started abstracting the UI
This commit is contained in:
@@ -7,39 +7,26 @@ namespace _2DGAMELIB
|
|||||||
public class Are : Rect
|
public class Are : Rect
|
||||||
{
|
{
|
||||||
public Bitmap Dis;
|
public Bitmap Dis;
|
||||||
|
public Bitmap Hit;
|
||||||
|
|
||||||
protected Graphics gd;
|
protected Graphics gd;
|
||||||
|
|
||||||
protected Bitmap Hit;
|
|
||||||
|
|
||||||
protected Graphics gh;
|
protected Graphics gh;
|
||||||
|
|
||||||
protected double unit;
|
protected double unit;
|
||||||
|
|
||||||
protected double disUnit;
|
protected double disUnit;
|
||||||
|
|
||||||
protected double hitUnit;
|
protected double hitUnit;
|
||||||
|
|
||||||
protected Size WH = System.Drawing.Size.Empty;
|
protected Size WH = System.Drawing.Size.Empty;
|
||||||
|
|
||||||
protected Size WHH = System.Drawing.Size.Empty;
|
protected Size WHH = System.Drawing.Size.Empty;
|
||||||
|
|
||||||
protected Size WHA = System.Drawing.Size.Empty;
|
protected Size WHA = System.Drawing.Size.Empty;
|
||||||
|
|
||||||
private Color ClearColor = Color.Transparent;
|
|
||||||
|
|
||||||
public Vector2D BasePoint = Dat.Vec2DZero;
|
public Vector2D BasePoint = Dat.Vec2DZero;
|
||||||
|
|
||||||
public Vector2D Position = Dat.Vec2DZero;
|
public Vector2D Position = Dat.Vec2DZero;
|
||||||
|
|
||||||
protected Vector2D p;
|
|
||||||
|
|
||||||
public Graphics GD => gd;
|
public Graphics GD => gd;
|
||||||
|
|
||||||
public Graphics GH => gh;
|
public Graphics GH => gh;
|
||||||
|
|
||||||
public double Unit => unit;
|
public double Unit => unit;
|
||||||
|
|
||||||
public double DisUnit => disUnit;
|
public double DisUnit => disUnit;
|
||||||
|
|
||||||
public Are() { }
|
public Are() { }
|
||||||
@@ -132,25 +119,9 @@ namespace _2DGAMELIB
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Draw(Graphics GD)
|
|
||||||
{
|
|
||||||
p = GetPosition();
|
|
||||||
GD.DrawImage(Dis, (int)(p.X * unit), (int)(p.Y * unit), WH.Width, WH.Height);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Draw(Graphics GD, Graphics GH)
|
|
||||||
{
|
|
||||||
p = GetPosition();
|
|
||||||
GD.DrawImage(Dis, (int)(p.X * unit), (int)(p.Y * unit), WH.Width, WH.Height);
|
|
||||||
if (gh != null)
|
|
||||||
{
|
|
||||||
GH.DrawImage(Hit, (int)(p.X * hitUnit), (int)(p.Y * hitUnit), WHH.Width, WHH.Height);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Draw(Are Are)
|
public void Draw(Are Are)
|
||||||
{
|
{
|
||||||
p = Are.GetPosition();
|
Vector2D p = Are.GetPosition();
|
||||||
GD.DrawImage(Are.Dis, (float)(p.X * Are.disUnit), (float)(p.Y * Are.disUnit), Are.WHA.Width, Are.WHA.Height);
|
GD.DrawImage(Are.Dis, (float)(p.X * Are.disUnit), (float)(p.Y * Are.disUnit), Are.WHA.Width, Are.WHA.Height);
|
||||||
if (Are.gh != null && GH != null)
|
if (Are.gh != null && GH != null)
|
||||||
{
|
{
|
||||||
@@ -161,13 +132,33 @@ namespace _2DGAMELIB
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public void DrawTo(Graphics GD)
|
||||||
|
{
|
||||||
|
Vector2D p = GetPosition();
|
||||||
|
GD.DrawImage(Dis, (int)(p.X * unit), (int)(p.Y * unit), WH.Width, WH.Height);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DrawTo(Graphics GD, Graphics GH)
|
||||||
|
{
|
||||||
|
Vector2D p = GetPosition();
|
||||||
|
GD.DrawImage(Dis, (int)(p.X * unit), (int)(p.Y * unit), WH.Width, WH.Height);
|
||||||
|
if (gh != null)
|
||||||
|
{
|
||||||
|
GH.DrawImage(Hit, (int)(p.X * hitUnit), (int)(p.Y * hitUnit), WHH.Width, WHH.Height);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void Clear()
|
public void Clear()
|
||||||
{
|
{
|
||||||
gd.Clear(ClearColor);
|
gd.Clear(Color.Transparent);
|
||||||
if (gh != null)
|
if (gh != null)
|
||||||
{
|
{
|
||||||
gh.Clear(ClearColor);
|
gh.Clear(Color.Transparent);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -176,7 +167,7 @@ namespace _2DGAMELIB
|
|||||||
gd.Clear(Color);
|
gd.Clear(Color);
|
||||||
if (gh != null)
|
if (gh != null)
|
||||||
{
|
{
|
||||||
gh.Clear(ClearColor);
|
gh.Clear(Color.Transparent);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -9,69 +9,46 @@ namespace _2DGAMELIB
|
|||||||
{
|
{
|
||||||
public class Med
|
public class Med
|
||||||
{
|
{
|
||||||
public static object obj;
|
|
||||||
|
|
||||||
private GlImage baseControl;
|
private GlImage baseControl;
|
||||||
|
|
||||||
public double Unit = 1762.4;
|
public double Unit = 1762.4;
|
||||||
|
public double DisQuality = 1.0;
|
||||||
|
public double HitAccuracy = 0.5;
|
||||||
|
private double resMag = 1.0;
|
||||||
|
private int WidthM;
|
||||||
|
private int HeightM;
|
||||||
|
|
||||||
|
public bool ShowFPS;
|
||||||
|
public bool Drive = true;
|
||||||
|
|
||||||
public Rect Base = new Rect(4.0, 3.0, 0.4);
|
public Rect Base = new Rect(4.0, 3.0, 0.4);
|
||||||
|
|
||||||
public double DisQuality = 1.0;
|
public Bitmap Dis;
|
||||||
|
|
||||||
public double HitAccuracy = 0.5;
|
|
||||||
|
|
||||||
public Bitmap BD;
|
|
||||||
|
|
||||||
public Graphics GD;
|
public Graphics GD;
|
||||||
|
|
||||||
public Bitmap BH;
|
public Bitmap Hit;
|
||||||
|
|
||||||
public Graphics GH;
|
public Graphics GH;
|
||||||
|
|
||||||
private Color ClearColor = Color.Transparent;
|
public Sce Sce;
|
||||||
|
public FPS FPSF = new FPS(60.0);
|
||||||
public bool Drive = true;
|
|
||||||
|
|
||||||
private Size BaseSize = Size.Empty;
|
private Size BaseSize = Size.Empty;
|
||||||
|
|
||||||
private double resMag = 1.0;
|
|
||||||
|
|
||||||
private Vector2D resVector = Dat.Vec2DZero;
|
private Vector2D resVector = Dat.Vec2DZero;
|
||||||
|
|
||||||
private Sce Sce;
|
public string UITitle;
|
||||||
|
|
||||||
private string mode;
|
private string mode;
|
||||||
|
|
||||||
public string Modeb;
|
public string Modeb;
|
||||||
|
|
||||||
private Dictionary<string, Module> Modes;
|
