != Color.Empty)
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{
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parT.ShadBrush = new SolidBrush(ShadColor);
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}
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SetRect();
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Min = parT.RectSize.Y;
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SetText(Text);
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@@ -111,6 +107,8 @@ namespace _2DGAMELIB
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double x2 = Min + 0.07;
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parT.RectSize = new Vector2D(x2, Min);
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}
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parT.OP[0].ps[0] = new Vector2D(0.0, 0.0);
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parT.OP[0].ps[1] = new Vector2D(parT.RectSize.X, 0.0);
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parT.OP[0].ps[2] = new Vector2D(parT.RectSize.X, parT.RectSize.Y);
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@@ -120,11 +118,6 @@ namespace _2DGAMELIB
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public void Dispose()
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{
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parT.Dispose();
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if (Input)
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{
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//TODO fix?
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//((Control)Med.BaseControl).Resize -= Lab_Resize;
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}
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}
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}
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}
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@@ -21,7 +21,7 @@ namespace _2DGAMELIB
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public void Add(string Name, Vector2D Position, double Size, double Width, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, Color FramColor, bool Input)
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{
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labs.Add(Name, new Lab(Med, Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor, Input));
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labs.Add(Name, new Lab(Are, Name, ref Position, Size, Width, Font, TextSize, Text, ref TextColor, ref ShadColor, ref BackColor, ref FramColor));
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}
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public void Draw(Are Are)
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@@ -65,14 +65,6 @@ namespace _2DGAMELIB
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Color.Black
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};
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private const int LOGPIXELSX = 88;
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private const int LOGPIXELSY = 90;
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public static double dpiX;
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public static double dpiY;
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public static double DpiX;
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public static double DpiY;
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@@ -83,12 +75,6 @@ namespace _2DGAMELIB
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//public Control BaseControlC => baseControl;
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public GlImage BaseControl => baseControl;
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public double ResMag => resMag;
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public Vector2D ResVector => resVector;
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public string Mode
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{
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get
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@@ -320,30 +306,28 @@ namespace _2DGAMELIB
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{
