Added some translation to Arm

This commit is contained in:
Adel
2026-01-09 12:09:46 +05:00
parent 1adfa3bc7e
commit 55c6ca48e7
66 changed files with 2919 additions and 2921 deletions

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@@ -18,7 +18,7 @@ namespace _2DGAMELIB
["後髪1"] = "BackHair1",
["横髪"] = "SideHair",
["脚"] = "Leg",
//["腕"] = "Arm"
["腕"] = "Arm",
["肩"] = "Shoulder",
["胸"] = "Chest",
//["乳房"] = "Breast",

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@@ -1,12 +1,12 @@
namespace SlaveMatrix
{
public struct
public struct Arm
{
public Shoulder Shoulder;
public _人 ;
public UpperArm_人 UpperArm;
public _人 ;
public LowerArm_人 LowerArm;
public _人 ;
}

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@@ -1,12 +1,12 @@
namespace SlaveMatrix
{
public struct
public struct Arm
{
public Shoulder;
public ;
public UpperArm UpperArm;
public ;
public LowerArm LowerArm;
public ;
}

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@@ -0,0 +1,13 @@
namespace SlaveMatrix
{
public struct Arm翼獣
{
public Shoulder Shoulder;
public UpperArm_蝙 UpperArm;
public LowerArm_蝙 LowerArm;
public _蝙 ;
}
}

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@@ -0,0 +1,13 @@
namespace SlaveMatrix
{
public struct Arm翼鳥
{
public Shoulder Shoulder;
public UpperArm_鳥 UpperArm;
public LowerArm_鳥 LowerArm;
public _鳥 ;
}
}

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@@ -70,7 +70,7 @@ namespace SlaveMatrix
Chest_翼下右_接続,
Chest_背中_接続,
_噴乳_接続,
Shoulder_上腕_接続,
Shoulder_UpperArm_接続,
Torso_Chest_接続,
Torso_肌_接続,
Torso_翼左_接続,
@@ -261,10 +261,10 @@ namespace SlaveMatrix
_甲_軸2_接続,
_甲_軸3_接続,
_犬_Head_接続,
_犬_上腕左_接続,
_犬_上腕右_接続,
_犬_下腕左_接続,
_犬_下腕右_接続,
_犬_UpperArm左_接続,
_犬_UpperArm右_接続,
_犬_LowerArm左_接続,
_犬_LowerArm右_接続,
_犬_手左_接続,
_犬_手右_接続,
_蔦_節1_接続,
@@ -292,19 +292,19 @@ namespace SlaveMatrix
_蔦_節23_接続,
_蔦_節24_接続,
_蔦_先端_接続,
_人_下腕_接続,
_鳥_下腕_接続,
_蝙_下腕_接続,
_獣_下腕_接続,
_蹄_下腕_接続,
_人_外腕_接続,
_人_手_接続,
_人_虫鎌_接続,
_鳥_手_接続,
_蝙_手_接続,
_蝙_腕輪_接続,
_獣_手_接続,
_蹄_手_接続,
UpperArm_人_LowerArm_接続,
UpperArm_鳥_LowerArm_接続,
UpperArm_蝙_LowerArm_接続,
UpperArm_獣_LowerArm_接続,
UpperArm_蹄_LowerArm_接続,
LowerArm_人_OuterArm_接続,
LowerArm_人_手_接続,
LowerArm_人_虫鎌_接続,
LowerArm_鳥_手_接続,
LowerArm_蝙_手_接続,
LowerArm_蝙_腕輪_接続,
LowerArm_獣_手_接続,
LowerArm_蹄_手_接続,
_人_Leg_接続,
_獣_Leg_接続,
_蹄_Leg_接続,
@@ -366,7 +366,7 @@ namespace SlaveMatrix
_翼下左_接続,
_翼下右_接続,
_背中_接続,
_上腕_接続,
_UpperArm_接続,
_腰_接続,
_肌_接続,
_翼左_接続,

View File

@@ -1,6 +1,6 @@
namespace SlaveMatrix
{
public class : Ele
public class LowerArm : Ele
{
public Ele[] _接続;

View File

@@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace SlaveMatrix
{
[Serializable]
public class D : EleD
public class LowerArmD : EleD
{
public List<EleD> _接続 = new List<EleD>();

View File

@@ -3,9 +3,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _人 :
public class LowerArm_人 : LowerArm
{
public Par X0Y0_下腕;
public Par X0Y0_LowerArm;
public Par X0Y0_筋肉_筋肉下;
@@ -309,7 +309,7 @@ namespace SlaveMatrix
public Par X0Y0_腕輪_金具右;
public ColorD CD;
public ColorD LowerArmCD;
public ColorD _筋肉下CD;
@@ -509,7 +509,7 @@ namespace SlaveMatrix
public ColorD _金具右CD;
public ColorP X0Y0_下腕CP;
public ColorP X0Y0_LowerArmCP;
public ColorP X0Y0_筋肉_筋肉下CP;
@@ -914,16 +914,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool LowerArm_表示
{
get
{
return X0Y0_下腕.Dra;
return X0Y0_LowerArm.Dra;
}
set
{
X0Y0_下腕.Dra = value;
X0Y0_下腕.Hit = value;
X0Y0_LowerArm.Dra = value;
X0Y0_LowerArm.Hit = value;
}
}
@@ -4295,11 +4295,11 @@ namespace SlaveMatrix
{
get
{
return _表示;
return LowerArm_表示;
}
set
{
_表示 = value;
LowerArm_表示 = value;
_筋肉下_表示 = value;
_筋肉上_表示 = value;
1__花弁_花弁_表示 = value;
@@ -4459,11 +4459,11 @@ namespace SlaveMatrix
{
get
{
return CD.;
return LowerArmCD.;
}
set
{
CD. = value;
LowerArmCD. = value;
_筋肉下CD. = value;
_筋肉上CD. = value;
1__花弁CD. = value;
@@ -4601,34 +4601,34 @@ namespace SlaveMatrix
{
get
{
return X0Y0_下腕.OP[ ? 3 : 0].Outline;
return X0Y0_LowerArm.OP[ ? 3 : 0].Outline;
}
set
{
X0Y0_下腕.OP[ ? 3 : 0].Outline = value;
X0Y0_LowerArm.OP[ ? 3 : 0].Outline = value;
X0Y0_獣性1_獣腕.OP[ ? 3 : 2].Outline = value;
X0Y0_グローブ_通常_グローブ.OP[ ? 3 : 0].Outline = value;
X0Y0_グローブ_筋肉_グローブ.OP[ ? 3 : 0].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_下腕, 0);
public JointS _接続点 => new JointS(, X0Y0_LowerArm, 0);
public JointS _接続点 => new JointS(, X0Y0_下腕, 3);
public JointS _接続点 => new JointS(, X0Y0_LowerArm, 3);
public JointS _接続点 => new JointS(, X0Y0_下腕, 2);
public JointS _接続点 => new JointS(, X0Y0_LowerArm, 2);
public JointS 1_ => new JointS(, X0Y0_腕輪_金具左, 0);
public JointS 2_ => new JointS(, X0Y0_腕輪_金具右, 0);
public _人(double DisUnit, , , ModeEventDispatcher Med, _人D e)
public LowerArm_人(double DisUnit, , , ModeEventDispatcher Med, LowerArm_人D e)
{
_人 _人2 = this;
LowerArm_人 LowerArm_人2 = this;
ThisType = GetType();
= new Difs(Sta.["下腕"]);
= new Difs(Sta.["LowerArm"]);
Pars pars = [0][0];
X0Y0_下腕 = pars["下腕"].ToPar();
X0Y0_LowerArm = pars["下腕"].ToPar();
Pars pars2 = pars["筋肉"].ToPars();
X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar();
X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar();
@@ -4877,7 +4877,7 @@ namespace SlaveMatrix
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
LowerArm_表示 = e.LowerArm_表示;
_筋肉下_表示 = e._筋肉下_表示;
_筋肉上_表示 = e._筋肉上_表示;
1__花弁_花弁_表示 = e.1__花弁_花弁_表示;
@@ -5093,14 +5093,14 @@ namespace SlaveMatrix
= false;
}
Ele f;
if (e._接続.Count > 0)
if (e.OuterArm_接続.Count > 0)
{
_接続 = e._接続.Select(delegate(EleD g)
_接続 = e.OuterArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _人2;
f.ConnectionType = ConnectionInfo._人_外腕_接続;
f.(_人2._接続点);
f.Par = LowerArm_人2;
f.ConnectionType = ConnectionInfo.LowerArm_人_OuterArm_接続;
f.(LowerArm_人2._接続点);
return f;
}).ToArray();
}
@@ -5109,9 +5109,9 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _人2;
f.ConnectionType = ConnectionInfo._人_手_接続;
f.(_人2._接続点);
f.Par = LowerArm_人2;
f.ConnectionType = ConnectionInfo.LowerArm_人_手_接続;
f.(LowerArm_人2._接続点);
return f;
}).ToArray();
}
@@ -5120,15 +5120,15 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _人2;
f.ConnectionType = ConnectionInfo._人_虫鎌_接続;
f.(_人2._接続点);
f.Par = LowerArm_人2;
f.ConnectionType = ConnectionInfo.LowerArm_人_虫鎌_接続;
f.(LowerArm_人2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_下腕CP = new ColorP(X0Y0_下腕, CD, DisUnit, abj: true);
X0Y0_LowerArmCP = new ColorP(X0Y0_LowerArm, LowerArmCD, DisUnit, abj: true);
X0Y0_筋肉_筋肉下CP = new ColorP(X0Y0_筋肉_筋肉下, _筋肉下CD, DisUnit, abj: false);
X0Y0_筋肉_筋肉上CP = new ColorP(X0Y0_筋肉_筋肉上, _筋肉上CD, DisUnit, abj: false);
X0Y0_植性1_通常_花弁_花弁CP = new ColorP(X0Y0_植性1_通常_花弁_花弁, 1__花弁CD, DisUnit, abj: true);
@@ -5298,7 +5298,7 @@ namespace SlaveMatrix
public override void 0(RenderArea Are)
{
Are.Draw(X0Y0_下腕);
Are.Draw(X0Y0_LowerArm);
Are.Draw(X0Y0_筋肉_筋肉下);
Are.Draw(X0Y0_筋肉_筋肉上);
.Draw(Are);
@@ -5462,7 +5462,7 @@ namespace SlaveMatrix
public override void SetRestraintAngle()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_下腕.AngleBase = num * 130.0;
X0Y0_LowerArm.AngleBase = num * 130.0;
.JoinPAall();
}
@@ -5509,7 +5509,7 @@ namespace SlaveMatrix
public override void ()
{
X0Y0_下腕CP.Update();
X0Y0_LowerArmCP.Update();
X0Y0_筋肉_筋肉下CP.Update();
X0Y0_筋肉_筋肉上CP.Update();
X0Y0_植性1_通常_花弁_花弁CP.Update();
@@ -5704,7 +5704,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .O);
LowerArmCD = new ColorD(ref Col.Black, ref .O);
_筋肉下CD = new ColorD(ref ., ref .O);
_筋肉上CD = new ColorD(ref ., ref .O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -5808,7 +5808,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref Col.Black, ref .O);
LowerArmCD = new ColorD(ref Col.Black, ref .O);
_筋肉下CD = new ColorD(ref ., ref .O);
_筋肉上CD = new ColorD(ref ., ref .O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -5912,7 +5912,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref Col.Black, ref .O);
LowerArmCD = new ColorD(ref Col.Black, ref .O);
_筋肉下CD = new ColorD(ref ., ref .O);
_筋肉上CD = new ColorD(ref ., ref .O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -6016,7 +6016,7 @@ namespace SlaveMatrix
private void B0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -6120,7 +6120,7 @@ namespace SlaveMatrix
private void BT0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -6224,7 +6224,7 @@ namespace SlaveMatrix
private void BT1( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -6328,7 +6328,7 @@ namespace SlaveMatrix
private void L0( )
{
CD = new ColorD(ref Col.Black, ref .1O);
LowerArmCD = new ColorD(ref Col.Black, ref .1O);
_筋肉下CD = new ColorD(ref ., ref .O);
_筋肉上CD = new ColorD(ref ., ref .O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -6432,7 +6432,7 @@ namespace SlaveMatrix
private void LT0( )
{
CD = new ColorD(ref Col.Black, ref .1O);
LowerArmCD = new ColorD(ref Col.Black, ref .1O);
_筋肉下CD = new ColorD(ref ., ref .O);
_筋肉上CD = new ColorD(ref ., ref .O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);
@@ -6536,7 +6536,7 @@ namespace SlaveMatrix
private void LT1( )
{
CD = new ColorD(ref Col.Black, ref .1O);
LowerArmCD = new ColorD(ref Col.Black, ref .1O);
_筋肉下CD = new ColorD(ref ., ref .O);
_筋肉上CD = new ColorD(ref ., ref .O);
1__花弁CD = new ColorD(ref Col.Black, ref .1O);

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@@ -5,9 +5,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _人D : D
public class LowerArm_人D : LowerArmD
{
public bool _表示 = true;
public bool LowerArm_表示 = true;
public bool _筋肉下_表示;
@@ -433,39 +433,39 @@ namespace SlaveMatrix
public bool ;
public List<EleD> _接続 = new List<EleD>();
public List<EleD> OuterArm_接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public _人D()
public LowerArm_人D()
{
ThisType = GetType();
}
public void (EleD e)
{
_接続.Add(e);
OuterArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._人_外腕_接続;
e. = ConnectionInfo.LowerArm_人_OuterArm_接続;
}
public override void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._人_手_接続;
e. = ConnectionInfo.LowerArm_人_手_接続;
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._人_虫鎌_接続;
e. = ConnectionInfo.LowerArm_人_虫鎌_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _人(DisUnit, , , Med, this);
return new LowerArm_人(DisUnit, , , Med, this);
}
}
}

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@@ -3,9 +3,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _獣 :
public class LowerArm_獣 : LowerArm
{
public Par X0Y0_下腕;
public Par X0Y0_LowerArm;
public Par X0Y0_筋肉_筋肉下;
@@ -37,7 +37,7 @@ namespace SlaveMatrix
public Par X0Y0_腕輪_金具右;
public ColorD CD;
public ColorD LowerArmCD;
public ColorD _筋肉下CD;
@@ -69,7 +69,7 @@ namespace SlaveMatrix
public ColorD _金具右CD;
public ColorP X0Y0_下腕CP;
public ColorP X0Y0_LowerArmCP;
public ColorP X0Y0_筋肉_筋肉下CP;
@@ -142,16 +142,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool LowerArm_表示
{
get
{
return X0Y0_下腕.Dra;
return X0Y0_LowerArm.Dra;
}
set
{
X0Y0_下腕.Dra = value;
X0Y0_下腕.Hit = value;
X0Y0_LowerArm.Dra = value;
X0Y0_LowerArm.Hit = value;
}
}
@@ -383,11 +383,11 @@ namespace SlaveMatrix
{
get
{
return _表示;
return LowerArm_表示;
}
set
{
_表示 = value;
LowerArm_表示 = value;
_筋肉下_表示 = value;
_筋肉上_表示 = value;
_鱗1_表示 = value;
@@ -411,11 +411,11 @@ namespace SlaveMatrix
{
get
{
return CD.;
return LowerArmCD.;
}
set
{
CD. = value;
LowerArmCD. = value;
_筋肉下CD. = value;
_筋肉上CD. = value;
_鱗1CD. = value;
@@ -438,30 +438,30 @@ namespace SlaveMatrix
{
get
{
return X0Y0_下腕.OP[ ? 6 : 0].Outline;
return X0Y0_LowerArm.OP[ ? 6 : 0].Outline;
}
set
{
X0Y0_下腕.OP[ ? 6 : 0].Outline = value;
X0Y0_LowerArm.OP[ ? 6 : 0].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_下腕, 2);
public JointS _接続点 => new JointS(, X0Y0_LowerArm, 2);
public JointS 1_ => new JointS(, X0Y0_腕輪_金具左, 0);
public JointS 2_ => new JointS(, X0Y0_腕輪_金具右, 0);
public _獣(double DisUnit, , , ModeEventDispatcher Med, _獣D e)
public LowerArm_獣(double DisUnit, , , ModeEventDispatcher Med, LowerArm_獣D e)
{
_獣 _獣2 = this;
LowerArm_獣 LowerArm_獣2 = this;
ThisType = GetType();
Dif dif = new Dif(Sta.["四足下腕"][0]);
Dif dif = new Dif(Sta.["四足LowerArm"][0]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_下腕 = pars["下腕"].ToPar();
X0Y0_LowerArm = pars["下腕"].ToPar();
Pars pars2 = pars["筋肉"].ToPars();
X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar();
X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar();
@@ -505,7 +505,7 @@ namespace SlaveMatrix
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
LowerArm_表示 = e.LowerArm_表示;
_筋肉下_表示 = e._筋肉下_表示;
_筋肉上_表示 = e._筋肉上_表示;
_鱗1_表示 = e._鱗1_表示;
@@ -535,15 +535,15 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _獣2;
f.ConnectionType = ConnectionInfo._獣_手_接続;
f.(_獣2._接続点);
f.Par = LowerArm_獣2;
f.ConnectionType = ConnectionInfo.LowerArm_獣_手_接続;
f.(LowerArm_獣2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_下腕CP = new ColorP(X0Y0_下腕, CD, DisUnit, abj: true);
X0Y0_LowerArmCP = new ColorP(X0Y0_LowerArm, LowerArmCD, DisUnit, abj: true);
X0Y0_筋肉_筋肉下CP = new ColorP(X0Y0_筋肉_筋肉下, _筋肉下CD, DisUnit, abj: false);
X0Y0_筋肉_筋肉上CP = new ColorP(X0Y0_筋肉_筋肉上, _筋肉上CD, DisUnit, abj: false);
X0Y0_竜性_鱗1CP = new ColorP(X0Y0_竜性_鱗1, _鱗1CD, DisUnit, abj: true);
@@ -582,7 +582,7 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_下腕.AngleBase = num * 133.0;
X0Y0_LowerArm.AngleBase = num * 133.0;
.JoinPAall();
}
@@ -597,7 +597,7 @@ namespace SlaveMatrix
public override void ()
{
X0Y0_下腕CP.Update();
X0Y0_LowerArmCP.Update();
X0Y0_筋肉_筋肉下CP.Update();
X0Y0_筋肉_筋肉上CP.Update();
X0Y0_竜性_鱗1CP.Update();
@@ -638,7 +638,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
@@ -658,7 +658,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
@@ -678,7 +678,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .O);

View File

@@ -4,9 +4,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _獣D : D
public class LowerArm_獣D : LowerArmD
{
public bool _表示 = true;
public bool LowerArm_表示 = true;
public bool _筋肉下_表示;
@@ -42,7 +42,7 @@ namespace SlaveMatrix
public bool ;
public _獣D()
public LowerArm_獣D()
{
ThisType = GetType();
}
@@ -51,12 +51,12 @@ namespace SlaveMatrix
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._獣_手_接続;
e. = ConnectionInfo.LowerArm_獣_手_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _獣(DisUnit, , , Med, this);
return new LowerArm_獣(DisUnit, , , Med, this);
}
}
}