private Dictionary<string, Module> Modes;
|
||||||
|
|
||||||
private Func<Med, Dictionary<string, Module>> GetModes;
|
private Func<Med, Dictionary<string, Module>> GetModes;
|
||||||
|
|
||||||
private int WidthM;
|
|
||||||
|
|
||||||
private int HeightM;
|
|
||||||
|
|
||||||
public static double FPS;
|
|
||||||
|
|
||||||
public FPS FPSF = new FPS(FPS);
|
|
||||||
|
|
||||||
private bool cur = true;
|
|
||||||
|
|
||||||
public HashSet<Color> HitColors = new HashSet<Color>
|
public HashSet<Color> HitColors = new HashSet<Color>
|
||||||
{
|
{
|
||||||
Color.Transparent,
|
Color.Transparent,
|
||||||
Color.Black
|
Color.Black
|
||||||
};
|
};
|
||||||
|
|
||||||
public static double DpiX;
|
|
||||||
|
|
||||||
public static double DpiY;
|
|
||||||
|
|
||||||
public string UITitle;
|
|
||||||
|
|
||||||
public bool ShowFPS;
|
|
||||||
|
|
||||||
//public Control BaseControlC => baseControl;
|
//public Control BaseControlC => baseControl;
|
||||||
|
|
||||||
@@ -92,17 +69,24 @@ namespace _2DGAMELIB
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector2D CursorPosition => ToBasePosition(baseControl.GetCursorPoint()); //ToBasePosition(baseControl.PointToClient(System.Windows.Forms.Cursor.Position));
|
public Vector2D CursorPosition{
|
||||||
|
get {
|
||||||
|
return ToBasePosition(baseControl.GetCursorPoint()); //ToBasePosition(baseControl.PointToClient(System.Windows.Forms.Cursor.Position));
|
||||||
|
}
|
||||||
|
|
||||||
|
set {
|
||||||
|
baseControl.SetCursorPoint(FromBasePosition(value));
|
||||||
|
}
|
||||||
|
}
|
||||||
public Med()
|
public Med()
|
||||||
{
|
{
|
||||||
//Point dpi = GetDpi();
|
|
||||||
//dpiX = dpi.X;
|
|
||||||
//dpiY = dpi.Y;
|
|
||||||
DpiX = 1.0; // 96.0 / dpiX;
|
|
||||||
DpiY = 1.0; // 96.0 / dpiY;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void FadeIn(double Rate)
|
public void FadeIn(double Rate)
|
||||||
{
|
{
|
||||||
Sce.TransformAlpha(GD, Rate);
|
Sce.TransformAlpha(GD, Rate);
|
||||||
@@ -113,20 +97,10 @@ namespace _2DGAMELIB
|
|||||||
Sce.TransD(GD, Rate);
|
Sce.TransD(GD, Rate);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DrawStart(Are Are)
|
|
||||||
{
|
|
||||||
Sce.DrawStart(Are);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DrawEnd(Are Are)
|
|
||||||
{
|
|
||||||
Sce.DrawEnd(Are);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearSta(Color ClearColor)
|
|
||||||
{
|
|
||||||
Sce.ClearStart(ref ClearColor);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void InitializeModes(string Mode, Func<Med, Dictionary<string, Module>> GetModes)
|
public void InitializeModes(string Mode, Func<Med, Dictionary<string, Module>> GetModes)
|
||||||
{
|
{
|
||||||
@@ -138,24 +112,31 @@ namespace _2DGAMELIB
|
|||||||
{
|
{
|
||||||
baseControl = BaseControl;
|
baseControl = BaseControl;
|
||||||
BaseSize = new Size((int)(Base.LocalWidth * Unit), (int)(Base.LocalHeight * Unit));
|
BaseSize = new Size((int)(Base.LocalWidth * Unit), (int)(Base.LocalHeight * Unit));
|
||||||
BD = new Bitmap(BaseSize.Width, BaseSize.Height);
|
Dis = new Bitmap(BaseSize.Width, BaseSize.Height);
|
||||||
GD = Graphics.FromImage(BD);
|
GD = Graphics.FromImage(Dis);
|
||||||
GD.InterpolationMode = InterpolationMode.HighQualityBilinear;
|
//GD.InterpolationMode = InterpolationMode.HighQualityBilinear;
|
||||||
BH = new Bitmap((int)((double)BaseSize.Width * HitAccuracy), (int)((double)BaseSize.Height * HitAccuracy));
|
GD.SmoothingMode = SmoothingMode.None;
|
||||||
GH = Graphics.FromImage(BH);
|
GD.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||||
GH.InterpolationMode = InterpolationMode.Bilinear;
|
GD.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||||
WidthM = BH.Width - 1;
|
//needed for text or smthn
|
||||||
HeightM = BH.Height - 1;
|
GD.CompositingMode = CompositingMode.SourceOver;
|
||||||
Clear();
|
|
||||||
|
Hit = new Bitmap((int)((double)BaseSize.Width * HitAccuracy), (int)((double)BaseSize.Height * HitAccuracy));
|
||||||
|
GH = Graphics.FromImage(Hit);
|
||||||
|
//GH.InterpolationMode = InterpolationMode.Bilinear;
|
||||||
|
GH.SmoothingMode = SmoothingMode.None;
|
||||||
|
GH.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||||
|
GH.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||||
|
GH.CompositingMode = CompositingMode.SourceOver;
|
||||||
|
|
||||||
|
WidthM = Hit.Width - 1;
|
||||||
|
HeightM = Hit.Height - 1;
|
||||||
Sce = new Sce(BaseSize.Width, BaseSize.Height);
|
Sce = new Sce(BaseSize.Width, BaseSize.Height);
|
||||||
Modes = GetModes(this);
|
Modes = GetModes(this);
|
||||||
|
|
||||||
|
|
||||||
BaseControl.Click = delegate (IntPtr window, GLFW.MouseButton button, InputState state, GLFW.ModifierKeys modifiers)
|
BaseControl.Click = delegate (IntPtr window, GLFW.MouseButton button, InputState state, GLFW.ModifierKeys modifiers)
|
||||||
{
|
{
|
||||||
double x, y;
|
|
||||||
Glfw.GetCursorPosition(GlImage.PtrToWindow(window), out x, out y);
|
|
||||||
Point Position5 = new Point((int)x, (int)y);
|
|
||||||
MouseButtons arg2 = MouseButtons.None;
|
MouseButtons arg2 = MouseButtons.None;
|
||||||
switch (button)
|
switch (button)
|
||||||
{
|
{
|
||||||
@@ -176,14 +157,17 @@ namespace _2DGAMELIB
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
double x, y;
|
||||||
(state == InputState.Press ? Modes[mode].Down : Modes[mode].Up)(arg2, ToBasePosition(Position5), GetHitColor(ref Position5));
|
Glfw.GetCursorPosition(GlImage.PtrToWindow(window), out x, out y);
|
||||||
|
Vector2D Position5 = new Vector2D(x, y);
|
||||||
|
(state == InputState.Press ? Modes[mode].Down : Modes[mode].Up)
|
||||||
|
(arg2, ToBasePosition(Position5), GetHitColor(Position5));
|
||||||
};
|
};
|
||||||
|
|
||||||
BaseControl.Move = delegate (IntPtr window, double x, double y)
|