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baseControl.BitmapSetting(BD);
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Modes[mode].Setting();
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double FPS = 0.0;
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Action action = delegate
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{
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FPS = FPSF.Value;
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if (FPS > 1.0)
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if (FPSF.Value > 1.0)
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{
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Modes[mode].Draw(FPSF);
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}
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if (ShowFPS)
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{
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baseControl.SetTitle(UITitle + " - FPS: " + System.Math.Round(FPSF.Value, 2));
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}
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}
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GD.DrawImage(BH, new Point(0, 0));
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baseControl.SetBitmap(BD);
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};
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};
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while (Drive)
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{
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FPSF.FPSFixed(action);
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if (ShowFPS)
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{
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baseControl.SetTitle(UITitle + " - FPS: " + System.Math.Round(FPSF.Value, 2));
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}
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baseControl.PollEvents();
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}
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}
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@@ -428,20 +412,6 @@ namespace _2DGAMELIB
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}
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}
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public void Dispose()
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{
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Drive = false;
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foreach (Module value in Modes.Values)
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{
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value.Dispose();
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}
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BD.Dispose();
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GD.Dispose();
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BH.Dispose();
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GH.Dispose();
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Sce.Dispose();
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}
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//[DllImport("user32.dll")]
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//private static extern bool SetProcessDPIAware();
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@@ -19,6 +19,8 @@ namespace _2DGAMELIB
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[NonSerialized, JsonIgnore]
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private Brush brusht = new SolidBrush(Color.Black);
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//unused
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private const double Shift = 1.0;
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[NonSerialized, JsonIgnore]
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@@ -67,6 +69,7 @@ namespace _2DGAMELIB
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private CharacterRange[] crr = new CharacterRange[1];
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//unused
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private CharacterRange[] cre = new CharacterRange[1];
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public Font Font