View File

@@ -3,9 +3,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _蝙 :
public class LowerArm_蝙 : LowerArm
{
public Par X0Y0_獣翼下腕;
public Par X0Y0_獣翼LowerArm;
public Par X0Y0_竜性_鱗1;
@@ -45,7 +45,7 @@ namespace SlaveMatrix
public Par X0Y0_腕輪_金具右;
public ColorD CD;
public ColorD LowerArmCD;
public ColorD _鱗1CD;
@@ -85,7 +85,7 @@ namespace SlaveMatrix
public ColorD _金具右CD;
public ColorP X0Y0_獣翼下腕CP;
public ColorP X0Y0_獣翼LowerArmCP;
public ColorP X0Y0_竜性_鱗1CP;
@@ -166,16 +166,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool LowerArm_表示
{
get
{
return X0Y0_獣翼下腕.Dra;
return X0Y0_獣翼LowerArm.Dra;
}
set
{
X0Y0_獣翼下腕.Dra = value;
X0Y0_獣翼下腕.Hit = value;
X0Y0_獣翼LowerArm.Dra = value;
X0Y0_獣翼LowerArm.Hit = value;
}
}
@@ -459,11 +459,11 @@ namespace SlaveMatrix
{
get
{
return _表示;
return LowerArm_表示;
}
set
{
_表示 = value;
LowerArm_表示 = value;
_鱗1_表示 = value;
_鱗2_表示 = value;
_鱗3_表示 = value;
@@ -491,11 +491,11 @@ namespace SlaveMatrix
{
get
{
return CD.;
return LowerArmCD.;
}
set
{
CD. = value;
LowerArmCD. = value;
_鱗1CD. = value;
_鱗2CD. = value;
_鱗3CD. = value;
@@ -524,7 +524,7 @@ namespace SlaveMatrix
{
double num = value.Inverse();
double num2 = ( ? (-1.0) : 1.0);
X0Y0_獣翼下腕.AngleCont = num2 * 120.0 * num;
X0Y0_獣翼LowerArm.AngleCont = num2 * 120.0 * num;
}
}
@@ -532,11 +532,11 @@ namespace SlaveMatrix
{
get
{
return X0Y0_獣翼下腕.OP[(!) ? 1 : 2].Outline;
return X0Y0_獣翼LowerArm.OP[(!) ? 1 : 2].Outline;
}
set
{
X0Y0_獣翼下腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_獣翼LowerArm.OP[(!) ? 1 : 2].Outline = value;
}
}
@@ -544,29 +544,29 @@ namespace SlaveMatrix
{
get
{
return X0Y0_獣翼下腕.OP[ ? 3 : 0].Outline;
return X0Y0_獣翼LowerArm.OP[ ? 3 : 0].Outline;
}
set
{
X0Y0_獣翼下腕.OP[ ? 3 : 0].Outline = value;
X0Y0_獣翼LowerArm.OP[ ? 3 : 0].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_獣翼下腕, 0);
public JointS _接続点 => new JointS(, X0Y0_獣翼LowerArm, 0);
public JointS _接続点 => new JointS(, X0Y0_獣翼下腕, 2);
public JointS _接続点 => new JointS(, X0Y0_獣翼LowerArm, 2);
public JointS 1_ => new JointS(, X0Y0_腕輪_金具左, 0);
public JointS 2_ => new JointS(, X0Y0_腕輪_金具右, 0);
public _蝙(double DisUnit, , , ModeEventDispatcher Med, _蝙D e)
public LowerArm_蝙(double DisUnit, , , ModeEventDispatcher Med, LowerArm_蝙D e)
{
_蝙 _蝙2 = this;
LowerArm_蝙 LowerArm_蝙2 = this;
ThisType = GetType();
= new Difs(Sta.["獣翼下腕"]);
= new Difs(Sta.["獣翼LowerArm"]);
Pars pars = [0][0];
X0Y0_獣翼下腕 = pars["獣翼下腕"].ToPar();
X0Y0_獣翼LowerArm = pars["獣翼下腕"].ToPar();
Pars pars2 = pars["鱗"].ToPars();
X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar();
X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar();
@@ -613,7 +613,7 @@ namespace SlaveMatrix
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
LowerArm_表示 = e.LowerArm_表示;
_鱗1_表示 = e._鱗1_表示;
_鱗2_表示 = e._鱗2_表示;
_鱗3_表示 = e._鱗3_表示;
@@ -649,9 +649,9 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _蝙2;
f.ConnectionType = ConnectionInfo._蝙_手_接続;
f.(_蝙2._接続点);
f.Par = LowerArm_蝙2;
f.ConnectionType = ConnectionInfo.LowerArm_蝙_手_接続;
f.(LowerArm_蝙2._接続点);
return f;
}).ToArray();
}
@@ -660,15 +660,15 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _蝙2;
f.ConnectionType = ConnectionInfo._蝙_腕輪_接続;
f.(_蝙2._接続点);
f.Par = LowerArm_蝙2;
f.ConnectionType = ConnectionInfo.LowerArm_蝙_腕輪_接続;
f.(LowerArm_蝙2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_獣翼下腕CP = new ColorP(X0Y0_獣翼下腕, CD, DisUnit, abj: true);
X0Y0_獣翼LowerArmCP = new ColorP(X0Y0_獣翼LowerArm, LowerArmCD, DisUnit, abj: true);
X0Y0_竜性_鱗1CP = new ColorP(X0Y0_竜性_鱗1, _鱗1CD, DisUnit, abj: true);
X0Y0_竜性_鱗2CP = new ColorP(X0Y0_竜性_鱗2, _鱗2CD, DisUnit, abj: true);
X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, _鱗3CD, DisUnit, abj: true);
@@ -704,13 +704,13 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_獣翼下腕.AngleBase = num * -322.0;
X0Y0_獣翼LowerArm.AngleBase = num * -322.0;
.JoinPAall();
}
public override void 0(RenderArea Are)
{
Are.Draw(X0Y0_獣翼下腕);
Are.Draw(X0Y0_獣翼LowerArm);
Are.Draw(X0Y0_竜性_鱗1);
Are.Draw(X0Y0_竜性_鱗2);
Are.Draw(X0Y0_竜性_鱗3);
@@ -748,7 +748,7 @@ namespace SlaveMatrix
public override void ()
{
X0Y0_獣翼下腕CP.Update();
X0Y0_獣翼LowerArmCP.Update();
X0Y0_竜性_鱗1CP.Update();
X0Y0_竜性_鱗2CP.Update();
X0Y0_竜性_鱗3CP.Update();
@@ -793,7 +793,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
_鱗2CD = new ColorD(ref Col.Black, ref .0O);
_鱗3CD = new ColorD(ref Col.Black, ref .0O);
@@ -817,7 +817,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .O);
_鱗2CD = new ColorD(ref Col.Black, ref .0O);
_鱗3CD = new ColorD(ref Col.Black, ref .O);
@@ -841,7 +841,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
_鱗2CD = new ColorD(ref Col.Black, ref .O);
_鱗3CD = new ColorD(ref Col.Black, ref .0O);

View File

@@ -5,9 +5,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _蝙D : D
public class LowerArm_蝙D : LowerArmD
{
public bool _表示 = true;
public bool LowerArm_表示 = true;
public bool _鱗1_表示;
@@ -57,7 +57,7 @@ namespace SlaveMatrix
public List<EleD> _接続 = new List<EleD>();
public _蝙D()
public LowerArm_蝙D()
{
ThisType = GetType();
}
@@ -66,19 +66,19 @@ namespace SlaveMatrix
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._蝙_手_接続;
e. = ConnectionInfo.LowerArm_蝙_手_接続;
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._蝙_腕輪_接続;
e. = ConnectionInfo.LowerArm_蝙_腕輪_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _蝙(DisUnit, , , Med, this);
return new LowerArm_蝙(DisUnit, , , Med, this);
}
}
}

View File

@@ -3,21 +3,21 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _蹄 :
public class LowerArm_蹄 : LowerArm
{
public Par X0Y0_下腕;
public Par X0Y0_LowerArm;
public Par X0Y0_筋肉_筋肉下;
public Par X0Y0_筋肉_筋肉上;
public ColorD CD;
public ColorD LowerArmCD;
public ColorD _筋肉下CD;
public ColorD _筋肉上CD;
public ColorP X0Y0_下腕CP;
public ColorP X0Y0_LowerArmCP;
public ColorP X0Y0_筋肉_筋肉下CP;
@@ -61,16 +61,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool LowerArm_表示
{
get
{
return X0Y0_下腕.Dra;
return X0Y0_LowerArm.Dra;
}
set
{
X0Y0_下腕.Dra = value;
X0Y0_下腕.Hit = value;
X0Y0_LowerArm.Dra = value;
X0Y0_LowerArm.Hit = value;
}
}
@@ -104,11 +104,11 @@ namespace SlaveMatrix
{
get
{
return _表示;
return LowerArm_表示;
}
set
{
_表示 = value;
LowerArm_表示 = value;
_筋肉下_表示 = value;
_筋肉上_表示 = value;
}
@@ -118,11 +118,11 @@ namespace SlaveMatrix
{
get
{
return CD.;
return LowerArmCD.;
}
set
{
CD. = value;
LowerArmCD. = value;
_筋肉下CD. = value;
_筋肉上CD. = value;
}
@@ -132,26 +132,26 @@ namespace SlaveMatrix
{
get
{
return X0Y0_下腕.OP[ ? 4 : 0].Outline;
return X0Y0_LowerArm.OP[ ? 4 : 0].Outline;
}
set
{
X0Y0_下腕.OP[ ? 4 : 0].Outline = value;
X0Y0_LowerArm.OP[ ? 4 : 0].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_下腕, 2);
public JointS _接続点 => new JointS(, X0Y0_LowerArm, 2);
public _蹄(double DisUnit, , , ModeEventDispatcher Med, _蹄D e)
public LowerArm_蹄(double DisUnit, , , ModeEventDispatcher Med, LowerArm_蹄D e)
{
_蹄 _蹄2 = this;
LowerArm_蹄 LowerArm_蹄2 = this;
ThisType = GetType();
Dif dif = new Dif(Sta.["四足下腕"][1]);
Dif dif = new Dif(Sta.["四足LowerArm"][1]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_下腕 = pars["下腕"].ToPar();
X0Y0_LowerArm = pars["下腕"].ToPar();
Pars pars2 = pars["筋肉"].ToPars();
X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar();
X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar();
@@ -180,7 +180,7 @@ namespace SlaveMatrix
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
LowerArm_表示 = e.LowerArm_表示;
_筋肉下_表示 = e._筋肉下_表示;
_筋肉上_表示 = e._筋肉上_表示;
= e.;
@@ -196,15 +196,15 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _蹄2;
f.ConnectionType = ConnectionInfo._蹄_手_接続;
f.(_蹄2._接続点);
f.Par = LowerArm_蹄2;
f.ConnectionType = ConnectionInfo.LowerArm_蹄_手_接続;
f.(LowerArm_蹄2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_下腕CP = new ColorP(X0Y0_下腕, CD, DisUnit, abj: true);
X0Y0_LowerArmCP = new ColorP(X0Y0_LowerArm, LowerArmCD, DisUnit, abj: true);
X0Y0_筋肉_筋肉下CP = new ColorP(X0Y0_筋肉_筋肉下, _筋肉下CD, DisUnit, abj: false);
X0Y0_筋肉_筋肉上CP = new ColorP(X0Y0_筋肉_筋肉上, _筋肉上CD, DisUnit, abj: false);
= e.;
@@ -213,13 +213,13 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_下腕.AngleBase = num * 160.0;
X0Y0_LowerArm.AngleBase = num * 160.0;
.JoinPAall();
}
public override void ()
{
X0Y0_下腕CP.Update();
X0Y0_LowerArmCP.Update();
X0Y0_筋肉_筋肉下CP.Update();
X0Y0_筋肉_筋肉上CP.Update();
}
@@ -231,7 +231,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
}

View File

@@ -4,15 +4,15 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _蹄D : D
public class LowerArm_蹄D : LowerArmD
{
public bool _表示 = true;
public bool LowerArm_表示 = true;
public bool _筋肉下_表示;
public bool _筋肉上_表示;
public _蹄D()
public LowerArm_蹄D()
{
ThisType = GetType();
}
@@ -21,12 +21,12 @@ namespace SlaveMatrix
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._蹄_手_接続;
e. = ConnectionInfo.LowerArm_蹄_手_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _蹄(DisUnit, , , Med, this);
return new LowerArm_蹄(DisUnit, , , Med, this);
}
}
}

View File

@@ -3,9 +3,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _鳥 :
public class LowerArm_鳥 : LowerArm
{
public Par X0Y0_鳥翼下腕;
public Par X0Y0_鳥翼LowerArm;
public Par X0Y0_風切羽_羽15;
@@ -123,7 +123,7 @@ namespace SlaveMatrix
public Par X0Y0_腕輪_金具右;
public ColorD CD;
public ColorD LowerArmCD;
public ColorD _羽15CD;
@@ -241,7 +241,7 @@ namespace SlaveMatrix
public ColorD _金具右CD;
public ColorP X0Y0_鳥翼下腕CP;
public ColorP X0Y0_鳥翼LowerArmCP;
public ColorP X0Y0_風切羽_羽15CP;
@@ -398,16 +398,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool LowerArm_表示
{
get
{
return X0Y0_鳥翼下腕.Dra;
return X0Y0_鳥翼LowerArm.Dra;
}
set
{
X0Y0_鳥翼下腕.Dra = value;
X0Y0_鳥翼下腕.Hit = value;
X0Y0_鳥翼LowerArm.Dra = value;
X0Y0_鳥翼LowerArm.Hit = value;
}
}
@@ -1199,11 +1199,11 @@ namespace SlaveMatrix
{
get
{
return _表示;
return LowerArm_表示;
}
set
{
_表示 = value;
LowerArm_表示 = value;
_羽15_表示 = value;
_羽14_表示 = value;
_羽13_表示 = value;
@@ -1270,11 +1270,11 @@ namespace SlaveMatrix
{
get
{
return CD.;
return LowerArmCD.;
}
set
{
CD. = value;
LowerArmCD. = value;
_羽15CD. = value;
_羽14CD. = value;
_羽13CD. = value;
@@ -1342,7 +1342,7 @@ namespace SlaveMatrix
{
double num = value.Inverse();
double num2 = ( ? (-1.0) : 1.0);
X0Y0_鳥翼下腕.AngleCont = num2 * 120.0 * num;
X0Y0_鳥翼LowerArm.AngleCont = num2 * 120.0 * num;
X0Y0_風切羽_羽1.AngleCont = num2 * -95.0 * num;
X0Y0_風切羽_羽2.AngleCont = num2 * -92.6666666666667 * num;
X0Y0_風切羽_羽3.AngleCont = num2 * -90.3333333333333 * num;
@@ -1411,17 +1411,17 @@ namespace SlaveMatrix
}
}
public bool _外線
public bool LowerArm_外線
{
get
{
return X0Y0_鳥翼下腕.OP[(!) ? 1 : 2].Outline;
return X0Y0_鳥翼LowerArm.OP[(!) ? 1 : 2].Outline;
}
set
{
X0Y0_鳥翼下腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_鳥翼下腕.OP[ ? 1 : 2].Outline = value;
X0Y0_鳥翼下腕.OP[(!) ? 3 : 0].Outline = value;
X0Y0_鳥翼LowerArm.OP[(!) ? 1 : 2].Outline = value;
X0Y0_鳥翼LowerArm.OP[ ? 1 : 2].Outline = value;
X0Y0_鳥翼LowerArm.OP[(!) ? 3 : 0].Outline = value;
}
}
@@ -2059,29 +2059,29 @@ namespace SlaveMatrix
{
get
{
return X0Y0_鳥翼下腕.OP[ ? 3 : 0].Outline;
return X0Y0_鳥翼LowerArm.OP[ ? 3 : 0].Outline;
}
set
{
X0Y0_鳥翼下腕.OP[ ? 3 : 0].Outline = value;
X0Y0_鳥翼LowerArm.OP[ ? 3 : 0].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_鳥翼下腕, 15);
public JointS _接続点 => new JointS(, X0Y0_鳥翼LowerArm, 15);
public JointS _接続点 => new JointS(, X0Y0_鳥翼下腕, 29);
public JointS _接続点 => new JointS(, X0Y0_鳥翼LowerArm, 29);
public JointS 1_ => new JointS(, X0Y0_腕輪_金具左, 0);
public JointS 2_ => new JointS(, X0Y0_腕輪_金具右, 0);
public _鳥(double DisUnit, , , ModeEventDispatcher Med, _鳥D e)
public LowerArm_鳥(double DisUnit, , , ModeEventDispatcher Med, LowerArm_鳥D e)
{
_鳥 _鳥2 = this;
LowerArm_鳥 LowerArm_鳥2 = this;
ThisType = GetType();
= new Difs(Sta.["鳥翼下腕"]);
= new Difs(Sta.["鳥翼LowerArm"]);
Pars pars = [0][0];
X0Y0_鳥翼下腕 = pars["鳥翼下腕"].ToPar();
X0Y0_鳥翼LowerArm = pars["鳥翼下腕"].ToPar();
Pars pars2 = pars["風切羽"].ToPars();
X0Y0_風切羽_羽15 = pars2["羽15"].ToPar();
X0Y0_風切羽_羽14 = pars2["羽14"].ToPar();
@@ -2171,7 +2171,7 @@ namespace SlaveMatrix
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
LowerArm_表示 = e.LowerArm_表示;
_羽15_表示 = e._羽15_表示;
_羽14_表示 = e._羽14_表示;
_羽13_表示 = e._羽13_表示;
@@ -2233,7 +2233,7 @@ namespace SlaveMatrix
= e.;
= e.;
= e.;
_外線 = e._外線;
LowerArm_外線 = e.LowerArm_外線;
_外線 = e._外線;
_羽1_外線 = e._羽1_外線;
_羽2_外線 = e._羽2_外線;
@@ -2290,15 +2290,15 @@ namespace SlaveMatrix
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _鳥2;
f.ConnectionType = ConnectionInfo._鳥_手_接続;
f.(_鳥2._接続点);
f.Par = LowerArm_鳥2;
f.ConnectionType = ConnectionInfo.LowerArm_鳥_手_接続;
f.(LowerArm_鳥2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_鳥翼下腕CP = new ColorP(X0Y0_鳥翼下腕, CD, DisUnit, abj: true);
X0Y0_鳥翼LowerArmCP = new ColorP(X0Y0_鳥翼LowerArm, LowerArmCD, DisUnit, abj: true);
X0Y0_風切羽_羽15CP = new ColorP(X0Y0_風切羽_羽15, _羽15CD, DisUnit, abj: true);
X0Y0_風切羽_羽14CP = new ColorP(X0Y0_風切羽_羽14, _羽14CD, DisUnit, abj: true);
X0Y0_風切羽_羽13CP = new ColorP(X0Y0_風切羽_羽13, _羽13CD, DisUnit, abj: true);
@@ -2374,7 +2374,7 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_鳥翼下腕.AngleBase = num * -341.0;
X0Y0_鳥翼LowerArm.AngleBase = num * -341.0;
X0Y0_風切羽_羽1.AngleBase = num * -72.3455557531598;
X0Y0_風切羽_羽2.AngleBase = num * -76.3455557531598;
X0Y0_風切羽_羽3.AngleBase = num * -79.3455557531599;
@@ -2422,7 +2422,7 @@ namespace SlaveMatrix
public override void 0(RenderArea Are)
{
Are.Draw(X0Y0_鳥翼下腕);
Are.Draw(X0Y0_鳥翼LowerArm);
Are.Draw(X0Y0_風切羽_羽15);
Are.Draw(X0Y0_風切羽_羽14);
Are.Draw(X0Y0_風切羽_羽13);
@@ -2499,7 +2499,7 @@ namespace SlaveMatrix
public override void ()
{
X0Y0_鳥翼下腕CP.Update();
X0Y0_鳥翼LowerArmCP.Update();
X0Y0_風切羽_羽15CP.Update();
X0Y0_風切羽_羽14CP.Update();
X0Y0_風切羽_羽13CP.Update();
@@ -2583,7 +2583,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .O);
LowerArmCD = new ColorD(ref Col.Black, ref .O);
_羽15CD = new ColorD(ref Col.Black, ref .1O);
_羽14CD = new ColorD(ref Col.Black, ref .1O);
_羽13CD = new ColorD(ref Col.Black, ref .1O);
@@ -2646,7 +2646,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref Col.Black, ref .O);
LowerArmCD = new ColorD(ref Col.Black, ref .O);
_羽15CD = new ColorD(ref Col.Black, ref .O);
_羽14CD = new ColorD(ref Col.Black, ref .1O);
_羽13CD = new ColorD(ref Col.Black, ref .O);
@@ -2709,7 +2709,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref Col.Black, ref .O);
LowerArmCD = new ColorD(ref Col.Black, ref .O);
_羽15CD = new ColorD(ref Col.Black, ref .1O);
_羽14CD = new ColorD(ref Col.Black, ref .O);
_羽13CD = new ColorD(ref Col.Black, ref .1O);

View File

@@ -4,9 +4,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _鳥D : D
public class LowerArm_鳥D : LowerArmD
{
public bool _表示 = true;
public bool LowerArm_表示 = true;
public bool _羽15_表示 = true;
@@ -130,7 +130,7 @@ namespace SlaveMatrix
public double ;
public bool _外線;
public bool LowerArm_外線;
public bool _外線;
@@ -220,7 +220,7 @@ namespace SlaveMatrix
public bool ;
public _鳥D()
public LowerArm_鳥D()
{
ThisType = GetType();
}
@@ -229,12 +229,12 @@ namespace SlaveMatrix
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._鳥_手_接続;
e. = ConnectionInfo.LowerArm_鳥_手_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _鳥(DisUnit, , , Med, this);
return new LowerArm_鳥(DisUnit, , , Med, this);
}
}
}

View File

@@ -75,7 +75,7 @@ namespace SlaveMatrix
public W ;
public Ele[] _接続;
public Ele[] UpperArm_接続;
public override bool
{
@@ -305,7 +305,7 @@ namespace SlaveMatrix
}
}
public JointS _接続点 => new JointS(, X0Y0_Shoulder_Shoulder, 1);
public JointS UpperArm_接続点 => new JointS(, X0Y0_Shoulder_Shoulder, 1);
public Shoulder(double DisUnit, , , ModeEventDispatcher Med, ShoulderD e)
{
@@ -369,15 +369,15 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.UpperArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
UpperArm_接続 = e.UpperArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = Shoulder2;
f.ConnectionType = ConnectionInfo.Shoulder_上腕_接続;
f.(Shoulder2._接続点);
f.ConnectionType = ConnectionInfo.Shoulder_UpperArm_接続;
f.(Shoulder2.UpperArm_接続点);
return f;
}).ToArray();
}