BaseControl.Move = delegate (IntPtr window, double x, double y)
|
||||||
{
|
{
|
||||||
Point Position3 = new Point((int)x, (int)y);
|
Vector2D Position3 = new Vector2D(x, y);
|
||||||
Modes[mode].Move(BaseControl.GetMouseButtons(), ToBasePosition(Position3), GetHitColor(ref Position3));
|
Modes[mode].Move(BaseControl.GetMouseButtons(), ToBasePosition(Position3), GetHitColor(Position3));
|
||||||
};
|
};
|
||||||
|
|
||||||
BaseControl.Leave = delegate (IntPtr window, bool entered)
|
BaseControl.Leave = delegate (IntPtr window, bool entered)
|
||||||
@@ -192,8 +176,8 @@ namespace _2DGAMELIB
|
|||||||
{
|
{
|
||||||
double x, y;
|
double x, y;
|
||||||
Glfw.GetCursorPosition(GlImage.PtrToWindow(window), out x, out y);
|
Glfw.GetCursorPosition(GlImage.PtrToWindow(window), out x, out y);
|
||||||
Point Position2 = new Point((int)x, (int)y);
|
Vector2D Position2 = new Vector2D(x, y);
|
||||||
Modes[mode].Leave(BaseControl.GetMouseButtons(), ToBasePosition(Position2), GetHitColor(ref Position2));
|
Modes[mode].Leave(BaseControl.GetMouseButtons(), ToBasePosition(Position2), GetHitColor(Position2));
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -201,9 +185,9 @@ namespace _2DGAMELIB
|
|||||||
{
|
{
|
||||||
double x, y;
|
double x, y;
|
||||||
Glfw.GetCursorPosition(GlImage.PtrToWindow(window), out x, out y);
|
Glfw.GetCursorPosition(GlImage.PtrToWindow(window), out x, out y);
|
||||||
Point Position = new Point((int)x, (int)y);
|
Vector2D Position = new Vector2D(x, y);
|
||||||
//Note: yo may be inverted
|
//Note: yo may be inverted
|
||||||
Modes[mode].Wheel(BaseControl.GetMouseButtons(), ToBasePosition(Position), (int)yo, GetHitColor(ref Position));
|
Modes[mode].Wheel(BaseControl.GetMouseButtons(), ToBasePosition(Position), (int)yo, GetHitColor(Position));
|
||||||
};
|
};
|
||||||
|
|
||||||
BaseControl.Resize = delegate (IntPtr window, int width, int height)
|
BaseControl.Resize = delegate (IntPtr window, int width, int height)
|
||||||
@@ -246,20 +230,22 @@ namespace _2DGAMELIB
|
|||||||
return BaseSize;
|
return BaseSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector2D ToBasePosition(Point Position)
|
|
||||||
|
|
||||||
|
public Vector2D ToBasePosition(Vector2D Position)
|
||||||
{
|
{
|
||||||
return new Vector2D(((double)Position.X - resVector.X) / Unit * resMag, ((double)Position.Y - resVector.Y) / Unit * resMag);
|
return new Vector2D(((double)Position.X - resVector.X) / Unit * resMag, ((double)Position.Y - resVector.Y) / Unit * resMag);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Point FromBasePosition(Vector2D Position)
|
public Vector2D FromBasePosition(Vector2D Position)
|
||||||
{
|
{
|
||||||
return new Point((int)(Position.X / resMag * Unit + resVector.X), (int)(Position.Y / resMag * Unit + resVector.Y));
|
return new Vector2D(Position.X / resMag * Unit + resVector.X, Position.Y / resMag * Unit + resVector.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Color GetHitColor(Point Position)
|
public Color GetHitColor(Vector2D Position)
|
||||||
{
|
{
|
||||||
double num = HitAccuracy * resMag;
|
double num = HitAccuracy * resMag;
|
||||||
Point point = ((Position.ToVector2D() - resVector) * num).ToPoint();
|
Point point = ((Position - resVector) * num).ToPoint();
|
||||||
if (point.X < 0)
|
if (point.X < 0)
|
||||||
{
|
{
|
||||||
point.X = 0;
|
point.X = 0;
|
||||||
@@ -276,7 +262,7 @@ namespace _2DGAMELIB
|
|||||||
{
|
{
|
||||||
point.Y = HeightM;
|
point.Y = HeightM;
|
||||||
}
|
}
|
||||||
return BH.GetPixel(point.X, point.Y);
|
return Hit.GetPixel(point.X, point.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Color GetHitColor(ref Point Position)
|
public Color GetHitColor(ref Point Position)
|
||||||
@@ -299,14 +285,18 @@ namespace _2DGAMELIB
|
|||||||
{
|
{
|
||||||
point.Y = HeightM;
|
point.Y = HeightM;
|
||||||
}
|
}
|
||||||
return BH.GetPixel(point.X, point.Y);
|
return Hit.GetPixel(point.X, point.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void Drawing()
|
public void Drawing()
|
||||||
{
|
{
|
||||||
baseControl.BitmapSetting(BD);
|
baseControl.BitmapSetting(Dis);
|
||||||
Modes[mode].Setting();
|
|
||||||
|
|
||||||
|
baseControl.SetTitle(UITitle);
|
||||||
|
Modes[mode].Setting();
|
||||||
|
|
||||||
Action action = delegate
|
Action action = delegate
|
||||||
{
|
{
|
||||||
@@ -320,8 +310,9 @@ namespace _2DGAMELIB
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
GD.DrawImage(BH, new Point(0, 0));
|
//DEBUG shows the hit lut
|
||||||
baseControl.SetBitmap(BD);
|
//GD.DrawImage(Hit, new Point(0, 0));
|
||||||
|
baseControl.SetBitmap(Dis);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@@ -332,44 +323,29 @@ namespace _2DGAMELIB
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Clear()
|
|
||||||
{
|
|
||||||
GD.Clear(ClearColor);
|
|
||||||
GH.Clear(ClearColor);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Draw(Are Are)
|
public void Draw(Are Are)
|
||||||
{
|
{
|
||||||
Are.Draw(GD, GH);
|
//Note: this is terribly slow...
|
||||||
|
//would be better to not copy the entire frame
|
||||||
|
Are.DrawTo(GD, GH);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//TODO fix?
|
||||||
public void CursorHide()
|
public void CursorHide()
|
||||||
{
|
|
||||||
if (cur)
|
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//TODO fix?
|
||||||
//System.Windows.Forms.Cursor.Hide();
|
|
||||||
cur = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CursorShow()
|
public void CursorShow()
|
||||||
{
|
|
||||||
if (!cur)
|
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//TODO fix?
|
||||||
//System.Windows.Forms.Cursor.Show();
|
|
||||||
cur = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void InvokeL(Action a)
|
|
||||||
{
|
|
||||||
//TODO this look right?