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@@ -171,19 +174,6 @@ namespace _2DGAMELIB
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}
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}
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public Vector2D PositionT
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{
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get
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{
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return positionT;
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}
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set
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{
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positionT = value;
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EditT = true;
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}
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}
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public Vector2D RectSize
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{
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get
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@@ -210,7 +200,6 @@ namespace _2DGAMELIB
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{
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}
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public ParT(ParT ParT)
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{
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CopyT(ParT);
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@@ -5,85 +5,7 @@ namespace _2DGAMELIB
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{
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public static class Shas
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{
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public static readonly double D3 = 1.0 / 3.0;
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public static readonly double D3_2 = 2.0 / 3.0;
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public static Vector2D 左端上端 = Dat.Vec2DZero;
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public static Vector2D 中央上端 = new Vector2D(0.5, 0.0);
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public static Vector2D 左寄上端 = new Vector2D(D3, 0.0);
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public static Vector2D 右寄上端 = new Vector2D(D3_2, 0.0);
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public static Vector2D 右端上端 = new Vector2D(1.0, 0.0);
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public static Vector2D 左端中央 = new Vector2D(0.0, 0.5);
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public static Vector2D 中央中央 = new Vector2D(0.5, 0.5);
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public static Vector2D 左寄中央 = new Vector2D(D3, 0.5);
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public static Vector2D 右寄中央 = new Vector2D(D3_2, 0.5);
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public static Vector2D 右端中央 = new Vector2D(1.0, 0.5);
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public static Vector2D 左端上寄 = new Vector2D(0.0, D3);
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public static Vector2D 中央上寄 = new Vector2D(0.5, D3);
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public static Vector2D 左寄上寄 = new Vector2D(D3, D3);
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public static Vector2D 右寄上寄 = new Vector2D(D3_2, D3);
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public static Vector2D 右端上寄 = new Vector2D(1.0, D3);
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public static Vector2D 左端下寄 = new Vector2D(0.0, D3_2);
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public static Vector2D 中央下寄 = new Vector2D(0.5, D3_2);
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public static Vector2D 左寄下寄 = new Vector2D(D3, D3_2);
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public static Vector2D 右寄下寄 = new Vector2D(D3_2, D3_2);
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public static Vector2D 右端下寄 = new Vector2D(1.0, D3_2);
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public static Vector2D 左端下端 = new Vector2D(0.0, 1.0);