View File

@@ -29,18 +29,18 @@ namespace SlaveMatrix
public bool Shoulder_ナース_表示;
public List<EleD> _接続 = new List<EleD>();
public List<EleD> UpperArm_接続 = new List<EleD>();
public ShoulderD()
{
ThisType = GetType();
}
public void (EleD e)
public void UpperArm接(EleD e)
{
_接続.Add(e);
UpperArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo.Shoulder_上腕_接続;
e. = ConnectionInfo.Shoulder_UpperArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )

View File

@@ -0,0 +1,7 @@
namespace SlaveMatrix
{
public class UpperArm : Ele
{
public Ele[] LowerArm_接続;
}
}

View File

@@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
namespace SlaveMatrix
{
[Serializable]
public class UpperArmD : EleD
{
public List<EleD> LowerArm_接続 = new List<EleD>();
public virtual void LowerArm接続(EleD e)
{
}
}
}

View File

@@ -3,11 +3,11 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _人 :
public class UpperArm_人 : UpperArm
{
public Par X0Y0_筋肉上;
public Par X0Y0_上腕;
public Par X0Y0_UpperArm;
public Par X0Y0_筋肉下;
@@ -233,7 +233,7 @@ namespace SlaveMatrix
public ColorD CD;
public ColorD CD;
public ColorD UpperArmCD;
public ColorD CD;
@@ -383,7 +383,7 @@ namespace SlaveMatrix
public ColorP X0Y0_筋肉上CP;
public ColorP X0Y0_上腕CP;
public ColorP X0Y0_UpperArmCP;
public ColorP X0Y0_筋肉下CP;
@@ -701,16 +701,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool UpperArm_表示
{
get
{
return X0Y0_上腕.Dra;
return X0Y0_UpperArm.Dra;
}
set
{
X0Y0_上腕.Dra = value;
X0Y0_上腕.Hit = value;
X0Y0_UpperArm.Dra = value;
X0Y0_UpperArm.Hit = value;
}
}
@@ -3168,7 +3168,7 @@ namespace SlaveMatrix
set
{
_表示 = value;
_表示 = value;
UpperArm_表示 = value;
_虫腕_表示 = value;
_筋肉下_表示 = value;
_表示 = value;
@@ -3292,7 +3292,7 @@ namespace SlaveMatrix
set
{
CD. = value;
CD. = value;
UpperArmCD. = value;
_虫腕CD. = value;
_筋肉下CD. = value;
CD. = value;
@@ -3373,11 +3373,11 @@ namespace SlaveMatrix
{
get
{
return X0Y0_上腕.OP[(!) ? 1 : 2].Outline;
return X0Y0_UpperArm.OP[(!) ? 1 : 2].Outline;
}
set
{
X0Y0_上腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_UpperArm.OP[(!) ? 1 : 2].Outline = value;
X0Y0_虫性_虫腕.OP[ ? 1 : 4].Outline = value;
X0Y0_獣性_獣毛1.OP[ ? 3 : 7].Outline = value;
X0Y0_グローブ_通常_グローブ.OP[(!) ? 1 : 2].Outline = value;
@@ -3441,16 +3441,16 @@ namespace SlaveMatrix
}
}
public JointS _接続点 => new JointS(, X0Y0_上腕, 1);
public JointS LowerArm_接続点 => new JointS(, X0Y0_UpperArm, 1);
public _人(double DisUnit, , , ModeEventDispatcher Med, _人D e)
public UpperArm_人(double DisUnit, , , ModeEventDispatcher Med, UpperArm_人D e)
{
_人 _人2 = this;
UpperArm_人 UpperArm_人2 = this;
ThisType = GetType();
= new Difs(Sta.["上腕"]);
= new Difs(Sta.["UpperArm"]);
Pars pars = [0][0];
X0Y0_筋肉上 = pars["筋肉上"].ToPar();
X0Y0_上腕 = pars["上腕"].ToPar();
X0Y0_UpperArm = pars["上腕"].ToPar();
X0Y0_筋肉下 = pars["筋肉下"].ToPar();
Pars pars2 = pars["虫性"].ToPars();
X0Y0_虫性_虫腕 = pars2["虫腕"].ToPar();
@@ -3634,7 +3634,7 @@ namespace SlaveMatrix
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
UpperArm_表示 = e.UpperArm_表示;
_虫腕_表示 = e._虫腕_表示;
_筋肉下_表示 = e._筋肉下_表示;
_表示 = e._表示;
@@ -3797,22 +3797,22 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.LowerArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _人2;
f.ConnectionType = ConnectionInfo._人_下腕_接続;
f.(_人2._接続点);
f.Par = UpperArm_人2;
f.ConnectionType = ConnectionInfo.UpperArm_人_LowerArm_接続;
f.(UpperArm_人2.LowerArm_接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, CD, DisUnit, abj: false);
X0Y0_上腕CP = new ColorP(X0Y0_上腕, CD, DisUnit, abj: true);
X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true);
X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, CD, DisUnit, abj: false);
X0Y0_虫性_虫腕CP = new ColorP(X0Y0_虫性_虫腕, _虫腕CD, DisUnit, abj: true);
X0Y0_虫性_筋肉下CP = new ColorP(X0Y0_虫性_筋肉下, _筋肉下CD, DisUnit, abj: true);
@@ -3932,7 +3932,7 @@ namespace SlaveMatrix
public override void 0(RenderArea Are)
{
Are.Draw(X0Y0_筋肉上);
Are.Draw(X0Y0_上腕);
Are.Draw(X0Y0_UpperArm);
Are.Draw(X0Y0_筋肉下);
Are.Draw(X0Y0_紋柄_紋1);
Are.Draw(X0Y0_紋柄_紋2);
@@ -4045,7 +4045,7 @@ namespace SlaveMatrix
public override void SetRestraintAngle()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_上腕.AngleBase = num * -30.0;
X0Y0_UpperArm.AngleBase = num * -30.0;
XC = 0.95;
.JoinPAall();
}
@@ -4071,7 +4071,7 @@ namespace SlaveMatrix
public override void ()
{
X0Y0_筋肉上CP.Update();
X0Y0_上腕CP.Update();
X0Y0_UpperArmCP.Update();
X0Y0_虫性_虫腕CP.Update();
X0Y0_虫性_筋肉下CP.Update();
X0Y0_筋肉下CP.Update();
@@ -4207,7 +4207,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref ., ref .O);
CD = new ColorD(ref Col.Black, ref .O);
UpperArmCD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref ., ref .O);
_虫腕CD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref Col.Black, ref .0O);
@@ -4289,7 +4289,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref ., ref .O);
CD = new ColorD(ref Col.Black, ref .O);
UpperArmCD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref ., ref .O);
_虫腕CD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref Col.Black, ref .0O);
@@ -4371,7 +4371,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref ., ref .O);
CD = new ColorD(ref Col.Black, ref .O);
UpperArmCD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref ., ref .O);
_虫腕CD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref Col.Black, ref .0O);

View File

@@ -4,11 +4,11 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _人D : D
public class UpperArm_人D : UpperArmD
{
public bool _表示;
public bool _表示 = true;
public bool UpperArm_表示 = true;
public bool _虫腕_表示;
@@ -324,21 +324,21 @@ namespace SlaveMatrix
public bool ;
public _人D()
public UpperArm_人D()
{
ThisType = GetType();
}
public override void (EleD e)
public override void LowerArm接(EleD e)
{
_接続.Add(e);
LowerArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._人_下腕_接続;
e. = ConnectionInfo.UpperArm_人_LowerArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _人(DisUnit, , , Med, this);
return new UpperArm_人(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,13 +1,13 @@
using System.Linq;
using _2DGAMELIB;
using System.Linq;
namespace SlaveMatrix
{
public class _獣 :
public class UpperArm_獣 : UpperArm
{
public Par X0Y0_筋肉上;
public Par X0Y0_上腕;
public Par X0Y0_UpperArm;
public Par X0Y0_筋肉下;
@@ -25,7 +25,7 @@ namespace SlaveMatrix
public ColorD CD;
public ColorD CD;
public ColorD UpperArmCD;
public ColorD CD;
@@ -43,7 +43,7 @@ namespace SlaveMatrix
public ColorP X0Y0_筋肉上CP;
public ColorP X0Y0_上腕CP;
public ColorP X0Y0_UpperArmCP;
public ColorP X0Y0_筋肉下CP;
@@ -110,16 +110,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool UpperArm_表示
{
get
{
return X0Y0_上腕.Dra;
return X0Y0_UpperArm.Dra;
}
set
{
X0Y0_上腕.Dra = value;
X0Y0_上腕.Hit = value;
X0Y0_UpperArm.Dra = value;
X0Y0_UpperArm.Hit = value;
}
}
@@ -223,7 +223,7 @@ namespace SlaveMatrix
set
{
_表示 = value;
_表示 = value;
UpperArm_表示 = value;
_表示 = value;
_虎1_表示 = value;
_虎2_表示 = value;
@@ -243,7 +243,7 @@ namespace SlaveMatrix
set
{
CD. = value;
CD. = value;
UpperArmCD. = value;
CD. = value;
_虎1CD. = value;
_虎2CD. = value;
@@ -258,27 +258,27 @@ namespace SlaveMatrix
{
get
{
return X0Y0_上腕.OP[(!) ? 1 : 6].Outline;
return X0Y0_UpperArm.OP[(!) ? 1 : 6].Outline;
}
set
{
X0Y0_上腕.OP[(!) ? 1 : 6].Outline = value;
X0Y0_UpperArm.OP[(!) ? 1 : 6].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_上腕, 1);
public JointS LowerArm_接続点 => new JointS(, X0Y0_UpperArm, 1);
public _獣(double DisUnit, , , ModeEventDispatcher Med, _獣D e)
public UpperArm_獣(double DisUnit, , , ModeEventDispatcher Med, UpperArm_獣D e)
{
_獣 _獣2 = this;
UpperArm_獣 UpperArm_獣2 = this;
ThisType = GetType();
Dif dif = new Dif(Sta.["四足上腕"][0]);
Dif dif = new Dif(Sta.["四足UpperArm"][0]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_筋肉上 = pars["筋肉上"].ToPar();
X0Y0_上腕 = pars["上腕"].ToPar();
X0Y0_UpperArm = pars["上腕"].ToPar();
X0Y0_筋肉下 = pars["筋肉下"].ToPar();
Pars pars2 = pars["虎柄"].ToPars();
X0Y0_虎柄_虎1 = pars2["虎1"].ToPar();
@@ -314,7 +314,7 @@ namespace SlaveMatrix
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
UpperArm_表示 = e.UpperArm_表示;
_表示 = e._表示;
_虎1_表示 = e._虎1_表示;
_虎2_表示 = e._虎2_表示;
@@ -329,22 +329,22 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.LowerArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _獣2;
f.ConnectionType = ConnectionInfo._獣_下腕_接続;
f.(_獣2._接続点);
f.Par = UpperArm_獣2;
f.ConnectionType = ConnectionInfo.UpperArm_獣_LowerArm_接続;
f.(UpperArm_獣2.LowerArm_接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, CD, DisUnit, abj: false);
X0Y0_上腕CP = new ColorP(X0Y0_上腕, CD, DisUnit, abj: true);
X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true);
X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, CD, DisUnit, abj: false);
X0Y0_虎柄_虎1CP = new ColorP(X0Y0_虎柄_虎1, _虎1CD, DisUnit, abj: true);
X0Y0_虎柄_虎2CP = new ColorP(X0Y0_虎柄_虎2, _虎2CD, DisUnit, abj: true);
@@ -358,14 +358,14 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_上腕.AngleBase = num * -65.0;
X0Y0_UpperArm.AngleBase = num * -65.0;
.JoinPAall();
}
public override void ()
{
X0Y0_筋肉上CP.Update();
X0Y0_上腕CP.Update();
X0Y0_UpperArmCP.Update();
X0Y0_筋肉下CP.Update();
X0Y0_虎柄_虎1CP.Update();
X0Y0_虎柄_虎2CP.Update();
@@ -397,7 +397,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref ., ref .0O);
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
_虎1CD = new ColorD(ref Col.Black, ref .);
_虎2CD = new ColorD(ref Col.Black, ref .);
@@ -410,7 +410,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref ., ref .0O);
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
_虎1CD = new ColorD(ref Col.Black, ref .);
_虎2CD = new ColorD(ref Col.Black, ref .);
@@ -423,7 +423,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref ., ref .0O);
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
_虎1CD = new ColorD(ref Col.Black, ref .);
_虎2CD = new ColorD(ref Col.Black, ref .);

View File

@@ -4,11 +4,11 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _獣D : D
public class UpperArm_獣D : UpperArmD
{
public bool _表示;
public bool _表示 = true;
public bool UpperArm_表示 = true;
public bool _表示;
@@ -24,21 +24,21 @@ namespace SlaveMatrix
public bool _鱗1_表示;
public _獣D()
public UpperArm_獣D()
{
ThisType = GetType();
}
public override void (EleD e)
public override void LowerArm接(EleD e)
{
_接続.Add(e);
LowerArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._獣_下腕_接続;
e. = ConnectionInfo.UpperArm_獣_LowerArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _獣(DisUnit, , , Med, this);
return new UpperArm_獣(DisUnit, , , Med, this);
}
}
}

View File

@@ -4,9 +4,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _蝙 :
public class UpperArm_蝙 : UpperArm
{
public Par X0Y0_獣翼上腕;
public Par X0Y0_獣翼UpperArm;
public Par X0Y0_竜性_鱗1;
@@ -22,7 +22,7 @@ namespace SlaveMatrix
public _根 ;
public ColorD CD;
public ColorD UpperArmCD;
public ColorD _鱗1CD;
@@ -36,7 +36,7 @@ namespace SlaveMatrix
public ColorD _鱗6CD;
public ColorP X0Y0_獣翼上腕CP;
public ColorP X0Y0_獣翼UpperArmCP;
public ColorP X0Y0_竜性_鱗1CP;
@@ -91,16 +91,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool UpperArm_表示
{
get
{
return X0Y0_獣翼上腕.Dra;
return X0Y0_獣翼UpperArm.Dra;
}
set
{
X0Y0_獣翼上腕.Dra = value;
X0Y0_獣翼上腕.Hit = value;
X0Y0_獣翼UpperArm.Dra = value;
X0Y0_獣翼UpperArm.Hit = value;
}
}
@@ -198,11 +198,11 @@ namespace SlaveMatrix
{
get
{
return _表示;
return UpperArm_表示;
}
set
{
_表示 = value;
UpperArm_表示 = value;
_鱗1_表示 = value;
_鱗2_表示 = value;
_鱗3_表示 = value;
@@ -217,11 +217,11 @@ namespace SlaveMatrix
{
get
{
return CD.;
return UpperArmCD.;
}
set
{
CD. = value;
UpperArmCD. = value;
_鱗1CD. = value;
_鱗2CD. = value;
_鱗3CD. = value;
@@ -238,7 +238,7 @@ namespace SlaveMatrix
{
double num = value.Inverse();
double num2 = ( ? (-1.0) : 1.0);
X0Y0_獣翼上腕.AngleCont = num2 * -68.0 * num;
X0Y0_獣翼UpperArm.AngleCont = num2 * -68.0 * num;
}
}
@@ -246,12 +246,12 @@ namespace SlaveMatrix
{
get
{
return X0Y0_獣翼上腕.OP[ ? 3 : 0].Outline;
return X0Y0_獣翼UpperArm.OP[ ? 3 : 0].Outline;
}
set
{
X0Y0_獣翼上腕.OP[ ? 3 : 0].Outline = value;
X0Y0_獣翼上腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_獣翼UpperArm.OP[ ? 3 : 0].Outline = value;
X0Y0_獣翼UpperArm.OP[(!) ? 1 : 2].Outline = value;
}
}
@@ -497,25 +497,25 @@ namespace SlaveMatrix
{
get
{
return X0Y0_獣翼上腕.OP[(!) ? 1 : 2].Outline;
return X0Y0_獣翼UpperArm.OP[(!) ? 1 : 2].Outline;
}
set
{
X0Y0_獣翼上腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_獣翼UpperArm.OP[(!) ? 1 : 2].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_獣翼上腕, 0);
public JointS LowerArm_接続点 => new JointS(, X0Y0_獣翼UpperArm, 0);
public _蝙(double DisUnit, , , ModeEventDispatcher Med, _蝙D e)
public UpperArm_蝙(double DisUnit, , , ModeEventDispatcher Med, UpperArm_蝙D e)
{
_蝙 _蝙2 = this;
UpperArm_蝙 UpperArm_蝙2 = this;
= new _根(DisUnit, , );
.Par = this;
ThisType = GetType();
= new Difs(Sta.["獣翼上腕"]);
= new Difs(Sta.["獣翼UpperArm"]);
Pars pars = [0][0];
X0Y0_獣翼上腕 = pars["獣翼上腕"].ToPar();
X0Y0_獣翼UpperArm = pars["獣翼上腕"].ToPar();
Pars pars2 = pars["鱗"].ToPars();
X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar();
X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar();
@@ -548,7 +548,7 @@ namespace SlaveMatrix
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
UpperArm_表示 = e.UpperArm_表示;
_鱗1_表示 = e._鱗1_表示;
_鱗2_表示 = e._鱗2_表示;
_鱗3_表示 = e._鱗3_表示;
@@ -566,21 +566,21 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.LowerArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _蝙2;
f.ConnectionType = ConnectionInfo._蝙_下腕_接続;
f.(_蝙2._接続点);
f.Par = UpperArm_蝙2;
f.ConnectionType = ConnectionInfo.UpperArm_蝙_LowerArm_接続;
f.(UpperArm_蝙2.LowerArm_接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_獣翼上腕CP = new ColorP(X0Y0_獣翼上腕, CD, DisUnit, abj: true);
X0Y0_獣翼UpperArmCP = new ColorP(X0Y0_獣翼UpperArm, UpperArmCD, DisUnit, abj: true);
X0Y0_竜性_鱗1CP = new ColorP(X0Y0_竜性_鱗1, _鱗1CD, DisUnit, abj: true);
X0Y0_竜性_鱗2CP = new ColorP(X0Y0_竜性_鱗2, _鱗2CD, DisUnit, abj: true);
X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, _鱗3CD, DisUnit, abj: true);
@@ -594,7 +594,7 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_獣翼上腕.AngleBase = num * 0.0;
X0Y0_獣翼UpperArm.AngleBase = num * 0.0;
.JoinPAall();
}
@@ -604,19 +604,19 @@ namespace SlaveMatrix
.Dispose();
}
public void (_蝙 , _蝙 , Vector2D )
public void (LowerArm_蝙 LowerArm, _蝙 , Vector2D )
{
.(this, , , );
.(this, LowerArm, , );
}
public Vector2D Get飛膜接続点()
{
return X0Y0_獣翼上腕.ToGlobal( ? X0Y0_獣翼上腕.OP[0].ps[1] : X0Y0_獣翼上腕.OP[3].ps[4]);
return X0Y0_獣翼UpperArm.ToGlobal( ? X0Y0_獣翼UpperArm.OP[0].ps[1] : X0Y0_獣翼UpperArm.OP[3].ps[4]);
}
public override void ()
{
X0Y0_獣翼上腕CP.Update();
X0Y0_獣翼UpperArmCP.Update();
X0Y0_竜性_鱗1CP.Update();
X0Y0_竜性_鱗2CP.Update();
X0Y0_竜性_鱗3CP.Update();
@@ -646,7 +646,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
_鱗2CD = new ColorD(ref Col.Black, ref .0O);
_鱗3CD = new ColorD(ref Col.Black, ref .0O);
@@ -657,7 +657,7 @@ namespace SlaveMatrix
private void T0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .O);
_鱗2CD = new ColorD(ref Col.Black, ref .0O);
_鱗3CD = new ColorD(ref Col.Black, ref .O);
@@ -668,7 +668,7 @@ namespace SlaveMatrix
private void T1( )
{
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
_鱗2CD = new ColorD(ref Col.Black, ref .O);
_鱗3CD = new ColorD(ref Col.Black, ref .0O);

View File

@@ -4,9 +4,9 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _蝙D : D
public class UpperArm_蝙D : UpperArmD
{
public bool _表示 = true;
public bool UpperArm_表示 = true;
public bool _鱗1_表示;
@@ -28,21 +28,21 @@ namespace SlaveMatrix
public bool _外線;
public _蝙D()
public UpperArm_蝙D()
{
ThisType = GetType();
}
public override void (EleD e)
public override void LowerArm接(EleD e)
{
_接続.Add(e);
LowerArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._蝙_下腕_接続;
e. = ConnectionInfo.UpperArm_蝙_LowerArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _蝙(DisUnit, , , Med, this);
return new UpperArm_蝙(DisUnit, , , Med, this);
}
}
}