|
|
||||||
a();
|
|
||||||
//baseControl.Invoke(a);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
//hit color stuff
|
||||||
public Color GetUniqueColor()
|
public Color GetUniqueColor()
|
||||||
{
|
{
|
||||||
Oth.GetRandomColor(out var ret);
|
Oth.GetRandomColor(out var ret);
|
||||||
@@ -434,10 +410,6 @@ namespace _2DGAMELIB
|
|||||||
//return result;
|
//return result;
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
static Med()
|
static Med() {}
|
||||||
{
|
|
||||||
obj = new object();
|
|
||||||
FPS = 60.0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -276,7 +276,7 @@ namespace _2DGAMELIB
|
|||||||
}
|
}
|
||||||
if (EditF || EditTS)
|
if (EditF || EditTS)
|
||||||
{
|
{
|
||||||
Font = new Font(font.FontFamily, (float)(us * fontSize * Med.DpiY));
|
Font = new Font(font.FontFamily, (float)(us * fontSize));
|
||||||
EditF = false;
|
EditF = false;
|
||||||
EditTS = false;
|
EditTS = false;
|
||||||
}
|
}
|
||||||
@@ -303,7 +303,7 @@ namespace _2DGAMELIB
|
|||||||
double num = Unit * base.Size;
|
double num = Unit * base.Size;
|
||||||
if (EditF || EditS || EditPS || EditTS)
|
if (EditF || EditS || EditPS || EditTS)
|
||||||
{
|
{
|
||||||
Font = new Font(font.FontFamily, (float)(num * fontSize * Med.DpiY));
|
Font = new Font(font.FontFamily, (float)(num * fontSize));
|
||||||
EditF = false;
|
EditF = false;
|
||||||
EditTS = false;
|
EditTS = false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,11 +8,9 @@ namespace _2DGAMELIB
|
|||||||
public class Sce
|
public class Sce
|
||||||
{
|
{
|
||||||
private Bitmap Start;
|
private Bitmap Start;
|
||||||
|
|
||||||
private Graphics GS;
|
private Graphics GS;
|
||||||
|
|
||||||
private Bitmap End;
|
private Bitmap End;
|
||||||
|
|
||||||
private Graphics GE;
|
private Graphics GE;
|
||||||
|
|
||||||
private int w;
|
private int w;
|
||||||
@@ -54,12 +52,12 @@ namespace _2DGAMELIB
|
|||||||
|
|
||||||
public void DrawStart(Are Are)
|
public void DrawStart(Are Are)
|
||||||
{
|
{
|
||||||
Are.Draw(GS);
|
Are.DrawTo(GS);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DrawEnd(Are Are)
|
public void DrawEnd(Are Are)
|
||||||
{
|
{
|
||||||
Are.Draw(GE);
|
Are.DrawTo(GE);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClearStart(ref Color ClearColor)
|
public void ClearStart(ref Color ClearColor)
|
||||||
|
|||||||
@@ -40,10 +40,14 @@ namespace _2DGAMELIB
|
|||||||
|
|
||||||
public GlImage() { }
|
public GlImage() { }
|
||||||
|
|
||||||
public System.Drawing.Point GetCursorPoint() {
|
public Vector2D GetCursorPoint() {
|
||||||
double x, y;
|
double x, y;
|
||||||
Glfw.GetCursorPosition(window, out x, out y);
|
Glfw.GetCursorPosition(window, out x, out y);
|
||||||
return new System.Drawing.Point((int)x, (int)y);
|
return new Vector2D(x, y);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCursorPoint(Vector2D pos) {
|
||||||
|
Glfw.SetCursorPosition(window, pos.X, pos.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
public MouseButtons GetMouseButtons() {
|
public MouseButtons GetMouseButtons() {
|
||||||
@@ -228,102 +232,4 @@ void main()
|
|||||||
vao = gl.GenVertexArray();
|
vao = gl.GenVertexArray();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
public class WPFImage : ElementHost
|
|
||||||
{
|
|
||||||
public GlImage gl_img;
|
|
||||||
|
|
||||||
private int ByteSize;
|
|
||||||
|
|
||||||
private Rectangle rect1;
|
|
||||||
|
|
||||||
private Int32Rect rect2;
|
|
||||||
|
|
||||||
private BitmapData data;
|
|
||||||
|
|
||||||
public WriteableBitmap wb;
|
|
||||||
|
|
||||||
private bool HighQuality;
|
|
||||||
|
|
||||||
private string ConfigPath = Directory.GetCurrentDirectory() + "\\Config.ini";
|
|
||||||
|
|
||||||
public System.Windows.Controls.Image Image => (System.Windows.Controls.Image)base.Child;
|
|
||||||
|
|
||||||
public WPFImage()
|
|
||||||
{
|
|
||||||
System.Windows.Controls.Image child = new System.Windows.Controls.Image
|
|
||||||
{
|
|
||||||
Stretch = Stretch.Uniform
|
|
||||||
};
|
|
||||||
base.Child = child;
|
|
||||||
|
|
||||||
gl_img = new GlImage();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void PollEvents() {
|
|
||||||
gl_img.PollEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ImageSetting()
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (!File.Exists(ConfigPath))
|
|
||||||
{
|
|
||||||
HighQuality = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
string[] source = ConfigPath.ReadLines();
|
|
||||||
HighQuality = source.First((string s) => s.StartsWith("AntiAliasing:")).Last() == '1';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch
|
|
||||||
{
|
|
||||||
HighQuality = false;
|
|
||||||
}
|
|
||||||
if (HighQuality)
|
|
||||||
{
|
|
||||||
RenderOptions.SetBitmapScalingMode(Image, BitmapScalingMode.LowQuality);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
RenderOptions.SetBitmapScalingMode(Image, BitmapScalingMode.NearestNeighbor);
|
|
||||||
}
|
|
||||||
RenderOptions.SetEdgeMode(Image, EdgeMode.Aliased);
|
|
||||||
}
|
|
||||||
|
|
||||||
[DllImport("Kernel32.dll")]
|
|
||||||
public static extern void CopyMemory(IntPtr Destination, IntPtr Source, int ByteSize);
|
|
||||||
|
|
||||||
|
|
||||||
//the guy that gets called to update a frame
|
|
||||||
public void SetBitmap(Bitmap bmp)
|
|
||||||
{
|
|
||||||
data = bmp.LockBits(rect1, ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
|
||||||
wb.Lock();
|
|
||||||
CopyMemory(wb.BackBuffer, data.Scan0, ByteSize);
|
|
||||||
wb.AddDirtyRect(rect2);
|
|
||||||
wb.Unlock();
|
|
||||||
bmp.UnlockBits(data);
|
|
||||||
|
|
||||||
gl_img.SetBitmap(bmp);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void BitmapSetting(Bitmap bmp)
|
|
||||||
{
|
|
||||||
int pixelWidth = bmp.Width;
|
|
||||||
int num = bmp.Height;
|
|
||||||
rect1 = new Rectangle(0, 0, pixelWidth, num);
|
|
||||||
rect2 = new Int32Rect(0, 0, pixelWidth, num);
|
|
||||||
wb = new WriteableBitmap(pixelWidth, num, bmp.HorizontalResolution, bmp.VerticalResolution, PixelFormats.Bgra32, null);
|
|
||||||
ByteSize = wb.BackBufferStride * num;
|
|
||||||
Image.Source = wb;
|
|
||||||
|
|
||||||
gl_img.BitmapSetting(bmp);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
@@ -6,9 +6,9 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
private Med Med;
|
private Med Med;
|
||||||
|
|
||||||
private 吹き出し hd;
|
private TextBubble hd;
|
||||||
|
|
||||||
public SlaveText(Med Med, 吹き出し hd)
|
public SlaveText(Med Med, TextBubble hd)
|
||||||
{
|
{
|
||||||
this.Med = Med;
|
this.Med = Med;
|
||||||
this.hd = hd;
|
this.hd = hd;