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public static Vector2D 中央下端 = new Vector2D(0.5, 1.0);
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public static Vector2D 左寄下端 = new Vector2D(D3, 1.0);
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public static Vector2D 右寄下端 = new Vector2D(D3_2, 1.0);
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public static Vector2D 右端下端 = Dat.Vec2DOne;
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private static MatrixD m120 = 120.0.ToRadian().RotationZ();
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private static MatrixD m240 = 240.0.ToRadian().RotationZ();
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public static Vector2D TP1 = 中央上端;
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public static Vector2D TP2 = GetTP2();
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public static Vector2D TP3 = GetTP3();
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public static Vector2D TP1_2 = (TP1 + TP2) * 0.5;
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public static Vector2D TP2_3 = (TP2 + TP3) * 0.5;
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public static Vector2D TP3_1 = (TP3 + TP1) * 0.5;
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private static Vector2D GetTP2()
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{
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return Math.TransformCoordinateBP(ref TP1, ref 中央中央, ref m120);
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}
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private static Vector2D GetTP3()
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{
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return Math.TransformCoordinateBP(ref TP1, ref 中央中央, ref m240);
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}
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//rectangle coords
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public static Vector2D MulX(this Vector2D Vector, double X)
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{
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@@ -97,13 +19,6 @@ namespace _2DGAMELIB
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return Vector;
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}
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public static Vector2D MulXY(this Vector2D Vector, double X, double Y)
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{
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Vector.X *= X;
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Vector.Y *= Y;
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return Vector;
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}
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public static Vector2D AddX(this Vector2D Point, double X)
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{
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Point.X += X;
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@@ -537,8 +452,18 @@ namespace _2DGAMELIB
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}
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}
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public static Out Get三角形()
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public static Out GetTriangle()
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{
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MatrixD m120 = 120.0.ToRadian().RotationZ();
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MatrixD m240 = 240.0.ToRadian().RotationZ();
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Vector2D TP1 = new Vector2D(0.5, 0.0);
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Vector2D TP2 = Math.TransformCoordinateBP(TP1, new Vector2D(0.5, 0.5), m120);
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Vector2D TP3 = Math.TransformCoordinateBP(TP1, new Vector2D(0.5, 0.5), m240);
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return new Out
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{
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Tension = 0f,
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@@ -546,12 +471,17 @@ namespace _2DGAMELIB