View File

@@ -3,23 +3,23 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _蹄 :
public class UpperArm_蹄 : UpperArm
{
public Par X0Y0_筋肉上;
public Par X0Y0_上腕;
public Par X0Y0_UpperArm;
public Par X0Y0_筋肉下;
public ColorD CD;
public ColorD CD;
public ColorD UpperArmCD;
public ColorD CD;
public ColorP X0Y0_筋肉上CP;
public ColorP X0Y0_上腕CP;
public ColorP X0Y0_UpperArmCP;
public ColorP X0Y0_筋肉下CP;
@@ -74,16 +74,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool UpperArm_表示
{
get
{
return X0Y0_上腕.Dra;
return X0Y0_UpperArm.Dra;
}
set
{
X0Y0_上腕.Dra = value;
X0Y0_上腕.Hit = value;
X0Y0_UpperArm.Dra = value;
X0Y0_UpperArm.Hit = value;
}
}
@@ -109,7 +109,7 @@ namespace SlaveMatrix
set
{
_表示 = value;
_表示 = value;
UpperArm_表示 = value;
_表示 = value;
}
}
@@ -123,7 +123,7 @@ namespace SlaveMatrix
set
{
CD. = value;
CD. = value;
UpperArmCD. = value;
CD. = value;
}
}
@@ -132,27 +132,27 @@ namespace SlaveMatrix
{
get
{
return X0Y0_上腕.OP[(!) ? 1 : 3].Outline;
return X0Y0_UpperArm.OP[(!) ? 1 : 3].Outline;
}
set
{
X0Y0_上腕.OP[(!) ? 1 : 3].Outline = value;
X0Y0_UpperArm.OP[(!) ? 1 : 3].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_上腕, 1);
public JointS LowerArm_接続点 => new JointS(, X0Y0_UpperArm, 1);
public _蹄(double DisUnit, , , ModeEventDispatcher Med, _蹄D e)
public UpperArm_蹄(double DisUnit, , , ModeEventDispatcher Med, UpperArm_蹄D e)
{
_蹄 _蹄2 = this;
UpperArm_蹄 UpperArm_蹄2 = this;
ThisType = GetType();
Dif dif = new Dif(Sta.["四足上腕"][1]);
Dif dif = new Dif(Sta.["四足UpperArm"][1]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_筋肉上 = pars["筋肉上"].ToPar();
X0Y0_上腕 = pars["上腕"].ToPar();
X0Y0_UpperArm = pars["上腕"].ToPar();
X0Y0_筋肉下 = pars["筋肉下"].ToPar();
Xasix = false;
.SetJoints();
@@ -180,7 +180,7 @@ namespace SlaveMatrix
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
UpperArm_表示 = e.UpperArm_表示;
_表示 = e._表示;
= e.;
= e.;
@@ -189,22 +189,22 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.LowerArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _蹄2;
f.ConnectionType = ConnectionInfo._蹄_下腕_接続;
f.(_蹄2._接続点);
f.Par = UpperArm_蹄2;
f.ConnectionType = ConnectionInfo.UpperArm_蹄_LowerArm_接続;
f.(UpperArm_蹄2.LowerArm_接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, CD, DisUnit, abj: false);
X0Y0_上腕CP = new ColorP(X0Y0_上腕, CD, DisUnit, abj: true);
X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true);
X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, CD, DisUnit, abj: false);
= e.;
}
@@ -212,14 +212,14 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_上腕.AngleBase = num * -96.0;
X0Y0_UpperArm.AngleBase = num * -96.0;
.JoinPAall();
}
public override void ()
{
X0Y0_筋肉上CP.Update();
X0Y0_上腕CP.Update();
X0Y0_UpperArmCP.Update();
X0Y0_筋肉下CP.Update();
}
@@ -231,7 +231,7 @@ namespace SlaveMatrix
private void N0( )
{
CD = new ColorD(ref ., ref .0O);
CD = new ColorD(ref Col.Black, ref .0O);
UpperArmCD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
}
}

View File

@@ -4,29 +4,29 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _蹄D : D
public class UpperArm_蹄D : UpperArmD
{
public bool _表示;
public bool _表示 = true;
public bool UpperArm_表示 = true;
public bool _表示;
public _蹄D()
public UpperArm_蹄D()
{
ThisType = GetType();
}
public override void (EleD e)
public override void LowerArm接(EleD e)
{
_接続.Add(e);
LowerArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._蹄_下腕_接続;
e. = ConnectionInfo.UpperArm_蹄_LowerArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _蹄(DisUnit, , , Med, this);
return new UpperArm_蹄(DisUnit, , , Med, this);
}
}
}

View File

@@ -3,7 +3,7 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
public class _鳥 :
public class UpperArm_鳥 : UpperArm
{
public Par X0Y0_風切羽_羽3;
@@ -13,7 +13,7 @@ namespace SlaveMatrix
public Par X0Y0_羽毛;
public Par X0Y0_鳥翼上腕;
public Par X0Y0_鳥翼UpperArm;
public Par X0Y0_小雨覆;
@@ -33,7 +33,7 @@ namespace SlaveMatrix
public ColorD CD;
public ColorD CD;
public ColorD UpperArmCD;
public ColorD CD;
@@ -53,7 +53,7 @@ namespace SlaveMatrix
public ColorP X0Y0_羽毛CP;
public ColorP X0Y0_鳥翼上腕CP;
public ColorP X0Y0_鳥翼UpperArmCP;
public ColorP X0Y0_小雨覆CP;
@@ -157,16 +157,16 @@ namespace SlaveMatrix
}
}
public bool _表示
public bool UpperArm_表示
{
get
{
return X0Y0_鳥翼上腕.Dra;
return X0Y0_鳥翼UpperArm.Dra;
}
set
{
X0Y0_鳥翼上腕.Dra = value;
X0Y0_鳥翼上腕.Hit = value;
X0Y0_鳥翼UpperArm.Dra = value;
X0Y0_鳥翼UpperArm.Hit = value;
}
}
@@ -247,7 +247,7 @@ namespace SlaveMatrix
_羽2_表示 = value;
_羽1_表示 = value;
_表示 = value;
_表示 = value;
UpperArm_表示 = value;
_表示 = value;
_鱗1_表示 = value;
_鱗2_表示 = value;
@@ -268,7 +268,7 @@ namespace SlaveMatrix
_羽2CD. = value;
_羽1CD. = value;
CD. = value;
CD. = value;
UpperArmCD. = value;
CD. = value;
_鱗1CD. = value;
_鱗2CD. = value;
@@ -283,7 +283,7 @@ namespace SlaveMatrix
{
double num = value.Inverse();
double num2 = ( ? (-1.0) : 1.0);
X0Y0_鳥翼上腕.AngleCont = num2 * -60.0 * num;
X0Y0_鳥翼UpperArm.AngleCont = num2 * -60.0 * num;
X0Y0_羽毛.AngleCont = num2 * 100.0 * num;
X0Y0_風切羽_羽1.AngleCont = num2 * 75.0 * num;
X0Y0_風切羽_羽2.AngleCont = num2 * 75.0 * num;
@@ -302,16 +302,16 @@ namespace SlaveMatrix
}
}
public bool _外線
public bool UpperArm_外線
{
get
{
return X0Y0_鳥翼上腕.OP[ ? 3 : 0].Outline;
return X0Y0_鳥翼UpperArm.OP[ ? 3 : 0].Outline;
}
set
{
X0Y0_鳥翼上腕.OP[ ? 3 : 0].Outline = value;
X0Y0_鳥翼上腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_鳥翼UpperArm.OP[ ? 3 : 0].Outline = value;
X0Y0_鳥翼UpperArm.OP[(!) ? 1 : 2].Outline = value;
}
}
@@ -390,28 +390,28 @@ namespace SlaveMatrix
{
get
{
return X0Y0_鳥翼上腕.OP[(!) ? 1 : 2].Outline;
return X0Y0_鳥翼UpperArm.OP[(!) ? 1 : 2].Outline;
}
set
{
X0Y0_鳥翼上腕.OP[(!) ? 1 : 2].Outline = value;
X0Y0_鳥翼UpperArm.OP[(!) ? 1 : 2].Outline = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_鳥翼上腕, 0);
public JointS LowerArm_接続点 => new JointS(, X0Y0_鳥翼UpperArm, 0);
public _鳥(double DisUnit, , , ModeEventDispatcher Med, _鳥D e)
public UpperArm_鳥(double DisUnit, , , ModeEventDispatcher Med, UpperArm_鳥D e)
{
_鳥 _鳥2 = this;
UpperArm_鳥 UpperArm_鳥2 = this;
ThisType = GetType();
= new Difs(Sta.["鳥翼上腕"]);
= new Difs(Sta.["鳥翼UpperArm"]);
Pars pars = [0][0];
Pars pars2 = pars["風切羽"].ToPars();
X0Y0_風切羽_羽3 = pars2["羽3"].ToPar();
X0Y0_風切羽_羽2 = pars2["羽2"].ToPar();
X0Y0_風切羽_羽1 = pars2["羽1"].ToPar();
X0Y0_羽毛 = pars["羽毛"].ToPar();
X0Y0_鳥翼上腕 = pars["鳥翼上腕"].ToPar();
X0Y0_鳥翼UpperArm = pars["鳥翼上腕"].ToPar();
X0Y0_小雨覆 = pars["小雨覆"].ToPar();
pars2 = pars["鱗"].ToPars();
X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar();
@@ -447,7 +447,7 @@ namespace SlaveMatrix
_羽2_表示 = e._羽2_表示;
_羽1_表示 = e._羽1_表示;
_表示 = e._表示;
_表示 = e._表示;
UpperArm_表示 = e.UpperArm_表示;
_表示 = e._表示;
_鱗1_表示 = e._鱗1_表示;
_鱗2_表示 = e._鱗2_表示;
@@ -455,7 +455,7 @@ namespace SlaveMatrix
_鱗4_表示 = e._鱗4_表示;
= e.;
= e.;
_外線 = e._外線;
UpperArm_外線 = e.UpperArm_外線;
_外線 = e._外線;
_外線 = e._外線;
_羽1_外線 = e._羽1_外線;
@@ -468,15 +468,15 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.LowerArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _鳥2;
f.ConnectionType = ConnectionInfo._鳥_下腕_接続;
f.(_鳥2._接続点);
f.Par = UpperArm_鳥2;
f.ConnectionType = ConnectionInfo.UpperArm_鳥_LowerArm_接続;
f.(UpperArm_鳥2.LowerArm_接続点);
return f;
}).ToArray();
}
@@ -486,7 +486,7 @@ namespace SlaveMatrix
X0Y0_風切羽_羽2CP = new ColorP(X0Y0_風切羽_羽2, _羽2CD, DisUnit, abj: true);
X0Y0_風切羽_羽1CP = new ColorP(X0Y0_風切羽_羽1, _羽1CD, DisUnit, abj: true);
X0Y0_羽毛CP = new ColorP(X0Y0_羽毛, CD, DisUnit, abj: true);
X0Y0_鳥翼上腕CP = new ColorP(X0Y0_鳥翼上腕, CD, DisUnit, abj: true);
X0Y0_鳥翼UpperArmCP = new ColorP(X0Y0_鳥翼UpperArm, UpperArmCD, DisUnit, abj: true);
X0Y0_小雨覆CP = new ColorP(X0Y0_小雨覆, CD, DisUnit, abj: true);
X0Y0_竜性_鱗1CP = new ColorP(X0Y0_竜性_鱗1, _鱗1CD, DisUnit, abj: true);
X0Y0_竜性_鱗2CP = new ColorP(X0Y0_竜性_鱗2, _鱗2CD, DisUnit, abj: true);
@@ -498,7 +498,7 @@ namespace SlaveMatrix
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_鳥翼上腕.AngleBase = num * 0.0;
X0Y0_鳥翼UpperArm.AngleBase = num * 0.0;
X0Y0_羽毛.AngleBase = num * -122.9677794835592;
X0Y0_風切羽_羽1.AngleBase = num * -100.129973503791;
X0Y0_風切羽_羽2.AngleBase = num * -102.129973503791;
@@ -512,7 +512,7 @@ namespace SlaveMatrix
Are.Draw(X0Y0_風切羽_羽2);
Are.Draw(X0Y0_風切羽_羽1);
Are.Draw(X0Y0_羽毛);
Are.Draw(X0Y0_鳥翼上腕);
Are.Draw(X0Y0_鳥翼UpperArm);
Are.Draw(X0Y0_小雨覆);
.Draw(Are);
.Draw(Are);
@@ -528,7 +528,7 @@ namespace SlaveMatrix
X0Y0_風切羽_羽2CP.Update();
X0Y0_風切羽_羽1CP.Update();
X0Y0_羽毛CP.Update();
X0Y0_鳥翼上腕CP.Update();
X0Y0_鳥翼UpperArmCP.Update();
X0Y0_小雨覆CP.Update();
X0Y0_竜性_鱗1CP.Update();
X0Y0_竜性_鱗2CP.Update();
@@ -561,7 +561,7 @@ namespace SlaveMatrix
_羽2CD = new ColorD(ref Col.Black, ref .1O);
_羽1CD = new ColorD(ref Col.Black, ref .1O);
CD = new ColorD(ref Col.Black, ref .1O);
CD = new ColorD(ref Col.Black, ref .O);
UpperArmCD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
_鱗2CD = new ColorD(ref Col.Black, ref .0O);
@@ -575,7 +575,7 @@ namespace SlaveMatrix
_羽2CD = new ColorD(ref Col.Black, ref .1O);
_羽1CD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref Col.Black, ref .1O);
CD = new ColorD(ref Col.Black, ref .O);
UpperArmCD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .O);
_鱗2CD = new ColorD(ref Col.Black, ref .0O);
@@ -589,7 +589,7 @@ namespace SlaveMatrix
_羽2CD = new ColorD(ref Col.Black, ref .O);
_羽1CD = new ColorD(ref Col.Black, ref .1O);
CD = new ColorD(ref Col.Black, ref .1O);
CD = new ColorD(ref Col.Black, ref .O);
UpperArmCD = new ColorD(ref Col.Black, ref .O);
CD = new ColorD(ref Col.Black, ref .0O);
_鱗1CD = new ColorD(ref Col.Black, ref .0O);
_鱗2CD = new ColorD(ref Col.Black, ref .O);

View File

@@ -4,7 +4,7 @@ using _2DGAMELIB;
namespace SlaveMatrix
{
[Serializable]
public class _鳥D : D
public class UpperArm_鳥D : UpperArmD
{
public bool _羽3_表示 = true;
@@ -14,7 +14,7 @@ namespace SlaveMatrix
public bool _表示 = true;
public bool _表示 = true;
public bool UpperArm_表示 = true;
public bool _表示 = true;
@@ -30,7 +30,7 @@ namespace SlaveMatrix
public double ;
public bool _外線;
public bool UpperArm_外線;
public bool _外線;
@@ -42,21 +42,21 @@ namespace SlaveMatrix
public bool _羽3_外線;
public _鳥D()
public UpperArm_鳥D()
{
ThisType = GetType();
}
public override void (EleD e)
public override void LowerArm接(EleD e)
{
_接続.Add(e);
LowerArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._鳥_下腕_接続;
e. = ConnectionInfo.UpperArm_鳥_LowerArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )
{
return new _鳥(DisUnit, , , Med, this);
return new UpperArm_鳥(DisUnit, , , Med, this);
}
}
}

View File

@@ -68,17 +68,17 @@ namespace SlaveMatrix
private Shoulder ;
private _人 ;
private UpperArm_人 UpperArm;
private _人 ;
private UpperArm_人 UpperArm;
private _人 ;
private UpperArm_人 UpperArm;
private _人 ;
private LowerArm_人 LowerArm;
private _人 ;
private LowerArm_人 LowerArm;
private _人 ;
private LowerArm_人 LowerArm;
private _人 ;
@@ -721,7 +721,7 @@ namespace SlaveMatrix
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
double XC = 0.0;
double LowerArmXC = 0.0;
double s = 1.0;
= new Mot(0.0, 1.0)
{
@@ -733,20 +733,20 @@ namespace SlaveMatrix
調UI. = true;
if (2.)
{
2.Cha._人_手コキ左(0, 0.0, 0.0, 0.0, 0.0);
2.Cha.Arm_人_手コキ左(0, 0.0, 0.0, 0.0, 0.0);
}
else
{
2.Cha._人_手コキ右(0, 0.0, 0.0, 0.0, 0.0);
2.Cha.Arm_人_手コキ右(0, 0.0, 0.0, 0.0, 0.0);
}
2. = true;
2.Shoulder = (2. ? 2. : 2.);
2. = (2. ? 2. : 2.);
2. = (2. ? 2. : 2.);
2.UpperArm = (2. ? 2.UpperArm : 2.UpperArm);
2.LowerArm = (2. ? 2.LowerArm : 2.LowerArm);
2. = (2. ? 2. : 2.);
if (2. != null)
if (2.LowerArm != null)
{
XC = 2..XC;
LowerArmXC = 2.LowerArm.XC;
}
調UI..B = 2.Bod...AddY(0.01);
調UI.Action(ContactType.Hand, ActionType., CurrentState.Start, ToolType.Penis, 0, 1, : false, : false);
@@ -759,16 +759,16 @@ namespace SlaveMatrix
{
2.Shoulder.C = s * 5.0 * m.Value;
}
if (2. != null)
if (2.LowerArm != null)
{
2..C = s * 30.0 * m.Value;
2..XC = XC * (0.9 + 0.1 * m.Value.Inverse());
if (2.._接続 != null)
2.LowerArm.C = s * 30.0 * m.Value;
2.LowerArm.XC = LowerArmXC * (0.9 + 0.1 * m.Value.Inverse());
if (2.LowerArm._接続 != null)
{
Ele[] _接続2 = 2.._接続;
Ele[] _接続2 = 2.LowerArm._接続;
for (int j = 0; j < _接続2.Length; j++)
{
_接続2[j].XC = 2..XC;
_接続2[j].XC = 2.LowerArm.XC;
}
}
}
@@ -798,9 +798,9 @@ namespace SlaveMatrix
{
2.Shoulder.C = 0.0;
}
if (2. != null)
if (2.LowerArm != null)
{
2..C = 0.0;
2.LowerArm.C = 0.0;
}
if (2. != null)
{
@@ -867,7 +867,7 @@ namespace SlaveMatrix
};
調UI.Mots.Add(.GetHashCode().ToString(), );
s = 0.0;
XC = 0.0;
LowerArmXC = 0.0;
Vector2D vc = Dat.Vec2DZero;
bool sb = false;
double vl;
@@ -879,9 +879,9 @@ namespace SlaveMatrix
{
2.Cha._人_パイズリ(0, : false, : false);
2. = true;
if (2. != null)
if (2.LowerArm != null)
{
XC = 2..XC;
LowerArmXC = 2.LowerArm.XC;
}
vc = Dat.Vec2DZero;
sb = RNG.XS.NextBool();
@@ -898,16 +898,16 @@ namespace SlaveMatrix
{
2..C = 5.0 * vl;
}
if (2. != null)
if (2.LowerArm != null)
{
2..C = -20.0 * vl;
2..XC = XC + 0.2 * vl;
if (2.._接続 != null)
2.LowerArm.C = -20.0 * vl;
2.LowerArm.XC = LowerArmXC + 0.2 * vl;
if (2.LowerArm._接続 != null)
{
Ele[] _接続 = 2.._接続;
Ele[] _接続 = 2.LowerArm._接続;
for (int i = 0; i < _接続.Length; i++)
{
_接続[i].XC = 2..XC;
_接続[i].XC = 2.LowerArm.XC;
}
}
}
@@ -919,16 +919,16 @@ namespace SlaveMatrix
{
2..C = -5.0 * vr;
}
if (2. != null)
if (2.LowerArm != null)
{
2..C = 20.0 * vr;
2..XC = XC + 0.2 * vr;
if (2.._接続 != null)
2.LowerArm.C = 20.0 * vr;
2.LowerArm.XC = LowerArmXC + 0.2 * vr;
if (2.LowerArm._接続 != null)
{
Ele[] _接続 = 2.._接続;
Ele[] _接続 = 2.LowerArm._接続;
for (int i = 0; i < _接続.Length; i++)
{
_接続[i].XC = 2..XC;
_接続[i].XC = 2.LowerArm.XC;
}
}
}
@@ -974,9 +974,9 @@ namespace SlaveMatrix
{
2..C = 0.0;
}
if (2. != null)
if (2.LowerArm != null)
{
2..C = 0.0;
2.LowerArm.C = 0.0;
}
if (2. != null)
{
@@ -986,9 +986,9 @@ namespace SlaveMatrix
{
2..C = 0.0;
}
if (2. != null)
if (2.LowerArm != null)
{
2..C = 0.0;
2.LowerArm.C = 0.0;
}
if (2. != null)
{
@@ -1104,16 +1104,16 @@ namespace SlaveMatrix
{
base.Cha = Cha;
Bod = Cha.Bod;
if (Bod.n > 0)
if (Bod.Arm人n > 0)
{
= Bod.[0].Shoulder;
= Bod.[0].;
= Bod.[0].;
= Bod.[0].;
= Bod.[0].Shoulder;
= Bod.[0].;
= Bod.[0].;
= Bod.[0].;
= Bod.Arm人[0].Shoulder;
UpperArm = Bod.Arm人[0].UpperArm;
LowerArm = Bod.Arm人[0].LowerArm;
= Bod.Arm人[0].;
= Bod.Arm人[0].Shoulder;
UpperArm = Bod.Arm人[0].UpperArm;
LowerArm = Bod.Arm人[0].LowerArm;
= Bod.Arm人[0].;
}
if (Bod.n > 0)
{