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ using _2DGAMELIB;
|
|||||||
|
|
||||||
namespace SlaveMatrix
|
namespace SlaveMatrix
|
||||||
{
|
{
|
||||||
public class 吹き出し
|
public class TextBubble
|
||||||
{
|
{
|
||||||
public bool 表示 = true;
|
public bool 表示 = true;
|
||||||
|
|
||||||
@@ -41,7 +41,7 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public 吹き出し(Are Are, bool 右, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, double Speed, bool Dis, Color FeedColor, Action<Tex> Action)
|
public TextBubble(Are Are, bool 右, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, double Speed, bool Dis, Color FeedColor, Action<Tex> Action)
|
||||||
{
|
{
|
||||||
吹出し = new 吹出し(Are.DisUnit);
|
吹出し = new 吹出し(Are.DisUnit);
|
||||||
吹出し.SetHitFalse();
|
吹出し.SetHitFalse();
|
||||||
@@ -101,7 +101,7 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public 吹き出し(Are Are, bool 右, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, double Speed, bool Dis)
|
public TextBubble(Are Are, bool 右, Font Font, double TextSize, string Text, Color TextColor, Color ShadColor, Color BackColor, double Speed, bool Dis)
|
||||||
{
|
{
|
||||||
吹出し = new 吹出し(Are.DisUnit);
|
吹出し = new 吹出し(Are.DisUnit);
|
||||||
吹出し.SetHitFalse();
|
吹出し.SetHitFalse();
|
||||||
@@ -6,9 +6,9 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
private Med Med;
|
private Med Med;
|
||||||
|
|
||||||
private 吹き出し hd;
|
private TextBubble hd;
|
||||||
|
|
||||||
public ViolaText(Med Med, 吹き出し hd)
|
public ViolaText(Med Med, TextBubble hd)
|
||||||
{
|
{
|
||||||
this.Med = Med;
|
this.Med = Med;
|
||||||
this.hd = hd;
|
this.hd = hd;
|
||||||
|
|||||||
@@ -117,8 +117,10 @@ namespace SlaveMatrix
|
|||||||
調教UI.ハンド左.角度C = 0.0;
|
調教UI.ハンド左.角度C = 0.0;
|
||||||
if (Med.Mode == "Training")
|
if (Med.Mode == "Training")
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
}
|
}
|
||||||
バスト初期化.Start();
|
バスト初期化.Start();
|
||||||
if (調教UI.ハンド右.Xi == 5)
|
if (調教UI.ハンド右.Xi == 5)
|
||||||
@@ -165,8 +167,10 @@ namespace SlaveMatrix
|
|||||||
調教UI.ハンド左.角度C = 0.0;
|
調教UI.ハンド左.角度C = 0.0;
|
||||||
if (Med.Mode == "Training")
|
if (Med.Mode == "Training")
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
}
|
}
|
||||||
バスト初期化.Start();
|
バスト初期化.Start();
|
||||||
if (調教UI.ハンド右.Xi == 2)
|
if (調教UI.ハンド右.Xi == 2)
|
||||||
@@ -202,8 +206,11 @@ namespace SlaveMatrix
|
|||||||
調教UI.ハンド右.位置B = 位置B;
|
調教UI.ハンド右.位置B = 位置B;
|
||||||
Addvl(ref 陰核位置);
|
Addvl(ref 陰核位置);
|
||||||
核捏ね初 = true;
|
核捏ね初 = true;
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
|
|
||||||
核捏ねsi2();
|
核捏ねsi2();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -216,8 +223,10 @@ namespace SlaveMatrix
|
|||||||
Bod.ピアス.位置C = Dat.Vec2DZero;
|
Bod.ピアス.位置C = Dat.Vec2DZero;
|
||||||
if (Med.Mode == "Training")
|
if (Med.Mode == "Training")
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -259,8 +268,10 @@ namespace SlaveMatrix
|
|||||||
Isくぱぁ = false;
|
Isくぱぁ = false;
|
||||||
if (Med.Mode == "Training")
|
if (Med.Mode == "Training")
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
}
|
}
|
||||||
if (cd.c == ContactType.Crotch)
|
if (cd.c == ContactType.Crotch)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -591,7 +591,6 @@ namespace SlaveMatrix
|
|||||||
X1Y4_血管下CP = new ColorP(X1Y4_血管下, 血管下CD, DisUnit, abj: true);
|
X1Y4_血管下CP = new ColorP(X1Y4_血管下, 血管下CD, DisUnit, abj: true);
|
||||||
濃度 = e.濃度;
|
濃度 = e.濃度;
|
||||||
AreM = new AreM(Med.Unit, 3.0, 7.0, 0.07, Med.DisQuality, Med.HitAccuracy, 0.45);
|
AreM = new AreM(Med.Unit, 3.0, 7.0, 0.07, Med.DisQuality, Med.HitAccuracy, 0.45);
|
||||||
AreM.Setting();
|
|
||||||
AreM.BasePoint = new Vector2D(0.5, 0.1);
|
AreM.BasePoint = new Vector2D(0.5, 0.1);
|
||||||
X0Y0_陰嚢.BasePointBase = X0Y0_陰嚢.ToLocal(X0Y0_陰茎.ToGlobal(X0Y0_陰茎.JP[3].Joint));
|
X0Y0_陰嚢.BasePointBase = X0Y0_陰嚢.ToLocal(X0Y0_陰茎.ToGlobal(X0Y0_陰茎.JP[3].Joint));
|
||||||
X0Y1_陰嚢.BasePointBase = X0Y1_陰嚢.ToLocal(X0Y1_陰茎.ToGlobal(X0Y1_陰茎.JP[3].Joint));
|
X0Y1_陰嚢.BasePointBase = X0Y1_陰嚢.ToLocal(X0Y1_陰茎.ToGlobal(X0Y1_陰茎.JP[3].Joint));
|
||||||
|
|||||||
@@ -483,8 +483,11 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
パイズリ.End();
|
パイズリ.End();
|
||||||
}
|
}
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
|
|
||||||
調教UI.ハンド処理.バスト初期化.Start();
|
調教UI.ハンド処理.バスト初期化.Start();
|
||||||
vc = Dat.Vec2DZero;
|
vc = Dat.Vec2DZero;
|
||||||
Bod.胸毛_人.位置C = vc;
|
Bod.胸毛_人.位置C = vc;
|
||||||
|
|||||||
@@ -88,8 +88,10 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
if (Is吸付)
|
if (Is吸付)
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置);
|
||||||
|
|
||||||
}
|
}
|
||||||
else if (Is舐め)
|
else if (Is舐め)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1234,7 +1234,6 @@ namespace SlaveMatrix
|
|||||||
X3Y5_尿道CP = new ColorP(X3Y5_尿道, 尿道CD, DisUnit, abj: true);
|
X3Y5_尿道CP = new ColorP(X3Y5_尿道, 尿道CD, DisUnit, abj: true);
|
||||||
X3Y5_膣口CP = new ColorP(X3Y5_膣口, 膣口CD, DisUnit, abj: true);
|
X3Y5_膣口CP = new ColorP(X3Y5_膣口, 膣口CD, DisUnit, abj: true);
|
||||||
AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1);
|
AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1);
|
||||||
AreM.Setting();
|
|
||||||
AreM.BasePoint = new Vector2D(0.5, 0.5);
|
AreM.BasePoint = new Vector2D(0.5, 0.5);
|
||||||
AreMPos = AreM.GetPosition(ref AreM.BasePoint);
|
AreMPos = AreM.GetPosition(ref AreM.BasePoint);
|
||||||
濃度 = e.濃度;
|
濃度 = e.濃度;
|
||||||
|
|||||||
@@ -1234,7 +1234,6 @@ namespace SlaveMatrix
|
|||||||
X3Y5_尿道CP = new ColorP(X3Y5_尿道, 尿道CD, DisUnit, abj: true);
|
X3Y5_尿道CP = new ColorP(X3Y5_尿道, 尿道CD, DisUnit, abj: true);
|
||||||
X3Y5_膣口CP = new ColorP(X3Y5_膣口, 膣口CD, DisUnit, abj: true);
|
X3Y5_膣口CP = new ColorP(X3Y5_膣口, 膣口CD, DisUnit, abj: true);
|
||||||
AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1);
|
AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1);
|
||||||
AreM.Setting();
|
|
||||||
AreM.BasePoint = new Vector2D(0.5, 0.5);
|
AreM.BasePoint = new Vector2D(0.5, 0.5);
|
||||||
AreMPos = AreM.GetPosition(ref AreM.BasePoint);
|
AreMPos = AreM.GetPosition(ref AreM.BasePoint);
|
||||||
濃度 = e.濃度;
|
濃度 = e.濃度;
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System.ComponentModel;
|
||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using _2DGAMELIB;
|
using _2DGAMELIB;
|
||||||
@@ -616,8 +617,11 @@ namespace SlaveMatrix
|
|||||||
if (調教UI.SubFocus.Contains(this))
|
if (調教UI.SubFocus.Contains(this))
|
||||||
{
|
{
|
||||||
vr = cp;
|
vr = cp;
|
||||||
xr = (or.X - vr.X) * -0.008;
|
|
||||||
yr = (or.Y - vr.Y) * -0.008;
|
//TODO Check if this works?