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};
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}
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public static Out Get正方形()
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public static Out GetSquare()
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{
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return new Out
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{
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Tension = 0f,
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ps = { 左端上端, 右端上端, 右端下端, 左端下端 }
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ps = {
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new Vector2D(0.0, 0.0),
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new Vector2D(1.0, 0.0),
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new Vector2D(1.0, 1.0),
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new Vector2D(0.0, 1.0)
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}
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};
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}
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}
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@@ -204,7 +204,7 @@ namespace _2DGAMELIB
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private void SetParT(string Name, ref Vector2D Position, double Size, double Width, double Height, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor)
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{
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pars = new Pars();
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Out[] array = new Out[1] { Shas.Get正方形() };
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Out[] array = new Out[1] { Shas.GetSquare() };
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array.OutlineFalse();
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parT = new ParT
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{
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@@ -231,7 +231,7 @@ namespace _2DGAMELIB
|
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|
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private void SetFeed(string Name, double Size, ref Color FeedColor)
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{
|
||||
Out[] array = new Out[1] { Shas.Get三角形() };
|
||||
Out[] array = new Out[1] { Shas.GetTriangle() };
|
||||
feed = new Par
|
||||
{
|
||||
Tag = Name + "_Feed",
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
[Serializable]
|
||||
|
||||
@@ -46,6 +46,33 @@ namespace _2DGAMELIB
|
||||
|
||||
public static class Math
|
||||
{
|
||||
public static ulong overflow_add(this ulong u0, ulong u1)
|
||||
{
|
||||
checked
|
||||
{
|
||||
try
|
||||
{
|
||||
if (u0 + u1 > 9999999999999L)
|
||||
{
|
||||
return 9999999999999uL;
|
||||
}
|
||||
return u0 + u1;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return 9999999999999uL;
|
||||
}
|
||||
}
|
||||
}
|
||||
public static ulong underflow_subtract(this ulong u0, ulong u1)
|
||||
{
|
||||
if (u0 < u1)
|
||||
{
|
||||
return 0uL;
|
||||
}
|
||||
return u0 - u1;
|
||||
}
|
||||
|
||||
public static double RoundDown(this double Value, int Digits)
|
||||
{
|
||||
double num = System.Math.Pow(10.0, Digits);
|
||||
|
||||
@@ -155,7 +155,7 @@ namespace SlaveMatrix
|
||||
MaiB.BasePointBase = Dat.Vec2DZero;
|
||||
MaiB.PositionBase = vector2D;
|
||||
MaiB.SizeBase = num2;
|
||||
MaiB.OP.AddRange(new Out[1] { Shas.Get正方形() });
|
||||
MaiB.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
||||
MaiB.OP.ScalingX(MaiB.BasePointBase, num3);
|
||||
MaiB.OP.ScalingY(MaiB.BasePointBase, num4);
|
||||
MaiB.Closed = true;
|
||||
@@ -174,7 +174,7 @@ namespace SlaveMatrix
|
||||
Mai2B.BasePointBase = Dat.Vec2DZero;
|
||||
Mai2B.PositionBase = new Vector2D(vector2D.X, 0.01);
|
||||
Mai2B.SizeBase = num2;
|
||||
Mai2B.OP.AddRange(new Out[1] { Shas.Get正方形() });
|
||||
Mai2B.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
||||
Mai2B.OP.ScalingX(Mai2B.BasePointBase, num3);
|
||||
Mai2B.OP.ScalingY(Mai2B.BasePointBase, num5);
|
||||
Mai2B.Closed = true;
|
||||
@@ -194,7 +194,7 @@ namespace SlaveMatrix
|