View File

@@ -1,7 +0,0 @@
namespace SlaveMatrix
{
public class : Ele
{
public Ele[] _接続;
}
}

View File

@@ -1,15 +0,0 @@
using System;
using System.Collections.Generic;
namespace SlaveMatrix
{
[Serializable]
public class D : EleD
{
public List<EleD> _接続 = new List<EleD>();
public virtual void (EleD e)
{
}
}
}

View File

@@ -42,8 +42,8 @@ namespace SlaveMatrix
Sta._甲Dt.ToString(),
Sta._蝶Dt.ToString(),
Sta._蛾Dt.ToString(),
Sta._鳥Dt.ToString(),
Sta._蝙Dt.ToString(),
Sta.UpperArm_鳥Dt.ToString(),
Sta.UpperArm_蝙Dt.ToString(),
Sta.Dt.ToString(),
Sta.Dt.ToString()
};
@@ -97,8 +97,8 @@ namespace SlaveMatrix
Sta._草Dt.ToString(),
Sta._甲Dt.ToString(),
Sta._草Dt.ToString(),
Sta._鳥Dt.ToString(),
Sta._蝙Dt.ToString()
Sta.UpperArm_鳥Dt.ToString(),
Sta.UpperArm_蝙Dt.ToString()
};
private static HashSet<string> = new HashSet<string>
@@ -125,8 +125,8 @@ namespace SlaveMatrix
Sta._軟Dt.ToString(),
Sta._触Dt.ToString(),
Sta._蔦Dt.ToString(),
Sta._鳥Dt.ToString(),
Sta._蝙Dt.ToString()
Sta.UpperArm_鳥Dt.ToString(),
Sta.UpperArm_蝙Dt.ToString()
};
private static HashSet<string> = new HashSet<string>
@@ -166,8 +166,8 @@ namespace SlaveMatrix
Sta._草Dt.ToString(),
Sta._甲Dt.ToString(),
Sta._草Dt.ToString(),
Sta._鳥Dt.ToString(),
Sta._蝙Dt.ToString()
Sta.UpperArm_鳥Dt.ToString(),
Sta.UpperArm_蝙Dt.ToString()
};
private static HashSet<string> = new HashSet<string>
@@ -563,39 +563,39 @@ namespace SlaveMatrix
private static HashSet<string> = new HashSet<string> { Sta._宇Dt.ToString() };
private static HashSet<string> = new HashSet<string>
private static HashSet<string> UpperArm = new HashSet<string>
{
Sta._魚Dt.ToString(),
Sta._豚Dt.ToString(),
Sta._鯨Dt.ToString(),
Sta._肢蠍Dt.ToString(),
Sta._人Dt.ToString(),
Sta._鳥Dt.ToString(),
Sta._蝙Dt.ToString()
Sta.UpperArm_人Dt.ToString(),
Sta.UpperArm_鳥Dt.ToString(),
Sta.UpperArm_蝙Dt.ToString()
};
private static HashSet<string> = new HashSet<string>
private static HashSet<string> UpperArm = new HashSet<string>
{
Sta._肢蠍Dt.ToString(),
Sta._獣Dt.ToString(),
Sta._蹄Dt.ToString(),
Sta.UpperArm_獣Dt.ToString(),
Sta.UpperArm_蹄Dt.ToString(),
Sta.Leg_鳥Dt.ToString(),
Sta.Leg_竜Dt.ToString()
};
private static HashSet<string> = new HashSet<string>
private static HashSet<string> LowerArm = new HashSet<string>
{
Sta._人Dt.ToString(),
Sta._獣Dt.ToString()
Sta.LowerArm_人Dt.ToString(),
Sta.LowerArm_獣Dt.ToString()
};
private static HashSet<string> = new HashSet<string> { Sta._鳥Dt.ToString() };
private static HashSet<string> LowerArm = new HashSet<string> { Sta.LowerArm_鳥Dt.ToString() };
private static HashSet<string> = new HashSet<string> { Sta._蝙Dt.ToString() };
private static HashSet<string> LowerArm = new HashSet<string> { Sta.LowerArm_蝙Dt.ToString() };
private static HashSet<string> = new HashSet<string> { Sta._獣Dt.ToString() };
private static HashSet<string> LowerArm = new HashSet<string> { Sta.LowerArm_獣Dt.ToString() };
private static HashSet<string> = new HashSet<string> { Sta._蹄Dt.ToString() };
private static HashSet<string> LowerArm = new HashSet<string> { Sta.LowerArm_蹄Dt.ToString() };
private static HashSet<string> = new HashSet<string> { Sta._人Dt.ToString() };
@@ -693,9 +693,9 @@ namespace SlaveMatrix
private static HashSet<string> = new HashSet<string>();
private static HashSet<string> = new HashSet<string>();
private static HashSet<string> UpperArm = new HashSet<string>();
private static HashSet<string> = new HashSet<string>();
private static HashSet<string> LowerArm = new HashSet<string>();
private static HashSet<string> = new HashSet<string>();
@@ -1247,55 +1247,55 @@ namespace SlaveMatrix
},
{
ConnectionInfo.Shoulder_上腕_接続,
ConnectionInfo.Shoulder_UpperArm_接続,
UpperArm
},
{
ConnectionInfo._上腕_接続,
ConnectionInfo._UpperArm_接続,
UpperArm
},
{
ConnectionInfo._人_下腕_接続,
ConnectionInfo.UpperArm_人_LowerArm_接続,
LowerArm
},
{
ConnectionInfo._鳥_下腕_接続,
ConnectionInfo.UpperArm_鳥_LowerArm_接続,
LowerArm
},
{
ConnectionInfo._蝙_下腕_接続,
ConnectionInfo.UpperArm_蝙_LowerArm_接続,
LowerArm
},
{
ConnectionInfo._獣_下腕_接続,
ConnectionInfo.UpperArm_獣_LowerArm_接続,
LowerArm
},
{
ConnectionInfo._蹄_下腕_接続,
ConnectionInfo.UpperArm_蹄_LowerArm_接続,
LowerArm
},
{
ConnectionInfo._人_手_接続,
ConnectionInfo.LowerArm_人_手_接続,
},
{
ConnectionInfo._鳥_手_接続,
ConnectionInfo.LowerArm_鳥_手_接続,
},
{
ConnectionInfo._蝙_手_接続,
ConnectionInfo.LowerArm_蝙_手_接続,
},
{
ConnectionInfo._獣_手_接続,
ConnectionInfo.LowerArm_獣_手_接続,
},
{
ConnectionInfo._蹄_手_接続,
ConnectionInfo.LowerArm_蹄_手_接続,
},
{
ConnectionInfo._人_虫鎌_接続,
ConnectionInfo.LowerArm_人_虫鎌_接続,
},
{
@@ -1355,20 +1355,20 @@ namespace SlaveMatrix
},
{
ConnectionInfo._犬_上腕左_接続,
ConnectionInfo._犬_UpperArm左_接続,
UpperArm
},
{
ConnectionInfo._犬_上腕右_接続,
ConnectionInfo._犬_UpperArm右_接続,
UpperArm
},
{
ConnectionInfo._犬_下腕左_接続,
ConnectionInfo._犬_LowerArm左_接続,
LowerArm
},
{
ConnectionInfo._犬_下腕右_接続,
ConnectionInfo._犬_LowerArm右_接続,
LowerArm
},
{
ConnectionInfo._犬_手左_接続,
@@ -3780,11 +3780,11 @@ namespace SlaveMatrix
{
item32.YB = 1.0;
}
else if (item32 is _蝙D && (item32. == ConnectionInfo._頭頂左_接続 || item32. == ConnectionInfo._頭頂右_接続))
else if (item32 is UpperArm_蝙D && (item32. == ConnectionInfo._頭頂左_接続 || item32. == ConnectionInfo._頭頂右_接続))
{
((_蝙D)item32)._鱗1_表示 = false;
((UpperArm_蝙D)item32)._鱗1_表示 = false;
}
else if (item32 is D && item32.Par is ShoulderD)
else if (item32 is UpperArmD && item32.Par is ShoulderD)
{
item32.AlignR();
}
@@ -4475,7 +4475,7 @@ namespace SlaveMatrix
l = 0.0;
}
}
if (l == 0.0 && ( == ConnectionInfo._上腕_接続 || == ConnectionInfo.Waist_腿左_接続 || == ConnectionInfo.Waist_腿左_接続 || == ConnectionInfo._腿左_接続 || == ConnectionInfo._腿左_接続 || == ConnectionInfo._魚_尾_接続 || == ConnectionInfo._鯨_尾_接続 || == ConnectionInfo._蛇_Torso_接続 || == ConnectionInfo._蟲_Torso_接続 || == ConnectionInfo.Torso_蛇_Torso_接続 || == ConnectionInfo.Torso_蟲_Torso_接続 || == ConnectionInfo._蛸_軟体外左_接続 || == ConnectionInfo._蛸_軟体外右_接続 || == ConnectionInfo._蛸_軟体内左_接続 || == ConnectionInfo._蛸_軟体内右_接続 || == ConnectionInfo._植_根外左_接続 || == ConnectionInfo._植_根内左_接続 || == ConnectionInfo._植_根中央_接続 || == ConnectionInfo._植_根内右_接続 || == ConnectionInfo._植_根外右_接続 || == ConnectionInfo._宇_頭部後_接続 || (num * 1.1).Lot()))
if (l == 0.0 && ( == ConnectionInfo._UpperArm_接続 || == ConnectionInfo.Waist_腿左_接続 || == ConnectionInfo.Waist_腿左_接続 || == ConnectionInfo._腿左_接続 || == ConnectionInfo._腿左_接続 || == ConnectionInfo._魚_尾_接続 || == ConnectionInfo._鯨_尾_接続 || == ConnectionInfo._蛇_Torso_接続 || == ConnectionInfo._蟲_Torso_接続 || == ConnectionInfo.Torso_蛇_Torso_接続 || == ConnectionInfo.Torso_蟲_Torso_接続 || == ConnectionInfo._蛸_軟体外左_接続 || == ConnectionInfo._蛸_軟体外右_接続 || == ConnectionInfo._蛸_軟体内左_接続 || == ConnectionInfo._蛸_軟体内右_接続 || == ConnectionInfo._植_根外左_接続 || == ConnectionInfo._植_根内左_接続 || == ConnectionInfo._植_根中央_接続 || == ConnectionInfo._植_根内右_接続 || == ConnectionInfo._植_根外右_接続 || == ConnectionInfo._宇_頭部後_接続 || (num * 1.1).Lot()))
{
l = 1.0;
}

View File

@@ -1,5 +1,5 @@
using System.Linq;
using _2DGAMELIB;
using System.Linq;
namespace SlaveMatrix
{
@@ -17,7 +17,7 @@ namespace SlaveMatrix
public ColorP X0Y0_筋肉CP;
public Ele[] _接続;
public Ele[] UpperArm_接続;
public override bool
{
@@ -120,7 +120,7 @@ namespace SlaveMatrix
}
}
public JointS _接続点 => new JointS(, X0Y0_脇, 0);
public JointS UpperArm_接続点 => new JointS(, X0Y0_脇, 0);
public (double DisUnit, , , ModeEventDispatcher Med, D e)
{
@@ -163,15 +163,15 @@ namespace SlaveMatrix
{
= false;
}
if (e._接続.Count > 0)
if (e.UpperArm_接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
UpperArm_接続 = e.UpperArm_接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = 2;
f.ConnectionType = ConnectionInfo._上腕_接続;
f.(2._接続点);
f.ConnectionType = ConnectionInfo._UpperArm_接続;
f.(2.UpperArm_接続点);
return f;
}).ToArray();
}

View File

@@ -13,18 +13,18 @@ namespace SlaveMatrix
public double = 1.0;
public List<EleD> _接続 = new List<EleD>();
public List<EleD> UpperArm_接続 = new List<EleD>();
public D()
{
ThisType = GetType();
}
public void (EleD e)
public void UpperArm接(EleD e)
{
_接続.Add(e);
UpperArm_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._上腕_接続;
e. = ConnectionInfo._UpperArm_接続;
}
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, )

View File

@@ -893,9 +893,9 @@ namespace SlaveMatrix
.Dispose();
}
public void (_蝙 , _蝙 , bool )
public void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, bool )
{
.(, , this, );
.(UpperArm, LowerArm, this, );
}
public override void ()

View File

@@ -0,0 +1,6 @@
namespace SlaveMatrix
{
public class LowerArm : LowerArm
{
}
}

View File

@@ -3,7 +3,7 @@ using System;
namespace SlaveMatrix
{
[Serializable]
public class D : D
public class LowerArmD : LowerArmD
{
}
}

View File

@@ -0,0 +1,6 @@
namespace SlaveMatrix
{
public class UpperArm : UpperArm
{
}
}

View File

@@ -3,7 +3,7 @@ using System;
namespace SlaveMatrix
{
[Serializable]
public class D : D
public class UpperArmD : UpperArmD
{
}
}

View File

@@ -1,6 +0,0 @@
namespace SlaveMatrix
{
public class :
{
}
}

View File

@@ -1,6 +0,0 @@
namespace SlaveMatrix
{
public class :
{
}
}

View File

@@ -1,6 +1,6 @@
namespace SlaveMatrix
{
public class :
public class LowerArm : LowerArm
{
public virtual double { get; set; }
}

View File

@@ -3,7 +3,7 @@ using System;
namespace SlaveMatrix
{
[Serializable]
public class D : D
public class LowerArmD : LowerArmD
{
}
}

View File

@@ -1,6 +1,6 @@
namespace SlaveMatrix
{
public class :
public class UpperArm : UpperArm
{
public virtual double { get; set; }
}

View File

@@ -3,7 +3,7 @@ using System;
namespace SlaveMatrix
{
[Serializable]
public class D : D
public class UpperArmD : UpperArmD
{
}
}

View File

@@ -2,9 +2,9 @@ namespace SlaveMatrix
{
public struct
{
public _蝙 ;
public UpperArm_蝙 UpperArm;
public _蝙 ;
public LowerArm_蝙 LowerArm;
public _蝙 ;
}

View File

@@ -2,9 +2,9 @@ namespace SlaveMatrix
{
public struct
{
public _鳥 ;
public UpperArm_鳥 UpperArm;
public _鳥 ;
public LowerArm_鳥 LowerArm;
public _鳥 ;
}

View File

@@ -1,13 +0,0 @@
namespace SlaveMatrix
{
public struct
{
public Shoulder Shoulder;
public _蝙 ;
public _蝙 ;
public _蝙 ;
}
}

View File

@@ -1,13 +0,0 @@
namespace SlaveMatrix
{
public struct
{
public Shoulder Shoulder;
public _鳥 ;
public _鳥 ;
public _鳥 ;
}
}

View File

@@ -2,23 +2,23 @@ namespace SlaveMatrix
{
public class
{
public _蝙 ;
public UpperArm_蝙 UpperArm;
public _蝙 ;
public LowerArm_蝙 LowerArm;
public _蝙 ;
public (_蝙 , _蝙 , _蝙 )
public (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 )
{
this. = ;
this. = ;
this.UpperArm = UpperArm;
this.LowerArm = LowerArm;
this. = ;
}
public void ()
{
..(, , , .());
..(, , , .);
UpperArm..(UpperArm, LowerArm, , UpperArm.());
..(UpperArm, LowerArm, , .);
}
}
}