|
||||||
|
Vector2D px_diff = Med.FromBasePosition(or - vr);
|
||||||
|
xr = px_diff.X * -0.008;
|
||||||
|
yr = px_diff.Y * -0.008;
|
||||||
if (挿入箇所 == ContactType.Vagina)
|
if (挿入箇所 == ContactType.Vagina)
|
||||||
{
|
{
|
||||||
膣挿抜 = yr * Player.膣挿入度;
|
膣挿抜 = yr * Player.膣挿入度;
|
||||||
@@ -947,15 +951,20 @@ namespace SlaveMatrix
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//v = (挿抜モーション.Run ? cp : _2DGAMELIB._Con.ToVector2D(Cursor.Position));
|
//v = (挿抜モーション.Run ? cp : _2DGAMELIB._Con.ToVector2D(Cursor.Position));
|
||||||
v = cp;
|
v = (挿抜モーション.Run ? cp : Med.CursorPosition);
|
||||||
|
System.Diagnostics.Debug.WriteLine("cursor pos: {0} {1}", Med.CursorPosition.X, Med.CursorPosition.Y);
|
||||||
|
|
||||||
if (調教UI.Focus == 対象 || 挿抜モーション.Run)
|
if (調教UI.Focus == 対象 || 挿抜モーション.Run)
|
||||||
{
|
{
|
||||||
if (Isモード)
|
if (Isモード)
|
||||||
{
|
{
|
||||||
x = (o.X - v.X) * 0.008;
|
Vector2D px_diff = Med.FromBasePosition(o - v);
|
||||||
y = (o.Y - v.Y) * 0.008;
|
x = px_diff.X * 0.008;
|
||||||
|
y = px_diff.Y * 0.008;
|
||||||
|
|
||||||
|
System.Diagnostics.Debug.WriteLine("x y diffs: {0} {1}", x, y);
|
||||||
if (Is挿入)
|
if (Is挿入)
|
||||||
{
|
{
|
||||||
対象.Ele.角度C = (100.0 * x).Clamp(-5.0, 5.0);
|
対象.Ele.角度C = (100.0 * x).Clamp(-5.0, 5.0);
|
||||||
@@ -967,15 +976,20 @@ namespace SlaveMatrix
|
|||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
口継続();
|
口継続();
|
||||||
if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y < v.Y && !挿抜モーション.Run)
|
|
||||||
|
//if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y < v.Y && !挿抜モーション.Run)
|
||||||
|
if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y > v.Y && !挿抜モーション.Run)
|
||||||
{
|
{
|
||||||
調教UI.Action(ContactType.Mouth, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
調教UI.Action(ContactType.Mouth, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
口終了();
|
口終了();
|
||||||
解除();
|
解除();
|
||||||
//TODO fix?
|
|
||||||
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
待機時1();
|
待機時1();
|
||||||
if (調教UI.ペニス処理.フェラ.Run)
|
if (調教UI.ペニス処理.フェラ.Run)
|
||||||
{
|
{
|
||||||
@@ -1009,15 +1023,19 @@ namespace SlaveMatrix
|
|||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
肛継続();
|
肛継続();
|
||||||
if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y < v.Y && !挿抜モーション.Run)
|
//if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y < v.Y && !挿抜モーション.Run)
|
||||||
|
if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y > v.Y && !挿抜モーション.Run)
|
||||||
{
|
{
|
||||||
調教UI.Action(ContactType.Anal, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
調教UI.Action(ContactType.Anal, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
肛終了();
|
肛終了();
|
||||||
解除();
|
解除();
|
||||||
//TODO fix?
|
|
||||||
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
待機時1();
|
待機時1();
|
||||||
if (調教UI.ペニス処理.中出し)
|
if (調教UI.ペニス処理.中出し)
|
||||||
{
|
{
|
||||||
@@ -1041,15 +1059,20 @@ namespace SlaveMatrix
|
|||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
膣継続();
|
膣継続();
|
||||||
if (mb != MouseButtons.Left && (Bod.断面_表示 ? (dy == 0) : (対象.Ele.Yi == 0)) && o.Y < v.Y && !挿抜モーション.Run)
|
|
||||||
|
//if (mb != MouseButtons.Left && (Bod.断面_表示 ? (dy == 0) : (対象.Ele.Yi == 0)) && o.Y < v.Y && !挿抜モーション.Run)
|
||||||
|
if (mb != MouseButtons.Left && (Bod.断面_表示 ? (dy == 0) : (対象.Ele.Yi == 0)) && o.Y > v.Y && !挿抜モーション.Run)
|
||||||
{
|
{
|
||||||
調教UI.Action(ContactType.Vagina, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
調教UI.Action(ContactType.Vagina, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
膣終了();
|
膣終了();
|
||||||
解除();
|
解除();
|
||||||
//TODO fix?
|
|
||||||
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
待機時1();
|
待機時1();
|
||||||
if (調教UI.ペニス処理.中出し)
|
if (調教UI.ペニス処理.中出し)
|
||||||
{
|
{
|
||||||
@@ -1073,15 +1096,18 @@ namespace SlaveMatrix
|
|||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
糸継続();
|
糸継続();
|
||||||
if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y < v.Y && !挿抜モーション.Run)
|
//if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y < v.Y && !挿抜モーション.Run)
|
||||||
|
if (mb != MouseButtons.Left && 対象.Ele.Yi == 0 && o.Y > v.Y && !挿抜モーション.Run)
|
||||||
{
|
{
|
||||||
調教UI.Action(ContactType.Thread, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
調教UI.Action(ContactType.Thread, ActionType.Insertion, CurrentState.End, アイテム情報, 0, 1, 機械: false, 射精: false);
|
||||||
Player.奴体力消費小();
|
Player.奴体力消費小();
|
||||||
Player.主精力消費小();
|
Player.主精力消費小();
|
||||||
糸終了();
|
糸終了();
|
||||||
解除();
|
解除();
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
|
|
||||||
待機時1();
|
待機時1();
|
||||||
if (調教UI.ペニス処理.中出し)
|
if (調教UI.ペニス処理.中出し)
|
||||||
{
|
{
|
||||||
@@ -1368,8 +1394,9 @@ namespace SlaveMatrix
|
|||||||
else if (調教UI.Focus != 調教UI.ハンド右CM && !Isモード)
|
else if (調教UI.Focus != 調教UI.ハンド右CM && !Isモード)
|
||||||
{
|
{
|
||||||
解除();
|
解除();
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(対象.Ele.位置B);
|
||||||
調教UI.通常放し();
|
調教UI.通常放し();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void 描画(Are Are)
|
public void Draw(Are Are)
|
||||||
{
|
{
|
||||||
c = 0;
|
c = 0;
|
||||||
for (y = 0; y < 10; y++)
|
for (y = 0; y < 10; y++)
|
||||||
|
|||||||
@@ -39,7 +39,6 @@ namespace SlaveMatrix
|
|||||||
public EleI(Med Med)
|
public EleI(Med Med)
|
||||||
{
|
{
|
||||||
Lay = new Are(Med.Unit, Med.Base.XRatio, Med.Base.YRatio, Med.Base.Size + 0.0025, Med.DisQuality, Med.HitAccuracy);
|
Lay = new Are(Med.Unit, Med.Base.XRatio, Med.Base.YRatio, Med.Base.Size + 0.0025, Med.DisQuality, Med.HitAccuracy);
|
||||||