||||
SubB.BasePointBase = Dat.Vec2DZero;
|
||||
SubB.PositionBase = vector2D;
|
||||
SubB.SizeBase = num2;
|
||||
SubB.OP.AddRange(new Out[1] { Shas.Get正方形() });
|
||||
SubB.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
||||
SubB.OP.ScalingX(SubB.BasePointBase, num3);
|
||||
SubB.OP.ScalingY(SubB.BasePointBase, num4);
|
||||
SubB.Closed = true;
|
||||
@@ -204,13 +204,13 @@ namespace SlaveMatrix
|
||||
Sub = new Tex("Tex4", vector2D, num2 * 1.01, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.07, 0, " ", Col.White, Col.Black, Color.Transparent, 15.0);
|
||||
Sub.ParT.BasePointBase = Sub.ParT.OP.GetCenter().MulY(y);
|
||||
Sub.Position = SubB.ToGlobal(SubB.JP[0].Joint);
|
||||
SubInnfo_l = new Lab(Med, Are, "SubInfo", vector2D, num2, 1.0, new Font("MS Gothic", 1f), 0.07, "Sub Info.", Col.White, Col.Black, Color.FromArgb(160, Col.Black), Col.Empty, Input: false);
|
||||
SubInnfo_l = new Lab(Are, "SubInfo", vector2D, num2, 1.0, new Font("MS Gothic", 1f), 0.07, "Sub Info.", Col.White, Col.Black, Color.FromArgb(160, Col.Black), Col.Empty);
|
||||
SubInnfo_l.ParT.PositionBase = SubInnfo_l.ParT.PositionBase.AddY((0.0 - SubInnfo_l.ParT.OP[0].ps[3].Y) * SubInnfo_l.ParT.SizeBase);
|
||||
Sub2B = new Par();
|
||||
Sub2B.BasePointBase = Dat.Vec2DZero;
|
||||
Sub2B.PositionBase = new Vector2D(0.0025, vector2D.Y);
|
||||
Sub2B.SizeBase = num2;
|
||||
Sub2B.OP.AddRange(new Out[1] { Shas.Get正方形() });
|
||||
Sub2B.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
||||
Sub2B.OP.ScalingX(Sub2B.BasePointBase, num3);
|
||||
Sub2B.OP.ScalingY(Sub2B.BasePointBase, num4);
|
||||
Sub2B.Closed = true;
|
||||
|
||||
@@ -2,13 +2,13 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class キャラ台詞
|
||||
public class SlaveText
|
||||
{
|
||||
private Med Med;
|
||||
|
||||
private 吹き出し hd;
|
||||
|
||||
public キャラ台詞(Med Med, 吹き出し hd)
|
||||
public SlaveText(Med Med, 吹き出し hd)
|
||||
{
|
||||
this.Med = Med;
|
||||
this.hd = hd;
|
||||
@@ -2,13 +2,13 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class ヴィオラ台詞
|
||||
public class ViolaText
|
||||
{
|
||||
private Med Med;
|
||||
|
||||
private 吹き出し hd;
|
||||
|
||||
public ヴィオラ台詞(Med Med, 吹き出し hd)
|
||||
public ViolaText(Med Med, 吹き出し hd)
|
||||
{
|
||||
this.Med = Med;
|
||||
this.hd = hd;
|
||||
@@ -1235,7 +1235,7 @@ namespace SlaveMatrix
|
||||
X3Y5_膣口CP = new ColorP(X3Y5_膣口, 膣口CD, DisUnit, abj: true);
|
||||
AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1);
|
||||
AreM.Setting();
|
||||
AreM.BasePoint = Shas.中央中央;
|
||||
AreM.BasePoint = new Vector2D(0.5, 0.5);
|
||||
AreMPos = AreM.GetPosition(ref AreM.BasePoint);
|
||||
濃度 = e.濃度;
|
||||
Xi = 1;
|
||||
|
||||
@@ -1235,7 +1235,7 @@ namespace SlaveMatrix
|
||||
X3Y5_膣口CP = new ColorP(X3Y5_膣口, 膣口CD, DisUnit, abj: true);
|
||||
AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1);
|
||||
AreM.Setting();
|
||||
AreM.BasePoint = Shas.中央中央;
|
||||
AreM.BasePoint = new Vector2D(0.5, 0.5);
|
||||
AreMPos = AreM.GetPosition(ref AreM.BasePoint);
|
||||
濃度 = e.濃度;
|
||||
Xi = 1;
|
||||
|
||||
@@ -5450,7 +5450,7 @@ namespace SlaveMatrix
|
||||
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(ref Shas.中央中央);
|
||||
腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5));
|
||||
Join();
|
||||
Set腰();
|
||||
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)
|
||||
|
||||
@@ -8,12 +8,6 @@ namespace SlaveMatrix
|
||||
//race weighting/value information
|
||||
public static class Def
|
||||
{
|
||||
public const double vd = 0.6;
|
||||
|
||||
public const double bd = 0.3;
|
||||
|
||||
public const double nd = 0.5;
|
||||
|
||||
public static Dictionary<string, RaceInformation> race_information = new Dictionary<string, RaceInformation>
|
||||
{
|
||||
{
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,13 +5,10 @@ namespace SlaveMatrix
|
||||
{
|
||||
internal static class Program
|
||||
{
|
||||
public static bool biggerWindow;
|
||||
|
||||
[STAThread]
|
||||
private static void Main(string[] A_0)
|
||||
{
|
||||
//Application.EnableVisualStyles();
|
||||
//Application.SetCompatibleTextRenderingDefault(defaultValue: false);
|
||||
|
||||
Sta.LoadConfig();
|
||||
|
||||
@@ -19,7 +16,6 @@ namespace SlaveMatrix
|
||||
if (Sta.BigWindow)
|
||||
{
|
||||
percent = 47.0;