View File

@@ -2,20 +2,20 @@ namespace SlaveMatrix
{
public class
{
public _蝙 ;
public UpperArm_蝙 UpperArm;
public _蝙 ;
public (_蝙 , _蝙 )
public (UpperArm_蝙 UpperArm, _蝙 )
{
this. = ;
this.UpperArm = UpperArm;
this. = ;
}
public void ()
{
..(, null, , .());
..(, null, , .);
UpperArm..(UpperArm, null, , UpperArm.());
..(UpperArm, null, , .);
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -17,9 +17,9 @@ namespace SlaveMatrix
public bool _鰭_鰭膜3_表示 = true;
public bool _上腕_表示 = true;
public bool _UpperArm_表示 = true;
public bool _下腕_表示 = true;
public bool _LowerArm_表示 = true;
public bool _手_手_表示 = true;
@@ -85,51 +85,51 @@ namespace SlaveMatrix
public bool _手_親指_爪_表示 = true;
public bool _下腕鱗_鱗小_鱗9_表示 = true;
public bool _LowerArm鱗_鱗小_鱗9_表示 = true;
public bool _下腕鱗_鱗小_鱗8_表示 = true;
public bool _LowerArm鱗_鱗小_鱗8_表示 = true;
public bool _下腕鱗_鱗小_鱗7_表示 = true;
public bool _LowerArm鱗_鱗小_鱗7_表示 = true;
public bool _下腕鱗_鱗小_鱗6_表示 = true;
public bool _LowerArm鱗_鱗小_鱗6_表示 = true;
public bool _下腕鱗_鱗小_鱗5_表示 = true;
public bool _LowerArm鱗_鱗小_鱗5_表示 = true;
public bool _下腕鱗_鱗小_鱗4_表示 = true;
public bool _LowerArm鱗_鱗小_鱗4_表示 = true;
public bool _下腕鱗_鱗小_鱗3_表示 = true;
public bool _LowerArm鱗_鱗小_鱗3_表示 = true;
public bool _下腕鱗_鱗小_鱗2_表示 = true;
public bool _LowerArm鱗_鱗小_鱗2_表示 = true;
public bool _下腕鱗_鱗小_鱗1_表示 = true;
public bool _LowerArm鱗_鱗小_鱗1_表示 = true;
public bool _下腕鱗_鱗大_鱗9_表示 = true;
public bool _LowerArm鱗_鱗大_鱗9_表示 = true;
public bool _下腕鱗_鱗大_鱗8_表示 = true;
public bool _LowerArm鱗_鱗大_鱗8_表示 = true;
public bool _下腕鱗_鱗大_鱗7_表示 = true;
public bool _LowerArm鱗_鱗大_鱗7_表示 = true;
public bool _下腕鱗_鱗大_鱗6_表示 = true;
public bool _LowerArm鱗_鱗大_鱗6_表示 = true;
public bool _下腕鱗_鱗大_鱗5_表示 = true;
public bool _LowerArm鱗_鱗大_鱗5_表示 = true;
public bool _下腕鱗_鱗大_鱗4_表示 = true;
public bool _LowerArm鱗_鱗大_鱗4_表示 = true;
public bool _下腕鱗_鱗大_鱗3_表示 = true;
public bool _LowerArm鱗_鱗大_鱗3_表示 = true;
public bool _下腕鱗_鱗大_鱗2_表示 = true;
public bool _LowerArm鱗_鱗大_鱗2_表示 = true;
public bool _下腕鱗_鱗大_鱗1_表示 = true;
public bool _LowerArm鱗_鱗大_鱗1_表示 = true;
public bool _上腕鱗_鱗5_表示 = true;
public bool _UpperArm鱗_鱗5_表示 = true;
public bool _上腕鱗_鱗4_表示 = true;
public bool _UpperArm鱗_鱗4_表示 = true;
public bool _上腕鱗_鱗3_表示 = true;
public bool _UpperArm鱗_鱗3_表示 = true;
public bool _上腕鱗_鱗2_表示 = true;
public bool _UpperArm鱗_鱗2_表示 = true;
public bool _上腕鱗_鱗1_表示 = true;
public bool _UpperArm鱗_鱗1_表示 = true;
public bool _輪_革_表示 = true;
@@ -427,9 +427,9 @@ namespace SlaveMatrix
public bool _輪_金具右_表示 = true;
public bool _上腕_表示 = true;
public bool _UpperArm_表示 = true;
public bool _下腕_表示 = true;
public bool _LowerArm_表示 = true;
public bool _手_親指_爪_表示 = true;
@@ -495,51 +495,51 @@ namespace SlaveMatrix
public bool _手_鱗_鱗1_表示 = true;
public bool _下腕鱗_鱗小_鱗9_表示 = true;
public bool _LowerArm鱗_鱗小_鱗9_表示 = true;
public bool _下腕鱗_鱗小_鱗8_表示 = true;
public bool _LowerArm鱗_鱗小_鱗8_表示 = true;
public bool _下腕鱗_鱗小_鱗7_表示 = true;
public bool _LowerArm鱗_鱗小_鱗7_表示 = true;
public bool _下腕鱗_鱗小_鱗6_表示 = true;
public bool _LowerArm鱗_鱗小_鱗6_表示 = true;
public bool _下腕鱗_鱗小_鱗5_表示 = true;
public bool _LowerArm鱗_鱗小_鱗5_表示 = true;
public bool _下腕鱗_鱗小_鱗4_表示 = true;
public bool _LowerArm鱗_鱗小_鱗4_表示 = true;
public bool _下腕鱗_鱗小_鱗3_表示 = true;
public bool _LowerArm鱗_鱗小_鱗3_表示 = true;
public bool _下腕鱗_鱗小_鱗2_表示 = true;
public bool _LowerArm鱗_鱗小_鱗2_表示 = true;
public bool _下腕鱗_鱗小_鱗1_表示 = true;
public bool _LowerArm鱗_鱗小_鱗1_表示 = true;
public bool _下腕鱗_鱗大_鱗9_表示 = true;
public bool _LowerArm鱗_鱗大_鱗9_表示 = true;
public bool _下腕鱗_鱗大_鱗8_表示 = true;
public bool _LowerArm鱗_鱗大_鱗8_表示 = true;
public bool _下腕鱗_鱗大_鱗7_表示 = true;
public bool _LowerArm鱗_鱗大_鱗7_表示 = true;
public bool _下腕鱗_鱗大_鱗6_表示 = true;
public bool _LowerArm鱗_鱗大_鱗6_表示 = true;
public bool _下腕鱗_鱗大_鱗5_表示 = true;
public bool _LowerArm鱗_鱗大_鱗5_表示 = true;
public bool _下腕鱗_鱗大_鱗4_表示 = true;
public bool _LowerArm鱗_鱗大_鱗4_表示 = true;
public bool _下腕鱗_鱗大_鱗3_表示 = true;
public bool _LowerArm鱗_鱗大_鱗3_表示 = true;
public bool _下腕鱗_鱗大_鱗2_表示 = true;
public bool _LowerArm鱗_鱗大_鱗2_表示 = true;
public bool _下腕鱗_鱗大_鱗1_表示 = true;
public bool _LowerArm鱗_鱗大_鱗1_表示 = true;
public bool _上腕鱗_鱗5_表示 = true;
public bool _UpperArm鱗_鱗5_表示 = true;
public bool _上腕鱗_鱗4_表示 = true;
public bool _UpperArm鱗_鱗4_表示 = true;
public bool _上腕鱗_鱗3_表示 = true;
public bool _UpperArm鱗_鱗3_表示 = true;
public bool _上腕鱗_鱗2_表示 = true;
public bool _UpperArm鱗_鱗2_表示 = true;
public bool _上腕鱗_鱗1_表示 = true;
public bool _UpperArm鱗_鱗1_表示 = true;
public bool _鰭_鰭膜1_表示 = true;
@@ -577,13 +577,13 @@ namespace SlaveMatrix
public List<EleD> Head_接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public List<EleD> UpperArm左_接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public List<EleD> UpperArm右_接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public List<EleD> LowerArm左_接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public List<EleD> LowerArm右_接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
@@ -601,32 +601,32 @@ namespace SlaveMatrix
e. = ConnectionInfo._犬_Head_接続;
}
public void (EleD e)
public void UpperArm左接(EleD e)
{
_接続.Add(e);
UpperArm左_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._犬_上腕左_接続;
e. = ConnectionInfo._犬_UpperArm左_接続;
}
public void (EleD e)
public void UpperArm右接(EleD e)
{
_接続.Add(e);
UpperArm右_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._犬_上腕右_接続;
e. = ConnectionInfo._犬_UpperArm右_接続;
}
public void (EleD e)
public void LowerArm左接(EleD e)
{
_接続.Add(e);
LowerArm左_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._犬_下腕左_接続;
e. = ConnectionInfo._犬_LowerArm左_接続;
}
public void (EleD e)
public void LowerArm右接(EleD e)
{
_接続.Add(e);
LowerArm右_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._犬_下腕右_接続;
e. = ConnectionInfo._犬_LowerArm右_接続;
}
public void (EleD e)

View File

@@ -120,30 +120,30 @@ namespace SlaveMatrix
X0Y1_飛膜CP = new ColorP(X0Y1_飛膜, CD, DisUnit, abj: true);
}
public void (_蝙 , _蝙 , _蝙 , bool )
public void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , bool )
{
if (.IndexY == 0)
{
if ( || X_ || Y_)
{
(, , , );
(UpperArm, LowerArm, , );
}
else
{
(, , , );
(UpperArm, LowerArm, , );
}
}
else if ( || X_ || Y_)
{
(, , , );
(UpperArm, LowerArm, , );
}
else
{
(, , , );
(UpperArm, LowerArm, , );
}
}
private void (_蝙 , _蝙 , _蝙 , bool )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , bool )
{
Vector2D value = X0Y0_飛膜.ToLocal(.X0Y0_人指_指3.Position);
Vector2D vector2D = X0Y0_飛膜.ToLocal(.X0Y0_親指_指1.Position);
@@ -155,15 +155,15 @@ namespace SlaveMatrix
X0Y0_飛膜.OP[1].ps[1] = (X0Y0_飛膜.OP[1].ps[0] + X0Y0_飛膜.OP[1].ps[2]) * 0.5;
X0Y0_飛膜.OP[1].ps[1] += (vector2D - X0Y0_飛膜.OP[1].ps[1]) * 0.3;
X0Y0_飛膜.OP[2].ps[0] = X0Y0_飛膜.OP[1].ps[2];
if ( == null)
if (UpperArm == null)
{
if ( == null)
if (LowerArm == null)
{
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼手.Position);
}
else
{
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
}
Vector2D vector2D2 = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[3]) * 0.5;
X0Y0_飛膜.OP[2].ps[1] = vector2D2 + (X0Y0_飛膜.OP[2].ps[0] - X0Y0_飛膜.OP[2].ps[3]) * 0.8;
@@ -173,19 +173,19 @@ namespace SlaveMatrix
}
else
{
if (.ConnectionType == ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[3].ps[1]));
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1]));
}
else
{
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[3].ps[1].AddY(0.003)));
X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1].AddY(0.003)));
}
Vector2D vector2D3 = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[3]) * 0.5;
X0Y0_飛膜.OP[2].ps[1] = (X0Y0_飛膜.OP[2].ps[0] + vector2D3) * 0.5;
X0Y0_飛膜.OP[2].ps[2] = (vector2D3 + X0Y0_飛膜.OP[2].ps[3]) * 0.5;
}
if ( == null)
if (LowerArm == null)
{
Vector2D vector2D4 = X0Y0_飛膜.ToLocal(.X0Y0_獣翼手.Position);
X0Y0_飛膜.OP[2].ps[1] += (vector2D4 - X0Y0_飛膜.OP[2].ps[1]) * 0.3;
@@ -193,11 +193,11 @@ namespace SlaveMatrix
}
else
{
Vector2D vector2D5 = X0Y0_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
Vector2D vector2D5 = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
X0Y0_飛膜.OP[2].ps[1] += (vector2D5 - X0Y0_飛膜.OP[2].ps[1]) * 0.3;
X0Y0_飛膜.OP[2].ps[2] += (vector2D5 - X0Y0_飛膜.OP[2].ps[2]) * 0.3;
}
if (.ConnectionType != ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y0_飛膜.OP[3].ps[0] = X0Y0_飛膜.OP[2].ps[3];
}
@@ -233,7 +233,7 @@ namespace SlaveMatrix
X0Y0_飛膜.OP[8].ps[1] = X0Y0_飛膜.ToLocal(.X0Y0_人指_指3.ToGlobal(.X0Y0_人指_指3.OP[0].ps[1]));
}
private void (_蝙 , _蝙 , _蝙 , bool )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , bool )
{
Vector2D value = X0Y0_飛膜.ToLocal(.X0Y0_人指_指3.Position);
Vector2D vector2D = X0Y0_飛膜.ToLocal(.X0Y0_親指_指1.Position);
@@ -245,15 +245,15 @@ namespace SlaveMatrix
X0Y0_飛膜.OP[7].ps[1] = (X0Y0_飛膜.OP[7].ps[2] + X0Y0_飛膜.OP[7].ps[0]) * 0.5;
X0Y0_飛膜.OP[7].ps[1] += (vector2D - X0Y0_飛膜.OP[7].ps[1]) * 0.3;
X0Y0_飛膜.OP[6].ps[3] = X0Y0_飛膜.OP[7].ps[0];
if ( == null)
if (UpperArm == null)
{
if ( == null)
if (LowerArm == null)
{
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼手.Position);
}
else
{
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
}
Vector2D vector2D2 = (X0Y0_飛膜.OP[6].ps[3] + X0Y0_飛膜.OP[6].ps[0]) * 0.5;
X0Y0_飛膜.OP[6].ps[2] = vector2D2 + (X0Y0_飛膜.OP[6].ps[3] - X0Y0_飛膜.OP[6].ps[0]) * 0.8;
@@ -263,19 +263,19 @@ namespace SlaveMatrix
}
else
{
if (.ConnectionType == ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[0].ps[4]));
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4]));
}
else
{
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[0].ps[4].AddY(0.003)));
X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4].AddY(0.003)));
}
Vector2D vector2D3 = (X0Y0_飛膜.OP[6].ps[3] + X0Y0_飛膜.OP[6].ps[0]) * 0.5;
X0Y0_飛膜.OP[6].ps[2] = (X0Y0_飛膜.OP[6].ps[3] + vector2D3) * 0.5;
X0Y0_飛膜.OP[6].ps[1] = (vector2D3 + X0Y0_飛膜.OP[6].ps[0]) * 0.5;
}
if ( == null)
if (LowerArm == null)
{
Vector2D vector2D4 = X0Y0_飛膜.ToLocal(.X0Y0_獣翼手.Position);
X0Y0_飛膜.OP[6].ps[2] += (vector2D4 - X0Y0_飛膜.OP[6].ps[2]) * 0.3;
@@ -283,11 +283,11 @@ namespace SlaveMatrix
}
else
{
Vector2D vector2D5 = X0Y0_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
Vector2D vector2D5 = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
X0Y0_飛膜.OP[6].ps[2] += (vector2D5 - X0Y0_飛膜.OP[6].ps[2]) * 0.3;
X0Y0_飛膜.OP[6].ps[1] += (vector2D5 - X0Y0_飛膜.OP[6].ps[1]) * 0.3;
}
if (.ConnectionType != ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y0_飛膜.OP[5].ps[2] = X0Y0_飛膜.OP[6].ps[0];
}
@@ -323,7 +323,7 @@ namespace SlaveMatrix
X0Y0_飛膜.OP[0].ps[1] = X0Y0_飛膜.ToLocal(.X0Y0_人指_指3.ToGlobal(.X0Y0_人指_指3.OP[2].ps[1]));
}
private void (_蝙 , _蝙 , _蝙 , bool )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , bool )
{
Vector2D value = X0Y1_飛膜.ToLocal(.X0Y0_人指_指3.Position);
Vector2D vector2D = X0Y1_飛膜.ToLocal(.X0Y0_親指_指1.Position);
@@ -335,15 +335,15 @@ namespace SlaveMatrix
X0Y1_飛膜.OP[1].ps[1] = (X0Y1_飛膜.OP[1].ps[0] + X0Y1_飛膜.OP[1].ps[2]) * 0.5;
X0Y1_飛膜.OP[1].ps[1] += (vector2D - X0Y1_飛膜.OP[1].ps[1]) * 0.3;
X0Y1_飛膜.OP[2].ps[0] = X0Y1_飛膜.OP[1].ps[2];
if ( == null)
if (UpperArm == null)
{
if ( == null)
if (LowerArm == null)
{
X0Y1_飛膜.OP[2].ps[3] = X0Y1_飛膜.ToLocal(.X0Y0_獣翼手.Position);
}
else
{
X0Y1_飛膜.OP[2].ps[3] = X0Y1_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
X0Y1_飛膜.OP[2].ps[3] = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
}
Vector2D vector2D2 = (X0Y1_飛膜.OP[2].ps[0] + X0Y1_飛膜.OP[2].ps[3]) * 0.5;
X0Y1_飛膜.OP[2].ps[1] = vector2D2 + (X0Y1_飛膜.OP[2].ps[0] - X0Y1_飛膜.OP[2].ps[3]) * 0.8;
@@ -353,19 +353,19 @@ namespace SlaveMatrix
}
else
{
if (.ConnectionType == ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[3].ps[1]));
X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1]));
}
else
{
X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[3].ps[1].AddY(0.003)));
X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1].AddY(0.003)));
}
Vector2D vector2D3 = (X0Y1_飛膜.OP[2].ps[0] + X0Y1_飛膜.OP[2].ps[3]) * 0.5;
X0Y1_飛膜.OP[2].ps[1] = (X0Y1_飛膜.OP[2].ps[0] + vector2D3) * 0.5;
X0Y1_飛膜.OP[2].ps[2] = (vector2D3 + X0Y1_飛膜.OP[2].ps[3]) * 0.5;
}
if ( == null)
if (LowerArm == null)
{
Vector2D vector2D4 = X0Y1_飛膜.ToLocal(.X0Y0_獣翼手.Position);
X0Y1_飛膜.OP[2].ps[1] += (vector2D4 - X0Y1_飛膜.OP[2].ps[1]) * 0.3;
@@ -373,11 +373,11 @@ namespace SlaveMatrix
}
else
{
Vector2D vector2D5 = X0Y1_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
Vector2D vector2D5 = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
X0Y1_飛膜.OP[2].ps[1] += (vector2D5 - X0Y1_飛膜.OP[2].ps[1]) * 0.3;
X0Y1_飛膜.OP[2].ps[2] += (vector2D5 - X0Y1_飛膜.OP[2].ps[2]) * 0.3;
}
if (.ConnectionType != ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y1_飛膜.OP[3].ps[0] = X0Y1_飛膜.OP[2].ps[3];
}
@@ -457,7 +457,7 @@ namespace SlaveMatrix
X0Y1_飛膜.OP[42].ps[1] = X0Y1_飛膜.ToLocal(.X0Y0_人指_指3.ToGlobal(.X0Y0_人指_指3.OP[0].ps[1]));
}
private void (_蝙 , _蝙 , _蝙 , bool )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , bool )
{
Vector2D value = X0Y1_飛膜.ToLocal(.X0Y0_人指_指3.Position);
Vector2D vector2D = X0Y1_飛膜.ToLocal(.X0Y0_親指_指1.Position);
@@ -469,15 +469,15 @@ namespace SlaveMatrix
X0Y1_飛膜.OP[41].ps[1] = (X0Y1_飛膜.OP[41].ps[2] + X0Y1_飛膜.OP[41].ps[0]) * 0.5;
X0Y1_飛膜.OP[41].ps[1] += (vector2D - X0Y1_飛膜.OP[41].ps[1]) * 0.3;
X0Y1_飛膜.OP[40].ps[3] = X0Y1_飛膜.OP[41].ps[0];
if ( == null)
if (UpperArm == null)
{
if ( == null)
if (LowerArm == null)
{
X0Y1_飛膜.OP[40].ps[0] = X0Y1_飛膜.ToLocal(.X0Y0_獣翼手.Position);
}
else
{
X0Y1_飛膜.OP[40].ps[0] = X0Y1_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
X0Y1_飛膜.OP[40].ps[0] = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
}
Vector2D vector2D2 = (X0Y1_飛膜.OP[40].ps[3] + X0Y1_飛膜.OP[40].ps[0]) * 0.5;
X0Y1_飛膜.OP[40].ps[2] = vector2D2 + (X0Y1_飛膜.OP[40].ps[3] - X0Y1_飛膜.OP[40].ps[0]) * 0.8;
@@ -487,19 +487,19 @@ namespace SlaveMatrix
}
else
{
if (.ConnectionType == ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[0].ps[4]));
X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4]));
}
else
{
X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[0].ps[4].AddY(0.003)));
X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4].AddY(0.003)));
}
Vector2D vector2D3 = (X0Y1_飛膜.OP[40].ps[3] + X0Y1_飛膜.OP[40].ps[0]) * 0.5;
X0Y1_飛膜.OP[40].ps[2] = (X0Y1_飛膜.OP[40].ps[3] + vector2D3) * 0.5;
X0Y1_飛膜.OP[40].ps[1] = (vector2D3 + X0Y1_飛膜.OP[40].ps[0]) * 0.5;
}
if ( == null)
if (LowerArm == null)
{
Vector2D vector2D4 = X0Y1_飛膜.ToLocal(.X0Y0_獣翼手.Position);
X0Y1_飛膜.OP[40].ps[2] += (vector2D4 - X0Y1_飛膜.OP[40].ps[2]) * 0.3;
@@ -507,11 +507,11 @@ namespace SlaveMatrix
}
else
{
Vector2D vector2D5 = X0Y1_飛膜.ToLocal(.X0Y0_獣翼下腕.Position);
Vector2D vector2D5 = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position);
X0Y1_飛膜.OP[40].ps[2] += (vector2D5 - X0Y1_飛膜.OP[40].ps[2]) * 0.3;
X0Y1_飛膜.OP[40].ps[1] += (vector2D5 - X0Y1_飛膜.OP[40].ps[1]) * 0.3;
}
if (.ConnectionType != ConnectionInfo.Shoulder_上腕_接続)
if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続)
{
X0Y1_飛膜.OP[39].ps[2] = X0Y1_飛膜.OP[40].ps[0];
}