Lay.Setting();
|
|
||||||
ElesH = new HashSet<Ele>();
|
ElesH = new HashSet<Ele>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -139,7 +139,8 @@ namespace SlaveMatrix
|
|||||||
private static InfoPanel ip;
|
private static InfoPanel ip;
|
||||||
private static Buts dbs;
|
private static Buts dbs;
|
||||||
private static Lab npl;
|
private static Lab npl;
|
||||||
|
public static TextBubble ViolaTextBubble;
|
||||||
|
public static TextBubble SlaveTextBubble;
|
||||||
|
|
||||||
|
|
||||||
//misc character stuff
|
//misc character stuff
|
||||||
@@ -147,9 +148,6 @@ namespace SlaveMatrix
|
|||||||
private static Cha Viola;
|
private static Cha Viola;
|
||||||
public static ViolaText ViolaText;
|
public static ViolaText ViolaText;
|
||||||
public static SlaveText SlaveText;
|
public static SlaveText SlaveText;
|
||||||
public static 吹き出し キャラ吹出し;
|
|
||||||
public static 吹き出し ヴィオラ吹出し;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//buffers
|
//buffers
|
||||||
@@ -199,7 +197,6 @@ namespace SlaveMatrix
|
|||||||
public static bool SDShow;
|
public static bool SDShow;
|
||||||
public static bool save;
|
public static bool save;
|
||||||
public static bool title;
|
public static bool title;
|
||||||
private static bool fade_in;
|
|
||||||
|
|
||||||
|
|
||||||
public static int MaxRoomNumber => 135;
|
public static int MaxRoomNumber => 135;
|
||||||
@@ -213,21 +210,15 @@ namespace SlaveMatrix
|
|||||||
|
|
||||||
//setup buffers
|
//setup buffers
|
||||||
drawArea = new Are(Med, Hit: false);
|
drawArea = new Are(Med, Hit: false);
|
||||||
drawArea.Setting();
|
|
||||||
|
|
||||||
DrawBuffer = new Are(Med, Hit: true);
|
DrawBuffer = new Are(Med, Hit: true);
|
||||||
DrawBuffer.Setting();
|
|
||||||
|
|
||||||
BlackBackground = new Are(Med, Hit: true);
|
BlackBackground = new Are(Med, Hit: true);
|
||||||
BlackBackground.Setting();
|
|
||||||
BlackBackground.Clear(Col.Black);
|
BlackBackground.Clear(Col.Black);
|
||||||
|
|
||||||
BasementBackground = new Are(Med, Hit: true);
|
BasementBackground = new Are(Med, Hit: true);
|
||||||
BasementBackground.Setting();
|
|
||||||
BasementBackground.GD.DrawImage(new Bitmap(new MemoryStream(Resources.dangeon01_ex2)), BasementBackground.Dis.GetRect());
|
BasementBackground.GD.DrawImage(new Bitmap(new MemoryStream(Resources.dangeon01_ex2)), BasementBackground.Dis.GetRect());
|
||||||
|
|
||||||
OfficeBackground = new Are(Med, Hit: true);
|
OfficeBackground = new Are(Med, Hit: true);
|
||||||
OfficeBackground.Setting();
|
|
||||||
OfficeBackground.GD.DrawImage(new Bitmap(new MemoryStream(Resources.li_room10a_c_ex2)), OfficeBackground.Dis.GetRect());
|
OfficeBackground.GD.DrawImage(new Bitmap(new MemoryStream(Resources.li_room10a_c_ex2)), OfficeBackground.Dis.GetRect());
|
||||||
|
|
||||||
SaveData = new ListView(
|
SaveData = new ListView(
|
||||||
@@ -276,10 +267,7 @@ namespace SlaveMatrix
|
|||||||
ip.UpdateSub2();
|
ip.UpdateSub2();
|
||||||
|
|
||||||
//note: removed 50ms timeout -- could add back with mot...
|
//note: removed 50ms timeout -- could add back with mot...
|
||||||
Med.InvokeL(delegate
|
|
||||||
{
|
|
||||||
Med.SwitchMode("PlayerInformation", DrawBuffer, PlayerInformationSliders);
|
Med.SwitchMode("PlayerInformation", DrawBuffer, PlayerInformationSliders);
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}));
|
}));
|
||||||
dbs.Add("タイトル", MyUI.Button(Med, DrawBuffer, "Title", new Vector2D(x, y), delegate
|
dbs.Add("タイトル", MyUI.Button(Med, DrawBuffer, "Title", new Vector2D(x, y), delegate
|
||||||
@@ -358,7 +346,7 @@ namespace SlaveMatrix
|
|||||||
ip.SetHitColor(Med);
|
ip.SetHitColor(Med);
|
||||||
|
|
||||||
|
|
||||||
ヴィオラ吹出し = new 吹き出し(
|
ViolaTextBubble = new TextBubble(
|
||||||
DrawBuffer,
|
DrawBuffer,
|
||||||
右: false,
|
右: false,
|
||||||
new Font("MS Gothic", 1f),
|
new Font("MS Gothic", 1f),
|
||||||
@@ -372,10 +360,10 @@ namespace SlaveMatrix
|
|||||||
Col.White,
|
Col.White,
|
||||||
delegate{}
|
delegate{}
|
||||||
);
|
);
|
||||||
ヴィオラ吹出し.SetHitColor(Med);
|
ViolaTextBubble.SetHitColor(Med);
|
||||||
|
|
||||||
|
|
||||||
キャラ吹出し = new 吹き出し(
|
SlaveTextBubble = new TextBubble(
|
||||||
DrawBuffer,
|
DrawBuffer,
|
||||||
右: false,
|
右: false,
|
||||||
new Font("MS Gothic", 1f),
|
new Font("MS Gothic", 1f),
|
||||||
@@ -387,11 +375,11 @@ namespace SlaveMatrix
|
|||||||
19.0,
|
19.0,
|
||||||
Dis: true
|
Dis: true
|
||||||
);
|
);
|
||||||
キャラ吹出し.SetHitColor(Med);
|
SlaveTextBubble.SetHitColor(Med);
|
||||||
|
|
||||||
si = new SubInfo(Med, ip);
|
si = new SubInfo(Med, ip);
|
||||||
ViolaText = new ViolaText(Med, ヴィオラ吹出し);
|
ViolaText = new ViolaText(Med, ViolaTextBubble);
|
||||||
SlaveText = new SlaveText(Med, キャラ吹出し);
|
SlaveText = new SlaveText(Med, SlaveTextBubble);
|
||||||
npl = new Lab(
|
npl = new Lab(
|
||||||
DrawBuffer,
|
DrawBuffer,
|
||||||
"ラベル1",
|
"ラベル1",
|
||||||
@@ -515,12 +503,12 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
TrainingTarget.Dispose();
|
TrainingTarget.Dispose();
|
||||||
}
|
}
|
||||||
キャラ吹出し.Dispose();
|
SlaveTextBubble.Dispose();
|
||||||
if (Viola != null)
|
if (Viola != null)
|
||||||
{
|
{
|
||||||
Viola.Dispose();
|
Viola.Dispose();
|
||||||
}
|
}
|
||||||
ヴィオラ吹出し.Dispose();
|
ViolaTextBubble.Dispose();
|
||||||
SaveData.Dispose();
|
SaveData.Dispose();
|
||||||
ip.Dispose();
|
ip.Dispose();
|
||||||
dbs.Dispose();
|
dbs.Dispose();
|
||||||
@@ -531,6 +519,7 @@ namespace SlaveMatrix
|
|||||||
|
|
||||||
|
|
||||||
//would really prefer not to have these here...
|
//would really prefer not to have these here...