|
||||
biggerWindow = true;
|
||||
}
|
||||
|
||||
Med med = new Med
|
||||
@@ -33,21 +29,10 @@ namespace SlaveMatrix
|
||||
};
|
||||
|
||||
med.InitializeModes("Start", Mods.GetMods);
|
||||
|
||||
UI uI = new UI(med);
|
||||
//uI.Text = GameText.スレイブマトリクス;
|
||||
//uI.Show();
|
||||
|
||||
//main loop
|
||||
med.Drawing();
|
||||
|
||||
|
||||
if (Mods.t1 != null)
|
||||
{
|
||||
Mods.t1.Wait();
|
||||
}
|
||||
med.Dispose();
|
||||
Sta.Disposes();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,229 +14,148 @@ namespace SlaveMatrix
|
||||
|
||||
private ConstProp CP = new ConstProp();
|
||||
|
||||
public const double 演出発生率 = 0.5;
|
||||
|
||||
public const double 専用演出率 = 0.7;
|
||||
|
||||
public Med Med;
|
||||
|
||||
public Are Are;
|
||||
private Are Film;
|
||||
|
||||
public Unit Uni;
|
||||
|
||||
public Cha Cha;
|
||||
public Cha Cha;
|
||||
|
||||
public Bod Bod;
|
||||
|
||||
public InfoPanel ip;
|
||||
|
||||
|
||||
//tools
|
||||
public ペニス ペニス;
|
||||
|
||||
public マウス マウス;
|
||||
|
||||
public ハンド ハンド右;
|
||||
|
||||
public ハンド ハンド左;
|
||||
|
||||
public ロータ ロータ;
|
||||
|
||||
public バイブ_コモン コモン;
|
||||
|
||||
public バイブ_ディル ディル;
|
||||
|
||||
public バイブ_アナル アナル;
|
||||
|
||||
public バイブ_デンマ デンマ;
|
||||
|
||||
public バイブ_ドリル ドリル;
|
||||
|
||||
public パール パール;
|
||||
|
||||
public 羽根箒 羽根箒;
|
||||
|
||||
public 調教鞭 調教鞭;
|
||||
|
||||
public T剃刀 T剃刀;
|
||||
|
||||
public キャップ1 キャップ1;
|
||||
|
||||
public キャップ1 キャップ2;
|
||||
|
||||
public キャップ1 キャップ3;
|
||||
|
||||
public CM ペニスCM;
|
||||
|
||||
public CM マウスCM;
|
||||
|
||||
public CM ハンド右CM;
|
||||
|
||||
public CM ハンド左CM;
|
||||
|
||||
public CM ロータCM;
|
||||
|
||||
public CM コモンCM;
|
||||
|
||||
public CM ディルCM;
|
||||
|
||||
public CM アナルCM;
|
||||
|
||||
public CM デンマCM;
|
||||
|
||||
public CM ドリルCM;
|
||||
|
||||
public CM パールCM;
|
||||
|
||||
public CM 羽根箒CM;
|
||||
|
||||
public CM 調教鞭CM;
|
||||
|
||||
public CM T剃刀CM;
|
||||
|
||||
public CM キャップ1CM;
|
||||
|
||||
public CM キャップ2CM;
|
||||
public CM キャップ3CM;
|
||||
private CM focus;
|
||||
private CM hcm;
|
||||
|
||||
public CM キャップ3CM;
|
||||
|
||||
public 挿入処理 ペニス挿入;
|
||||
|
||||
//tool animations?
|
||||
public 挿入処理 ペニス挿入;
|
||||
public 挿入処理 マウス挿入;
|
||||
|
||||
public 挿入処理 ハンド挿入;
|
||||
|
||||
public 挿入処理 ロータ挿入;
|
||||
|
||||
public 挿入処理 コモン挿入;
|
||||
|
||||
public 挿入処理 ディル挿入;
|
||||
|
||||
public 挿入処理 アナル挿入;
|
||||
|
||||
public 挿入処理 デンマ挿入;
|
||||
|
||||
public 挿入処理 ドリル挿入;
|
||||
|
||||
public 挿入処理 パール挿入;
|
||||
|
||||
public 羽箒処理 羽箒処理;
|
||||
|
||||
public 剃刀処理 剃刀処理;
|
||||
|
||||
public 調鞭処理 調鞭処理;
|
||||
|
||||
public ハンド処理 ハンド処理;
|
||||
|
||||
public マウス処理 マウス処理;
|
||||
|
||||
public ペニス処理 ペニス処理;
|
||||
|
||||
public キャップ処理 キャップ処理;
|
||||
private 挿入処理 挿入処理f;
|
||||
public 挿入処理 挿入処理s;
|
||||
private 挿入処理 ef;
|
||||
|
||||
public But 調教終了;
|
||||
|
||||
|
||||
//ui elements
|
||||
public But 調教終了;
|
||||
public But 拘束具;
|
||||
|
||||
public But 目隠帯;
|
||||
|
||||
public But 玉口枷;
|
||||
|
||||
public But 断面;
|
||||
|
||||
public But 媚薬;
|
||||
|
||||
public But 撮影;
|
||||
public But SlaveStamina;
|
||||
public But PlayerStamina;
|
||||
|
||||
private Swi 拘束具sw = new Swi(Color.OrangeRed);
|
||||
|
||||
private Swi 拘束具sw = new Swi(Color.OrangeRed);
|
||||
private Swi 目隠帯sw = new Swi(Color.OrangeRed);
|
||||
|
||||
private Swi 玉口枷sw = new Swi(Color.OrangeRed);
|
||||
|
||||
private Swi 断面sw = new Swi(Color.OrangeRed);
|
||||
|
||||
public Gau 体力sゲージ;
|
||||
|
||||
public Gau 絶頂sゲージ;
|
||||
|
||||
public Gau 興奮sゲージ;
|
||||
|
||||
public Gau 精力mゲージ;
|
||||
|
||||
public Gau 射精mゲージ;
|
||||
|
||||
public Gau 興奮mゲージ;
|
||||
|
||||
public Tex ステート;
|
||||
public Tex InfoBox;
|
||||
public Tex SensitivityBox;
|
||||
|
||||
public bool ステート描画;
|
||||
|
||||
public 射精 射精;
|
||||
|
||||
//misc flags
|
||||
public bool ステート描画;
|
||||
public bool ハンド左表示;
|
||||
public bool コキ_;
|
||||
private bool 持ち手_;
|
||||
public bool 膣i肛f;
|
||||
public bool 肛f;
|
||||
public bool 肛oh;
|
||||
public bool IsTB;
|
||||
public bool 押し状態;
|
||||
private bool IsTool;
|
||||
private bool sf = true;
|
||||
public bool 強制拘束;
|
||||
public bool 拘束bu;
|
||||
public bool 発情bu;
|
||||
|
||||
|
||||
|
||||
public 射精 射精;
|
||||
|
||||
public Mot 絶頂ゲージ点滅;
|
||||
|
||||