View File

@@ -120,33 +120,33 @@ namespace SlaveMatrix
X0Y1_飛膜CP = new ColorP(X0Y1_飛膜, CD, DisUnit, abj: true);
}
public void (_蝙 , _蝙 , _蝙 , Vector2D )
public void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , Vector2D )
{
if (.IndexY == 0)
{
if ( || X_ || Y_)
{
(, , , );
(UpperArm, LowerArm, , );
}
else
{
(, , , );
(UpperArm, LowerArm, , );
}
}
else if ( || X_ || Y_)
{
(, , , );
(UpperArm, LowerArm, , );
}
else
{
(, , , );
(UpperArm, LowerArm, , );
}
}
private void (_蝙 , _蝙 , _蝙 , Vector2D )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , Vector2D )
{
Vector2D vector2D = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.JP[0].Joint));
Vector2D vector2D2 = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[3].ps[1]));
Vector2D vector2D = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint));
Vector2D vector2D2 = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1]));
X0Y0_飛膜.OP[0].ps[0] = vector2D;
X0Y0_飛膜.OP[0].ps[2] = vector2D2;
X0Y0_飛膜.OP[0].ps[1] = (X0Y0_飛膜.OP[0].ps[0] + X0Y0_飛膜.OP[0].ps[2]) * 0.5;
@@ -156,7 +156,7 @@ namespace SlaveMatrix
X0Y0_飛膜.OP[2].ps[0] = X0Y0_飛膜.OP[1].ps[2];
if ( == null)
{
if ( == null)
if (LowerArm == null)
{
X0Y0_飛膜.OP[2].ps[2] = vector2D;
X0Y0_飛膜.OP[2].ps[1] = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[2]) * 0.5;
@@ -165,7 +165,7 @@ namespace SlaveMatrix
}
else
{
X0Y0_飛膜.OP[2].ps[2] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼下腕.ToGlobal(.X0Y0_獣翼下腕.JP[0].Joint));
X0Y0_飛膜.OP[2].ps[2] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint));
X0Y0_飛膜.OP[2].ps[1] = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[2]) * 0.5;
Vector2D vector2D3;
X0Y0_飛膜.OP[2].ps[1] += (vector2D3 = (vector2D - X0Y0_飛膜.OP[2].ps[1]) * 0.2);
@@ -186,10 +186,10 @@ namespace SlaveMatrix
}
}
private void (_蝙 , _蝙 , _蝙 , Vector2D )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , Vector2D )
{
Vector2D vector2D = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.JP[0].Joint));
Vector2D vector2D2 = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[0].ps[4]));
Vector2D vector2D = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint));
Vector2D vector2D2 = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4]));
X0Y0_飛膜.OP[3].ps[2] = vector2D;
X0Y0_飛膜.OP[3].ps[0] = vector2D2;
X0Y0_飛膜.OP[3].ps[1] = (X0Y0_飛膜.OP[3].ps[2] + X0Y0_飛膜.OP[3].ps[0]) * 0.5;
@@ -199,7 +199,7 @@ namespace SlaveMatrix
X0Y0_飛膜.OP[1].ps[2] = X0Y0_飛膜.OP[2].ps[0];
if ( == null)
{
if ( == null)
if (LowerArm == null)
{
X0Y0_飛膜.OP[1].ps[0] = vector2D;
X0Y0_飛膜.OP[1].ps[1] = (X0Y0_飛膜.OP[1].ps[2] + X0Y0_飛膜.OP[1].ps[0]) * 0.5;
@@ -208,7 +208,7 @@ namespace SlaveMatrix
}
else
{
X0Y0_飛膜.OP[1].ps[0] = X0Y0_飛膜.ToLocal(.X0Y0_獣翼下腕.ToGlobal(.X0Y0_獣翼下腕.JP[0].Joint));
X0Y0_飛膜.OP[1].ps[0] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint));
X0Y0_飛膜.OP[1].ps[1] = (X0Y0_飛膜.OP[1].ps[2] + X0Y0_飛膜.OP[1].ps[0]) * 0.5;
Vector2D vector2D3;
X0Y0_飛膜.OP[1].ps[1] += (vector2D3 = (vector2D - X0Y0_飛膜.OP[1].ps[1]) * 0.2);
@@ -229,10 +229,10 @@ namespace SlaveMatrix
}
}
private void (_蝙 , _蝙 , _蝙 , Vector2D )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , Vector2D )
{
Vector2D vector2D = X0Y1_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.JP[0].Joint));
Vector2D value = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[3].ps[1]));
Vector2D vector2D = X0Y1_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint));
Vector2D value = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1]));
X0Y1_飛膜.OP[0].ps[0] = vector2D;
X0Y1_飛膜.OP[0].ps[2] = value;
X0Y1_飛膜.OP[0].ps[1] = (X0Y1_飛膜.OP[0].ps[0] + X0Y1_飛膜.OP[0].ps[2]) * 0.5;
@@ -240,7 +240,7 @@ namespace SlaveMatrix
X0Y1_飛膜.OP[1].ps[2] = X0Y1_飛膜.ToLocal();
X0Y1_飛膜.OP[1].ps[1] = (X0Y1_飛膜.OP[1].ps[0] + X0Y1_飛膜.OP[1].ps[2]) * 0.5;
Vector2D vector2D2 = X0Y1_飛膜.OP[1].ps[2];
Vector2D vector2D3 = (( != null) ? X0Y1_飛膜.ToLocal(.X0Y0_小指_指3.ToGlobal(.X0Y0_小指_指3.OP[0].ps[0])) : (( == null) ? vector2D : X0Y1_飛膜.ToLocal(.X0Y0_獣翼下腕.ToGlobal(.X0Y0_獣翼下腕.JP[0].Joint))));
Vector2D vector2D3 = (( != null) ? X0Y1_飛膜.ToLocal(.X0Y0_小指_指3.ToGlobal(.X0Y0_小指_指3.OP[0].ps[0])) : ((LowerArm == null) ? vector2D : X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint))));
Vector2D vector2D4 = (vector2D2 + vector2D3) * 0.5;
Vector2D v = vector2D2 - vector2D3;
double num = v.LengthSquared();
@@ -277,10 +277,10 @@ namespace SlaveMatrix
}
}
private void (_蝙 , _蝙 , _蝙 , Vector2D )
private void (UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, _蝙 , Vector2D )
{
Vector2D vector2D = X0Y1_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.JP[0].Joint));
Vector2D value = X0Y0_飛膜.ToLocal(.X0Y0_獣翼上腕.ToGlobal(.X0Y0_獣翼上腕.OP[0].ps[4]));
Vector2D vector2D = X0Y1_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint));
Vector2D value = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4]));
X0Y1_飛膜.OP[10].ps[2] = vector2D;
X0Y1_飛膜.OP[10].ps[0] = value;
X0Y1_飛膜.OP[10].ps[1] = (X0Y1_飛膜.OP[10].ps[2] + X0Y1_飛膜.OP[10].ps[0]) * 0.5;
@@ -288,7 +288,7 @@ namespace SlaveMatrix
X0Y1_飛膜.OP[9].ps[0] = X0Y1_飛膜.ToLocal();
X0Y1_飛膜.OP[9].ps[1] = (X0Y1_飛膜.OP[9].ps[2] + X0Y1_飛膜.OP[9].ps[0]) * 0.5;
Vector2D vector2D2 = X0Y1_飛膜.OP[9].ps[0];
Vector2D vector2D3 = (( != null) ? X0Y1_飛膜.ToLocal(.X0Y0_小指_指3.ToGlobal(.X0Y0_小指_指3.OP[2].ps[2])) : (( == null) ? vector2D : X0Y1_飛膜.ToLocal(.X0Y0_獣翼下腕.ToGlobal(.X0Y0_獣翼下腕.JP[0].Joint))));
Vector2D vector2D3 = (( != null) ? X0Y1_飛膜.ToLocal(.X0Y0_小指_指3.ToGlobal(.X0Y0_小指_指3.OP[2].ps[2])) : ((LowerArm == null) ? vector2D : X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint))));
Vector2D vector2D4 = (vector2D2 + vector2D3) * 0.5;
Vector2D v = vector2D2 - vector2D3;
double num = v.LengthSquared();

File diff suppressed because it is too large Load Diff

View File

@@ -1309,7 +1309,7 @@ namespace SlaveMatrix
Runing = delegate(Mot m)
{
d = 5.0 * (0.15 + cha.) * m.Value.Sin() * RNG.XS.NextDouble() * l;
if (cha.Bod.n > 0)
if (cha.Bod.Arm人n > 0)
{
cha.(d);
}
@@ -1629,7 +1629,7 @@ namespace SlaveMatrix
Runing = delegate(Mot m)
{
d_ = 2.0 * m.Value;
if (cha.Bod.n > 0)
if (cha.Bod.Arm人n > 0)
{
cha.(d_);
}
@@ -2050,7 +2050,7 @@ namespace SlaveMatrix
{
result.p = result.e..GetHitPar_(HitColor);
bool flag = false;
bool flag2 = result.e is Shoulder || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is Leg || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is ;
bool flag2 = result.e is Shoulder || result.e is UpperArm || result.e is LowerArm || result.e is || result.e is || result.e is || result.e is Leg || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is || result.e is ;
if (result.e is || result.e is )
{
result.c = ContactType.Head;
@@ -2143,7 +2143,7 @@ namespace SlaveMatrix
{
result.c = ContactType.Tail;
}
else if (result.e is || result.e is || result.e is _鳥 || result.e is _鳥 || result.e is _鳥 || result.e is _蝙 || result.e is _蝙 || result.e is _蝙)
else if (result.e is || result.e is || result.e is UpperArm_鳥 || result.e is LowerArm_鳥 || result.e is _鳥 || result.e is UpperArm_蝙 || result.e is LowerArm_蝙 || result.e is _蝙)
{
result.c = ContactType.Wing;
}

View File

@@ -599,7 +599,7 @@ namespace SlaveMatrix
ConnectionInfo.Chest_翼下右_接続 => 0,
ConnectionInfo.Chest_背中_接続 => 0,
ConnectionInfo._噴乳_接続 => 1,
ConnectionInfo.Shoulder_上腕_接続 => 1,
ConnectionInfo.Shoulder_UpperArm_接続 => 1,
ConnectionInfo.Torso_Chest_接続 => 1,
ConnectionInfo.Torso_肌_接続 => 1,
ConnectionInfo.Torso_翼左_接続 => 0,
@@ -789,10 +789,10 @@ namespace SlaveMatrix
ConnectionInfo._甲_軸2_接続 => 1,
ConnectionInfo._甲_軸3_接続 => 1,
ConnectionInfo._犬_Head_接続 => 1,
ConnectionInfo._犬_上腕左_接続 => 1,
ConnectionInfo._犬_上腕右_接続 => 1,
ConnectionInfo._犬_下腕左_接続 => 1,
ConnectionInfo._犬_下腕右_接続 => 1,
ConnectionInfo._犬_UpperArm左_接続 => 1,
ConnectionInfo._犬_UpperArm右_接続 => 1,
ConnectionInfo._犬_LowerArm左_接続 => 1,
ConnectionInfo._犬_LowerArm右_接続 => 1,
ConnectionInfo._犬_手左_接続 => 1,
ConnectionInfo._犬_手右_接続 => 1,
ConnectionInfo._蔦_節1_接続 => 1,
@@ -820,19 +820,19 @@ namespace SlaveMatrix
ConnectionInfo._蔦_節23_接続 => 1,
ConnectionInfo._蔦_節24_接続 => 1,
ConnectionInfo._蔦_先端_接続 => 1,
ConnectionInfo._人_下腕_接続 => 1,
ConnectionInfo._鳥_下腕_接続 => 1,
ConnectionInfo._蝙_下腕_接続 => 1,
ConnectionInfo._獣_下腕_接続 => 1,
ConnectionInfo._蹄_下腕_接続 => 1,
ConnectionInfo._人_外腕_接続 => 1,
ConnectionInfo._人_手_接続 => 1,
ConnectionInfo._人_虫鎌_接続 => 1,
ConnectionInfo._鳥_手_接続 => 1,
ConnectionInfo._蝙_手_接続 => 1,
ConnectionInfo._蝙_腕輪_接続 => 1,
ConnectionInfo._獣_手_接続 => 1,
ConnectionInfo._蹄_手_接続 => 1,
ConnectionInfo.UpperArm_人_LowerArm_接続 => 1,
ConnectionInfo.UpperArm_鳥_LowerArm_接続 => 1,
ConnectionInfo.UpperArm_蝙_LowerArm_接続 => 1,
ConnectionInfo.UpperArm_獣_LowerArm_接続 => 1,
ConnectionInfo.UpperArm_蹄_LowerArm_接続 => 1,
ConnectionInfo.LowerArm_人_OuterArm_接続 => 1,
ConnectionInfo.LowerArm_人_手_接続 => 1,
ConnectionInfo.LowerArm_人_虫鎌_接続 => 1,
ConnectionInfo.LowerArm_鳥_手_接続 => 1,
ConnectionInfo.LowerArm_蝙_手_接続 => 1,
ConnectionInfo.LowerArm_蝙_腕輪_接続 => 1,
ConnectionInfo.LowerArm_獣_手_接続 => 1,
ConnectionInfo.LowerArm_蹄_手_接続 => 1,
ConnectionInfo._人_Leg_接続 => 1,
ConnectionInfo._獣_Leg_接続 => 1,
ConnectionInfo._蹄_Leg_接続 => 1,
@@ -894,7 +894,7 @@ namespace SlaveMatrix
ConnectionInfo._翼下左_接続 => 0,
ConnectionInfo._翼下右_接続 => 0,
ConnectionInfo._背中_接続 => 0,
ConnectionInfo._上腕_接続 => 1,
ConnectionInfo._UpperArm_接続 => 1,
ConnectionInfo._腰_接続 => 0,
ConnectionInfo._肌_接続 => 1,
ConnectionInfo._翼左_接続 => 0,

View File

@@ -2938,8 +2938,8 @@ namespace SlaveMatrix
double num5 = (double)(num - num2) * 17.0;
e.B += num5;
_犬 obj = (_犬)e;
obj.X0Y0_脚前_上腕.AngleBase -= num5;
obj.X0Y0_脚後_上腕.AngleBase -= num5;
obj.X0Y0_脚前_UpperArm.AngleBase -= num5;
obj.X0Y0_脚後_UpperArm.AngleBase -= num5;
}
else
{
@@ -2962,8 +2962,8 @@ namespace SlaveMatrix
double num8 = (double)(num - num2) * -17.0;
e.B += num8;
_犬 obj2 = (_犬)e;
obj2.X0Y0_脚前_上腕.AngleBase -= num8;
obj2.X0Y0_脚後_上腕.AngleBase -= num8;
obj2.X0Y0_脚前_UpperArm.AngleBase -= num8;
obj2.X0Y0_脚後_UpperArm.AngleBase -= num8;
}
else
{
@@ -4418,34 +4418,34 @@ namespace SlaveMatrix
}
}
public static void _人左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double B, double B, double B, double B, double XC, double XC, double XC, double C, double C, bool , bool , bool Y, int Yi, bool )
public static void _人左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double B, double UpperArm角度B, double LowerArm角度B, double B, double UpperArm尺度XC, double LowerArm尺度XC, double XC, double LowerArm尺度C, double C, bool UpperArm外, bool LowerArm外, bool LowerArm反転Y, int Yi, bool )
{
2 = Cha.Bod.[n];
Arm 2 = Cha.Bod.Arm人[n];
2.Shoulder.SetAngle0();
2.Shoulder.B = B + u1;
if (2. != null)
if (2.UpperArm != null)
{
2.._外線 = ;
2..XC = XC;
2..B = B + u2;
if (2. != null)
2.UpperArm._外線 = UpperArm外;
2.UpperArm.XC = UpperArm尺度XC;
2.UpperArm.B = UpperArm角度B + u2;
if (2.LowerArm != null)
{
Cha.Bod.(: false, n, );
2..Y = false;
2.._外線 = ;
2..XC = XC;
2..C = C;
2..B = B + u3;
2..Y = Y;
2..1.Y = Y;
if (2.._接続 != null)
2.LowerArm.Y = false;
2.LowerArm._外線 = LowerArm外;
2.LowerArm.XC = LowerArm尺度XC;
2.LowerArm.C = LowerArm尺度C;
2.LowerArm.B = LowerArm角度B + u3;
2.LowerArm.Y = LowerArm反転Y;
2.LowerArm.1.Y = LowerArm反転Y;
if (2.LowerArm._接続 != null)
{
Ele[] _接続 = 2.._接続;
Ele[] _接続 = 2.LowerArm._接続;
foreach (Ele obj in _接続)
{
obj.XC = XC;
obj.C = C;
obj.Y = Y;
obj.XC = LowerArm尺度XC;
obj.C = LowerArm尺度C;
obj.Y = LowerArm反転Y;
}
}
if (2. != null)
@@ -4456,7 +4456,7 @@ namespace SlaveMatrix
if (Yi == 11)
{
2..Yi = 3;
bool flag = 2..1__花弁_花弁_表示 || 2..1__花弁_花弁_表示;
bool flag = 2.LowerArm.1__花弁_花弁_表示 || 2.LowerArm.1__花弁_花弁_表示;
2..B -= (flag ? 15.0 : 0.0);
2.._人指3_表示 = false;
2.._中指3_表示 = false;
@@ -4507,34 +4507,34 @@ namespace SlaveMatrix
2.Shoulder.();
}
public static void _人右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double B, double B, double B, double B, double XC, double XC, double XC, double C, double C, bool , bool , bool Y, int Yi, bool )
public static void _人右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double B, double UpperArm角度B, double LowerArm角度B, double B, double UpperArm尺度XC, double LowerArm尺度XC, double XC, double LowerArm尺度C, double C, bool UpperArm外, bool LowerArm外, bool LowerArm反転Y, int Yi, bool )
{
2 = Cha.Bod.[n];
Arm 2 = Cha.Bod.Arm人[n];
2.Shoulder.SetAngle0();
2.Shoulder.B = 0.0 - B + (0.0 - u1);
if (2. != null)
if (2.UpperArm != null)
{
2.._外線 = ;
2..XC = XC;
2..B = 0.0 - B + (0.0 - u2);
if (2. != null)
2.UpperArm._外線 = UpperArm外;
2.UpperArm.XC = UpperArm尺度XC;
2.UpperArm.B = 0.0 - UpperArm角度B + (0.0 - u2);
if (2.LowerArm != null)
{
Cha.Bod.(: true, n, );
2..Y = false;
2.._外線 = ;
2..XC = XC;
2..C = C;
2..B = 0.0 - B + (0.0 - u3);
2..Y = Y;
2..1.Y = Y;
if (2.._接続 != null)
2.LowerArm.Y = false;
2.LowerArm._外線 = LowerArm外;
2.LowerArm.XC = LowerArm尺度XC;
2.LowerArm.C = LowerArm尺度C;
2.LowerArm.B = 0.0 - LowerArm角度B + (0.0 - u3);
2.LowerArm.Y = LowerArm反転Y;
2.LowerArm.1.Y = LowerArm反転Y;
if (2.LowerArm._接続 != null)
{
Ele[] _接続 = 2.._接続;
Ele[] _接続 = 2.LowerArm._接続;
foreach (Ele obj in _接続)
{
obj.XC = XC;
obj.C = C;
obj.Y = Y;
obj.XC = LowerArm尺度XC;
obj.C = LowerArm尺度C;
obj.Y = LowerArm反転Y;
}
}
if (2. != null)
@@ -4545,7 +4545,7 @@ namespace SlaveMatrix
if (Yi == 11)
{
2..Yi = 3;
bool flag = 2..1__花弁_花弁_表示 || 2..1__花弁_花弁_表示;
bool flag = 2.LowerArm.1__花弁_花弁_表示 || 2.LowerArm.1__花弁_花弁_表示;
2..B -= (flag ? (-15.0) : 0.0);
2.._人指3_表示 = false;
2.._中指3_表示 = false;
@@ -4598,196 +4598,196 @@ namespace SlaveMatrix
public static void _人_腕置き左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: false, 0, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 0, : false);
}
public static void _人_腕置き右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: false, 0, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 0, : false);
}
public static void _人_胸庇い左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 1, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 1, : false);
}
public static void _人_胸庇い右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 1, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 1, : false);
}
public static void _人_体支え左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : false, : false, Y: true, 2, : true);
Cha._人左(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: false, LowerArm外: false, LowerArm反転Y: true, 2, : true);
}
public static void _人_体支え右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : false, : false, Y: true, 2, : true);
Cha._人右(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: false, LowerArm外: false, LowerArm反転Y: true, 2, : true);
}
public static void _人_胸乗せ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, : true, : false, Y: false, 3, : false);
Cha._人左(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 3, : false);
}
public static void _人_胸乗せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, : true, : false, Y: false, 3, : false);
Cha._人右(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 3, : false);
}
public static void _人_顔隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, : true, : true, Y: true, 4, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, UpperArm外: true, LowerArm外: true, LowerArm反転Y: true, 4, : false);
}
public static void _人_顔隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, : true, : true, Y: true, 4, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, UpperArm外: true, LowerArm外: true, LowerArm反転Y: true, 4, : false);
}
public static void _人_チラ見左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, : true, : true, Y: true, 10, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, UpperArm外: true, LowerArm外: true, LowerArm反転Y: true, 10, : false);
}
public static void _人_チラ見右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, : true, : true, Y: true, 10, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, UpperArm外: true, LowerArm外: true, LowerArm反転Y: true, 10, : false);
}
public static void _人_指咥え左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 5, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 5, : false);
}
public static void _人_指咥え右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 5, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 5, : false);
}
public static void _人_腕下げ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : false, : false, Y: true, 6, : true);
Cha._人左(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: false, LowerArm外: false, LowerArm反転Y: true, 6, : true);
}
public static void _人_腕下げ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : false, : false, Y: true, 6, : true);
Cha._人右(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: false, LowerArm外: false, LowerArm反転Y: true, 6, : true);
}
public static void _人_股隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_股隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_開帳左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 10, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 10, : false);
}
public static void _人_開帳右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 10, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 10, : false);
}
public static void _人_口押さえ1左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_口押さえ1右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_口押さえ2左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha.Bod. = false;
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_口押さえ2右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha.Bod. = true;
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_口押さえ3左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha.Bod. = false;
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人左(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_口押さえ3右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha.Bod. = true;
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: true, 4, : false);
Cha._人右(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 4, : false);
}
public static void _人_脇見せ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: false, 0, : true);
Cha._人左(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 0, : true);
}
public static void _人_脇見せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: false, 0, : true);
Cha._人右(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 0, : true);
}
public static void _人_腰手当左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, : true, : false, Y: true, 7, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 7, : false);
}
public static void _人_腰手当右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, : true, : false, Y: true, 7, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 7, : false);
}
public static void _人_ピース左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, : true, : false, Y: false, 9, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 9, : false);
}
public static void _人_ピース右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, : true, : false, Y: false, 9, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 9, : false);
}
public static void _人_手コキ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
public static void Arm_人_手コキ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, : true, : false, Y: false, 11, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 11, : false);
}
public static void _人_手コキ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
public static void Arm_人_手コキ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, : true, : false, Y: false, 11, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 11, : false);
}
public static void _人_パイズリ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, : true, : false, Y: true, 8, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 8, : false);
}
public static void _人_パイズリ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, : true, : false, Y: true, 8, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: true, 8, : false);
}
public static void _人_腕上げ左(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人左(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: false, 0, : false);
Cha._人左(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 0, : false);
}
public static void _人_腕上げ右(this Cha Cha, int n, double u1, double u2, double u3, double u4)
{
Cha._人右(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, : true, : false, Y: false, 0, : false);
Cha._人右(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外: true, LowerArm外: false, LowerArm反転Y: false, 0, : false);
}
public static void _人_腕下げ(this Cha Cha, int n, bool , bool )
@@ -4918,7 +4918,7 @@ namespace SlaveMatrix
c._人_ピース左(n, u1, u2, u3, u4);
break;
case 16:
c._人_手コキ左(n, u1, u2, u3, u4);
c.Arm_人_手コキ左(n, u1, u2, u3, u4);
break;
case 17:
c._人_パイズリ左(n, u1, u2, u3, u4);
@@ -4982,7 +4982,7 @@ namespace SlaveMatrix
c._人_ピース右(n, u1, u2, u3, u4);
break;
case 16:
c._人_手コキ右(n, u1, u2, u3, u4);
c.Arm_人_手コキ右(n, u1, u2, u3, u4);
break;
case 17:
c._人_パイズリ右(n, u1, u2, u3, u4);
@@ -4995,34 +4995,34 @@ namespace SlaveMatrix
public static void (this Cha Cha, double a)
{
foreach ( item in Cha.Bod.)
foreach (Arm item in Cha.Bod.Arm人)
{
item.Shoulder.C = a * RNG.XS.NextDouble();
if (item. == null)
if (item.UpperArm == null)
{
continue;
}
item..C = a * RNG.XS.NextDouble();
if (item. != null)
item.UpperArm.C = a * RNG.XS.NextDouble();
if (item.LowerArm != null)
{
item..C = a * RNG.XS.NextDouble();
item.LowerArm.C = a * RNG.XS.NextDouble();
if (item. != null)
{
item..C = a * RNG.XS.NextDouble();
}
}
}
foreach ( item2 in Cha.Bod.)
foreach (Arm item2 in Cha.Bod.Arm人)
{
item2.Shoulder.C = (0.0 - a) * RNG.XS.NextDouble();
if (item2. == null)
if (item2.UpperArm == null)
{
continue;
}
item2..C = (0.0 - a) * RNG.XS.NextDouble();
if (item2. != null)
item2.UpperArm.C = (0.0 - a) * RNG.XS.NextDouble();
if (item2.LowerArm != null)
{
item2..C = (0.0 - a) * RNG.XS.NextDouble();
item2.LowerArm.C = (0.0 - a) * RNG.XS.NextDouble();
if (item2. != null)
{
item2..C = (0.0 - a) * RNG.XS.NextDouble();
@@ -5031,24 +5031,24 @@ namespace SlaveMatrix
}
}
public static void _翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double , double , double , double B, double B, double B, double B)
public static void _翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展, double LowerArm展, double , double B, double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
Arm翼 2 = Cha.Bod.[n];
2.Shoulder.SetAngle0();
if (n == 0)
{
2.Shoulder.B = B + u1;
}
if (2. != null)
if (2.UpperArm != null)
{
2..SetAngle0();
2.. = ;
2..B += B + u2;
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += UpperArm角度B + u2;
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += B + u3;
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += LowerArm角度B + u3;
if (2. != null)
{
2..SetAngle0();
@@ -5060,24 +5060,24 @@ namespace SlaveMatrix
2.Shoulder.();
}
public static void _翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double , double , double , double B, double B, double B, double B)
public static void _翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展, double LowerArm展, double , double B, double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
Arm翼 2 = Cha.Bod.[n];
2.Shoulder.SetAngle0();
if (n == 0)
{
2.Shoulder.B = 0.0 - B + (0.0 - u1);
}
if (2. != null)
if (2.UpperArm != null)
{
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u2);
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += 0.0 - UpperArm角度B + (0.0 - u2);
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u3);
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += 0.0 - LowerArm角度B + (0.0 - u3);
if (2. != null)
{
2..SetAngle0();
@@ -5245,34 +5245,34 @@ namespace SlaveMatrix
public static void (this Cha Cha, double a)
{
foreach ( item in Cha.Bod.)
foreach (Arm翼 item in Cha.Bod.)
{
item.Shoulder.C = a * RNG.XS.NextDouble();
}
foreach ( item2 in Cha.Bod.)
foreach (Arm翼 item2 in Cha.Bod.)
{
item2.Shoulder.C = (0.0 - a) * RNG.XS.NextDouble();
}
}
public static void _翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double , double , double , double B, double B, double B, double B)
public static void _翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展, double LowerArm展, double , double B, double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
Arm翼 2 = Cha.Bod.[n];
2.Shoulder.SetAngle0();
if (n == 0)
{
2.Shoulder.B = B + u1;
}
if (2. != null)
if (2.UpperArm != null)
{
2..SetAngle0();
2.. = ;
2..B += B + u2;
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += UpperArm角度B + u2;
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += B + u3;
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += LowerArm角度B + u3;
if (2. != null)
{
2..SetAngle0();
@@ -5284,24 +5284,24 @@ namespace SlaveMatrix
2.Shoulder.();
}
public static void _翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double , double , double , double B, double B, double B, double B)
public static void _翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展, double LowerArm展, double , double B, double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
Arm翼 2 = Cha.Bod.[n];
2.Shoulder.SetAngle0();
if (n == 0)
{
2.Shoulder.B = 0.0 - B + (0.0 - u1);
}
if (2. != null)
if (2.UpperArm != null)
{
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u2);
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += 0.0 - UpperArm角度B + (0.0 - u2);
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u3);
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += 0.0 - LowerArm角度B + (0.0 - u3);
if (2. != null)
{
2..SetAngle0();
@@ -5437,30 +5437,30 @@ namespace SlaveMatrix
public static void (this Cha Cha, double a)
{
foreach ( item in Cha.Bod.)
foreach (Arm翼 item in Cha.Bod.)
{
item.Shoulder.C = a * RNG.XS.NextDouble();
}
foreach ( item2 in Cha.Bod.)
foreach (Arm翼 item2 in Cha.Bod.)
{
item2.Shoulder.C = (0.0 - a) * RNG.XS.NextDouble();
}
}
public static void _獣左(this Cha Cha, int n, double u2, double u3, double u4, double B, double B, double B, double XC, double XC, double XC)
public static void _獣左(this Cha Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double B, double UpperArm尺度XC, double LowerArm尺度XC, double XC)
{
2 = Cha.Bod.[n];
Arm 2 = Cha.Bod.[n];
2.Shoulder.SetAngle0();
if (2. != null)
if (2.UpperArm != null)
{
2..SetAngle0();
2..XC = XC;
2..B += B + u2;
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm.XC = UpperArm尺度XC;
2.UpperArm.B += UpperArm角度B + u2;
if (2.LowerArm != null)
{
2..SetAngle0();
2..XC = XC;
2..B += B + u3;
2.LowerArm.SetAngle0();
2.LowerArm.XC = LowerArm尺度XC;
2.LowerArm.B += LowerArm角度B + u3;
if (2. != null)
{
2..SetAngle0();
@@ -5472,20 +5472,20 @@ namespace SlaveMatrix
2.Shoulder.();
}
public static void _獣右(this Cha Cha, int n, double u2, double u3, double u4, double B, double B, double B, double XC, double XC, double XC)
public static void _獣右(this Cha Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double B, double UpperArm尺度XC, double LowerArm尺度XC, double XC)
{
2 = Cha.Bod.[n];
Arm 2 = Cha.Bod.[n];
2.Shoulder.SetAngle0();
if (2. != null)
if (2.UpperArm != null)
{
2..SetAngle0();
2..XC = XC;
2..B += 0.0 - B + (0.0 - u2);
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm.XC = UpperArm尺度XC;
2.UpperArm.B += 0.0 - UpperArm角度B + (0.0 - u2);
if (2.LowerArm != null)
{
2..SetAngle0();
2..XC = XC;
2..B += 0.0 - B + (0.0 - u3);
2.LowerArm.SetAngle0();
2.LowerArm.XC = LowerArm尺度XC;
2.LowerArm.B += 0.0 - LowerArm角度B + (0.0 - u3);
if (2. != null)
{
2..SetAngle0();
@@ -5589,32 +5589,32 @@ namespace SlaveMatrix
public static void (this Cha Cha, double a)
{
foreach ( item in Cha.Bod.)
foreach (Arm item in Cha.Bod.)
{
if (item. == null)
if (item.UpperArm == null)
{
continue;
}
item..C = a * RNG.XS.NextDouble();
if (item. != null)
item.UpperArm.C = a * RNG.XS.NextDouble();
if (item.LowerArm != null)
{
item..C = a * RNG.XS.NextDouble();
item.LowerArm.C = a * RNG.XS.NextDouble();
if (item. != null)
{
item..C = a * RNG.XS.NextDouble();
}
}
}
foreach ( item2 in Cha.Bod.)
foreach (Arm item2 in Cha.Bod.)
{
if (item2. == null)
if (item2.UpperArm == null)
{
continue;
}
item2..C = (0.0 - a) * RNG.XS.NextDouble();
if (item2. != null)
item2.UpperArm.C = (0.0 - a) * RNG.XS.NextDouble();
if (item2.LowerArm != null)
{
item2..C = (0.0 - a) * RNG.XS.NextDouble();
item2.LowerArm.C = (0.0 - a) * RNG.XS.NextDouble();
if (item2. != null)
{
item2..C = (0.0 - a) * RNG.XS.NextDouble();
@@ -6153,17 +6153,17 @@ namespace SlaveMatrix
}
}
public static void (this Cha Cha, int n, double u1, double u2, double u3, double , double , double , double B, double B, double B)
public static void (this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展, double LowerArm展, double , double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
2..SetAngle0();
2.. = ;
2..B += B + u1;
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += UpperArm角度B + u1;
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += B + u2;
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += LowerArm角度B + u2;
if (2. != null)
{
2..SetAngle0();
@@ -6171,20 +6171,20 @@ namespace SlaveMatrix
2..B += B + u3;
}
}
2..();
2.UpperArm.();
}
public static void (this Cha Cha, int n, double u1, double u2, double u3, double , double , double , double B, double B, double B)
public static void (this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展, double LowerArm展, double , double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u1);
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += 0.0 - UpperArm角度B + (0.0 - u1);
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u2);
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += 0.0 - LowerArm角度B + (0.0 - u2);
if (2. != null)
{
2..SetAngle0();
@@ -6192,7 +6192,7 @@ namespace SlaveMatrix
2..B += 0.0 - B + (0.0 - u3);
}
}
2..();
2.UpperArm.();
}
public static void _脱力左(this Cha Cha, int n, double u1, double u2, double u3)
@@ -6345,17 +6345,17 @@ namespace SlaveMatrix
}
}
public static void (this Cha Cha, int n, double u1, double u2, double u3, double , double , double , double B, double B, double B)
public static void (this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展, double LowerArm展, double , double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
2..SetAngle0();
2.. = ;
2..B += B + u1;
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += UpperArm角度B + u1;
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += B + u2;
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += LowerArm角度B + u2;
if (2. != null)
{
2..SetAngle0();
@@ -6363,20 +6363,20 @@ namespace SlaveMatrix
2..B += B + u3;
}
}
2..();
2.UpperArm.();
}
public static void (this Cha Cha, int n, double u1, double u2, double u3, double , double , double , double B, double B, double B)
public static void (this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展, double LowerArm展, double , double UpperArm角度B, double LowerArm角度B, double B)
{
2 = Cha.Bod.[n];
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u1);
if (2. != null)
2.UpperArm.SetAngle0();
2.UpperArm. = UpperArm展;
2.UpperArm.B += 0.0 - UpperArm角度B + (0.0 - u1);
if (2.LowerArm != null)
{
2..SetAngle0();
2.. = ;
2..B += 0.0 - B + (0.0 - u2);
2.LowerArm.SetAngle0();
2.LowerArm. = LowerArm展;
2.LowerArm.B += 0.0 - LowerArm角度B + (0.0 - u2);
if (2. != null)
{
2..SetAngle0();
@@ -6384,7 +6384,7 @@ namespace SlaveMatrix
2..B += 0.0 - B + (0.0 - u3);
}
}
2..();
2.UpperArm.();
}
public static void _脱力左(this Cha Cha, int n, double u1, double u2, double u3)
@@ -8631,18 +8631,18 @@ namespace SlaveMatrix
}
}
public static void (this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double , double , double , double , double , double , params Func<int, double>[] angs)
public static void (this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double , double UpperArm角, double LowerArm角, double , double , double , params Func<int, double>[] angs)
{
_犬 _犬2 = Cha.Bod.[n];
_犬2.SetAngle0();
_犬2.X0Y0_脚後_上腕.AngleBase -= _犬2.X0Y0_胴_節9_胴.Angle;
_犬2.X0Y0_脚前_上腕.AngleBase -= _犬2.X0Y0_胴_節9_胴.Angle;
_犬2.X0Y0_脚後_UpperArm.AngleBase -= _犬2.X0Y0_胴_節9_胴.Angle;
_犬2.X0Y0_脚前_UpperArm.AngleBase -= _犬2.X0Y0_胴_節9_胴.Angle;
_犬2.X0Y0_頭_口膜_口膜1.AngleBase -= 17.0;
_犬2.X0Y0_脚後_上腕.AngleBase += 0.0 - + (0.0 - u1);
_犬2.X0Y0_脚後_下腕.AngleBase += 0.0 - + (0.0 - u2);
_犬2.X0Y0_脚後_UpperArm.AngleBase += 0.0 - UpperArm角 + (0.0 - u1);
_犬2.X0Y0_脚後_LowerArm.AngleBase += 0.0 - LowerArm角 + (0.0 - u2);
_犬2.X0Y0_脚後_手_手.AngleBase += 0.0 - + (0.0 - u3);
_犬2.X0Y0_脚前_上腕.AngleBase += 0.0 - + u1;
_犬2.X0Y0_脚前_下腕.AngleBase += 0.0 - + u2;
_犬2.X0Y0_脚前_UpperArm.AngleBase += 0.0 - UpperArm角 + u1;
_犬2.X0Y0_脚前_LowerArm.AngleBase += 0.0 - LowerArm角 + u2;
_犬2.X0Y0_脚前_手_手.AngleBase += 0.0 - + u3;
if (_犬2.)
{
@@ -8731,14 +8731,14 @@ namespace SlaveMatrix
{
foreach (_犬 item in Cha.Bod.)
{
item.X0Y0_脚後_上腕.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_上腕.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚後_UpperArm.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_UpperArm.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_頭_口膜_口膜1.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚後_上腕.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚後_下腕.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚後_UpperArm.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚後_LowerArm.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚後_手_手.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_上腕.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_下腕.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_UpperArm.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_LowerArm.AngleCont = a * RNG.XS.NextDouble();
item.X0Y0_脚前_手_手.AngleCont = a * RNG.XS.NextDouble();
if (!item.)
{
@@ -8762,14 +8762,14 @@ namespace SlaveMatrix
}
foreach (_犬 item3 in Cha.Bod.)
{
item3.X0Y0_脚後_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚後_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_頭_口膜_口膜1.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚後_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚後_下腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚後_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚後_LowerArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚後_手_手.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_下腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_LowerArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
item3.X0Y0_脚前_手_手.AngleCont = (0.0 - a) * RNG.XS.NextDouble();
if (!item3.)
{
@@ -9535,7 +9535,7 @@ namespace SlaveMatrix
return;
}
EmotionType = c.ChaD.Emotion;
if (c.Bod.n > 0 && !Player.UI..)
if (c.Bod.Arm人n > 0 && !Player.UI..)
{
int[] array = null;
if (c.ChaD.)
@@ -9580,7 +9580,7 @@ namespace SlaveMatrix
array = (flag ? new int[5] { 0, 2, 7, 13, 18 } : new int[7] { 0, 1, 2, 3, 7, 13, 18 });
}
}
for (int i = 0; i < c.Bod.n; i++)
for (int i = 0; i < c.Bod.Arm人n; i++)
{
c._0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), array[RNG.XS.Next(array.Length)], array[RNG.XS.Next(array.Length)]);
}
@@ -9952,10 +9952,10 @@ namespace SlaveMatrix
{
c.Bod. = RNG.XS.NextBool();
}
if (c.Bod.n > 0)
if (c.Bod.Arm人n > 0)
{
int num = 7;
for (int i = 0; i < c.Bod.n; i++)
for (int i = 0; i < c.Bod.Arm人n; i++)
{
c._0(i, RNG.XS.NextBool(), : true, RNG.XS.NextBool(), num, num);
}
@@ -10190,10 +10190,10 @@ namespace SlaveMatrix
{
c.Bod. = RNG.XS.NextBool();
}
if (c.Bod.n > 0)
if (c.Bod.Arm人n > 0)
{
int num = 7;
for (int i = 0; i < c.Bod.n; i++)
for (int i = 0; i < c.Bod.Arm人n; i++)
{
c._0(i, RNG.XS.NextBool(), : true, RNG.XS.NextBool(), num, num);
}
@@ -10428,10 +10428,10 @@ namespace SlaveMatrix
{
c.Bod. = RNG.XS.NextBool();
}
if (c.Bod.n > 0)
if (c.Bod.Arm人n > 0)
{
int num = 18;
for (int i = 0; i < c.Bod.n; i++)
for (int i = 0; i < c.Bod.Arm人n; i++)
{
c._0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num);
}
@@ -10653,10 +10653,10 @@ namespace SlaveMatrix
public static void Setダブルピース(this Cha c)
{
if (c.Bod.n > 0)
if (c.Bod.Arm人n > 0)
{
int num = 15;
for (int i = 0; i < c.Bod.n; i++)
for (int i = 0; i < c.Bod.Arm人n; i++)
{
c._0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num);
}

File diff suppressed because it is too large Load Diff

View File

@@ -250,27 +250,27 @@ namespace SlaveMatrix
public static Type _蔦Dt;
public static Type _人Dt;
public static Type UpperArm_人Dt;
public static Type _鳥Dt;
public static Type UpperArm_鳥Dt;
public static Type _蝙Dt;
public static Type UpperArm_蝙Dt;
public static Type _獣Dt;
public static Type UpperArm_獣Dt;
public static Type _蹄Dt;
public static Type UpperArm_蹄Dt;
public static Type _人Dt;
public static Type LowerArm_人Dt;
public static Type _鳥Dt;
public static Type LowerArm_鳥Dt;
public static Type _蝙Dt;
public static Type LowerArm_蝙Dt;
public static Type Dt;
public static Type LowerArmDt;
public static Type _獣Dt;
public static Type LowerArm_獣Dt;
public static Type _蹄Dt;
public static Type LowerArm_蹄Dt;
public static Type _人Dt;
@@ -1169,8 +1169,8 @@ namespace SlaveMatrix
t = typeof(Torso);
t = typeof(Waist);
_鯨t = typeof(_鯨);
_人t = typeof(_人);
_鳥t = typeof(_鳥);
_人t = typeof(UpperArm_人);
_鳥t = typeof(UpperArm_鳥);
_鯨t = typeof(_鯨);
0_Dt = typeof(BackHair0_ジグD);
0_Dt = typeof(BackHair0_ハネD);
@@ -1264,17 +1264,17 @@ namespace SlaveMatrix
_触Dt = typeof(_触D);
_犬Dt = typeof(_犬D);
_蔦Dt = typeof(_蔦D);
_人Dt = typeof(_人D);
_鳥Dt = typeof(_鳥D);
_蝙Dt = typeof(_蝙D);
_獣Dt = typeof(_獣D);
_蹄Dt = typeof(_蹄D);
_人Dt = typeof(_人D);
_鳥Dt = typeof(_鳥D);
_蝙Dt = typeof(_蝙D);
Dt = typeof(D);
_獣Dt = typeof(_獣D);
_蹄Dt = typeof(_蹄D);
UpperArm_人Dt = typeof(UpperArm_人D);
UpperArm_鳥Dt = typeof(UpperArm_鳥D);
UpperArm_蝙Dt = typeof(UpperArm_蝙D);
UpperArm_獣Dt = typeof(UpperArm_獣D);
UpperArm_蹄Dt = typeof(UpperArm_蹄D);
LowerArm_人Dt = typeof(LowerArm_人D);
LowerArm_鳥Dt = typeof(LowerArm_鳥D);
LowerArm_蝙Dt = typeof(LowerArm_蝙D);
LowerArmDt = typeof(LowerArmD);
LowerArm_獣Dt = typeof(LowerArm_獣D);
LowerArm_蹄Dt = typeof(LowerArm_蹄D);
_人Dt = typeof(_人D);
_鳥Dt = typeof(_鳥D);
_蝙Dt = typeof(_蝙D);

View File

@@ -1587,7 +1587,7 @@ namespace SlaveMatrix
public void ()
{
if (!Bod.Is拘束 && Bod.n > 0 && Bod.Is最前腕人)
if (!Bod.Is拘束 && Bod.Arm人n > 0 && Bod.Is最前腕人)
{
Cha.();
Cha.Bod.EI腕前.Updatef = true;