public Mot 射精ゲージ点滅;
|
||||
|
||||
public Mots Mots = new Mots();
|
||||
|
||||
public Onomatopoeia 擬音;
|
||||
|
||||
//moan queue :skull:
|
||||
public Onomatopoeia 擬音;
|
||||
public Queue<Action<Are>> 擬音キュー = new Queue<Action<Are>>();
|
||||
|
||||
private Are Film;
|
||||
//animation queue?
|
||||
public List<挿入処理> SubFocus = new List<挿入処理>();
|
||||
|
||||
public bool コキ_;
|
||||
|
||||
public bool ハンド左表示;
|
||||
|
||||
private CM focus;
|
||||
|
||||
private bool 持ち手_;
|
||||
|
||||
public List<挿入処理> SubFocus = new List<挿入処理>();
|
||||
|
||||
public bool 膣i肛f;
|
||||
|
||||
public bool 肛f;
|
||||
|
||||
public bool 肛oh;
|
||||
|
||||
public bool IsTB;
|
||||
|
||||
private 挿入処理 挿入処理f;
|
||||
|
||||
public 挿入処理 挿入処理s;
|
||||
|
||||
public const double cs = 1.09;
|
||||
|
||||
public bool 押し状態;
|
||||
|
||||
private MouseButtons d;
|
||||
|
||||
private bool IsTool;
|
||||
|
||||
private CM hcm;
|
||||
|
||||
private 挿入処理 ef;
|
||||
|
||||
private bool sf = true;
|
||||
|
||||
public bool 強制拘束;
|
||||
|
||||
public bool 拘束bu;
|
||||
|
||||
public bool 発情bu;
|
||||
private MouseButtons HeldButton;
|
||||
|
||||
public double X;
|
||||
|
||||
public double Y;
|
||||
|
||||
public Tex InfoBox;
|
||||
|
||||
public Tex SensitivityBox;
|
||||
|
||||
public But SlaveStamina;
|
||||
|
||||
public But PlayerStamina;
|
||||
|
||||
public Color 羽根箒先端hc
|
||||
{
|
||||
@@ -468,6 +387,8 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void 発音(Vector2D p, string s, Color c, double d, bool b)
|
||||
{
|
||||
擬音キュー.Enqueue(delegate(Are a)
|
||||
@@ -1697,7 +1618,7 @@ namespace SlaveMatrix
|
||||
|
||||
public void Move(ref MouseButtons mb, ref Vector2D cp, ref Vector2D op, ref Color hc, ref ContactD cd)
|
||||
{
|
||||
if (d != mb)
|
||||
if (HeldButton != mb)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1976,7 +1897,7 @@ namespace SlaveMatrix
|
||||
|
||||
public void Down(ref MouseButtons mb, ref Vector2D cp, ref Vector2D op, ref Color hc, ref ContactD cd)
|
||||
{
|
||||
if (d != 0)
|
||||
if (HeldButton != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -2050,12 +1971,12 @@ namespace SlaveMatrix
|
||||
剃刀処理.Down(ref mb, ref cp, ref hc, ref cd);
|
||||
調鞭処理.Down(ref mb, ref cp, ref hc, ref cd);
|
||||
SetIs膣i肛f();
|
||||
d = mb;
|
||||
HeldButton = mb;
|
||||
}
|
||||
|
||||
public void Up(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
|
||||
{
|
||||
if (d == mb)
|
||||
if (HeldButton == mb)
|
||||
{
|
||||
調教終了.Up(ref hc);
|
||||
拘束具.Up(ref hc);
|
||||
@@ -2079,7 +2000,7 @@ namespace SlaveMatrix
|
||||
キャップ処理.Up(ref mb, ref cp, ref hc);
|
||||
羽箒処理.Up(ref mb, ref cp, ref hc, ref cd);
|
||||
剃刀処理.Up(ref mb, ref cp, ref hc, ref cd);
|
||||
d = MouseButtons.None;
|
||||
HeldButton = MouseButtons.None;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2493,7 +2414,7 @@ namespace SlaveMatrix
|
||||
撮影 = new But1(parT7, delegate
|
||||
{
|
||||
//Sounds.撮影.Play();
|
||||
Med.フラッシュ();
|
||||
Med.flash();
|
||||
if (!Directory.Exists(Path))
|
||||
{
|
||||
Directory.CreateDirectory(Path);
|
||||
@@ -2503,7 +2424,7 @@ namespace SlaveMatrix
|
||||
Font font = new Font("MS Gothic", (float)(10.0 * Med.DpiY));
|
||||
float x = 350f;
|
||||
float y = 365f;
|
||||
if (Program.biggerWindow)
|
||||
if (Sta.BigWindow)
|
||||
{
|
||||
x = 525f;
|
||||
y = 500f;
|
||||
@@ -2679,7 +2600,6 @@ namespace SlaveMatrix
|
||||
this.Cha.潮吹擬音 = null;
|
||||
this.Cha.放尿擬音 = null;
|
||||
}
|
||||
Uni = Unit;
|
||||
this.Cha = Cha;
|
||||
Bod = Cha.Bod;
|
||||
Bod.カーソル = this;
|
||||
@@ -2792,7 +2712,7 @@ namespace SlaveMatrix
|
||||
肛oh = false;
|
||||
IsTB = false;
|
||||
放し();
|
||||
d = MouseButtons.None;
|
||||
HeldButton = MouseButtons.None;
|
||||
IsTool = false;
|
||||
hcm = null;
|
||||
ef = null;
|
||||
@@ -3122,7 +3042,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double num = 0.31;
|
||||
double width = 0.7;
|
||||
if (Program.biggerWindow)
|
||||
if (Sta.BigWindow)
|
||||
{
|
||||
num += 0.14;
|
||||
}
|
||||
@@ -3139,7 +3059,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double x = 0.08;
|
||||
double y = 0.1;
|
||||
if (Program.biggerWindow)
|
||||
if (Sta.BigWindow)
|
||||
{
|
||||
x = 0.08;
|
||||
y = 0.1;
|
||||
|
||||
Reference in New Issue
Block a user