|
||||||
|
private static bool fade_in;
|
||||||
static MotV mv = new MotV(0.0, 1.0)
|
static MotV mv = new MotV(0.0, 1.0)
|
||||||
{
|
{
|
||||||
BaseSpeed = 2.0
|
BaseSpeed = 2.0
|
||||||
@@ -567,15 +556,17 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
Med.Mode = Mode;
|
Med.Mode = Mode;
|
||||||
描画(drawArea, Med.FPSF);
|
描画(drawArea, Med.FPSF);
|
||||||
Med.DrawStart(Are);
|
Med.Sce.DrawStart(Are);
|
||||||
Med.DrawEnd(drawArea);
|
Med.Sce.DrawEnd(drawArea);
|
||||||
fade_in = true;
|
fade_in = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void flash(this Med Med)
|
public static void flash(this Med Med)
|
||||||
{
|
{
|
||||||
調教描画(drawArea, Med.FPSF);
|
調教描画(drawArea, Med.FPSF);
|
||||||
Med.ClearSta(Color.FromArgb(128, Color.White));
|
Color col = Color.FromArgb(128, Color.White);
|
||||||
Med.DrawEnd(drawArea);
|
Med.Sce.ClearStart(ref col);
|
||||||
|
Med.Sce.DrawEnd(drawArea);
|
||||||
fade_in = true;
|
fade_in = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -670,9 +661,8 @@ namespace SlaveMatrix
|
|||||||
Cha d = Viola;
|
Cha d = Viola;
|
||||||
Viola = new Cha(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD);
|
Viola = new Cha(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD);
|
||||||
Viola.Set衣装(Sta.GameData.ヴィオラ.着衣);
|
Viola.Set衣装(Sta.GameData.ヴィオラ.着衣);
|
||||||
ヴィオラ吹出し.接続(Viola.Bod.頭.口_接続点);
|
ViolaTextBubble.接続(Viola.Bod.頭.口_接続点);
|
||||||
Med.InvokeL(delegate
|
|
||||||
{
|
|
||||||
Initialize();
|
Initialize();
|
||||||
if (d != null)
|
if (d != null)
|
||||||
{
|
{
|
||||||
@@ -701,7 +691,7 @@ namespace SlaveMatrix
|
|||||||
Sta.GameData.Slaves = array;
|
Sta.GameData.Slaves = array;
|
||||||
}
|
}
|
||||||
//Med.InvokeL(Sounds.完了.Play);
|
//Med.InvokeL(Sounds.完了.Play);
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void SetJSLlv(Med med)
|
public static void SetJSLlv(Med med)
|
||||||
@@ -769,9 +759,8 @@ namespace SlaveMatrix
|
|||||||
Cha d = Viola;
|
Cha d = Viola;
|
||||||
Viola = new Cha(med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD);
|
Viola = new Cha(med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD);
|
||||||
Viola.Set衣装(Sta.GameData.ヴィオラ.着衣);
|
Viola.Set衣装(Sta.GameData.ヴィオラ.着衣);
|
||||||
ヴィオラ吹出し.接続(Viola.Bod.頭.口_接続点);
|
ViolaTextBubble.接続(Viola.Bod.頭.口_接続点);
|
||||||
med.InvokeL(delegate
|
|
||||||
{
|
|
||||||
Initialize();
|
Initialize();
|
||||||
if (d != null)
|
if (d != null)
|
||||||
{
|
{
|
||||||
@@ -802,7 +791,6 @@ namespace SlaveMatrix
|
|||||||
Sta.GameData.Gen = new Generator[9];
|
Sta.GameData.Gen = new Generator[9];
|
||||||
Sta.GameData.GenInstance();
|
Sta.GameData.GenInstance();
|
||||||
//Sounds.完了.Play();
|
//Sounds.完了.Play();
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -1098,7 +1086,7 @@ namespace SlaveMatrix
|
|||||||
TrainingTarget.Dispose();
|
TrainingTarget.Dispose();
|
||||||
}
|
}
|
||||||
TrainingTarget = new Cha(Med, DrawBuffer, Sta.GameData.TrainingTarget.ChaD);
|
TrainingTarget = new Cha(Med, DrawBuffer, Sta.GameData.TrainingTarget.ChaD);
|
||||||
キャラ吹出し.接続(TrainingTarget.Bod.頭.口_接続点);
|
SlaveTextBubble.接続(TrainingTarget.Bod.頭.口_接続点);
|
||||||
Setnpl(u);
|
Setnpl(u);
|
||||||
double d = ((u.Trained && Sta.MoveInsectMask) ? 1.0 : 0.0);
|
double d = ((u.Trained && Sta.MoveInsectMask) ? 1.0 : 0.0);
|
||||||
if (TrainingTarget.Bod.Is顔面)
|
if (TrainingTarget.Bod.Is顔面)
|
||||||
@@ -1197,8 +1185,8 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
DrawBuffer.Clear(Col.Black);
|
DrawBuffer.Clear(Col.Black);
|
||||||
DrawBuffer.Draw(label.ParT);
|
DrawBuffer.Draw(label.ParT);
|
||||||
Med.DrawStart(BlackBackground);
|
Med.Sce.DrawStart(BlackBackground);
|
||||||
Med.DrawEnd(DrawBuffer);
|
Med.Sce.DrawEnd(DrawBuffer);
|
||||||
v = 0.0;
|
v = 0.0;
|
||||||
fadeIn = true;
|
fadeIn = true;
|
||||||
fadeOut = false;
|
fadeOut = false;
|
||||||
@@ -1243,8 +1231,8 @@ namespace SlaveMatrix
|
|||||||
mv.ResetValue();
|
mv.ResetValue();
|
||||||
Med.Draw(DrawBuffer);
|
Med.Draw(DrawBuffer);
|
||||||
fadeOut = true;
|
fadeOut = true;
|
||||||
Med.DrawStart(DrawBuffer);
|
Med.Sce.DrawStart(DrawBuffer);
|
||||||
Med.DrawEnd(BlackBackground);
|
Med.Sce.DrawEnd(BlackBackground);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1317,8 +1305,8 @@ namespace SlaveMatrix
|
|||||||
ll = false;
|
ll = false;
|
||||||
DrawBuffer.Clear(Col.Black);
|
DrawBuffer.Clear(Col.Black);
|
||||||
DrawBuffer.Draw(label.ParT);
|
DrawBuffer.Draw(label.ParT);
|
||||||
Med.DrawStart(BlackBackground);
|
Med.Sce.DrawStart(BlackBackground);
|
||||||
Med.DrawEnd(DrawBuffer);
|
Med.Sce.DrawEnd(DrawBuffer);
|
||||||
v = 0.0;
|
v = 0.0;
|
||||||
b1 = true;
|
b1 = true;
|
||||||
mv.ResetValue();
|
mv.ResetValue();
|
||||||
@@ -1649,8 +1637,8 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
調教背景 BackgroundDrawing = new 調教背景();
|
調教背景 BackgroundDrawing = new 調教背景();
|
||||||
Are TrainingBackground = new Are(Med, Hit: false);
|
Are TrainingBackground = new Are(Med, Hit: false);
|
||||||
TrainingBackground.Setting();
|
|
||||||
TrainingBackground.GD.Clear(Color.Gray);
|
TrainingBackground.GD.Clear(Color.Gray);
|
||||||
|
|
||||||
Player.UI = new TrainingUI(Med, DrawBuffer, ip);
|
Player.UI = new TrainingUI(Med, DrawBuffer, ip);
|
||||||
Player.UI.調教終了.Action = delegate
|
Player.UI.調教終了.Action = delegate
|
||||||
{
|
{
|
||||||
@@ -1713,7 +1701,7 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
a.Draw(TrainingBackground);
|
a.Draw(TrainingBackground);
|
||||||
TrainingTarget.Draw(a, FPS);
|
TrainingTarget.Draw(a, FPS);
|
||||||
キャラ吹出し.Draw(a, FPS);
|
SlaveTextBubble.Draw(a, FPS);
|
||||||
Player.UI.StaDraw(a, FPS);
|
Player.UI.StaDraw(a, FPS);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
Med.Draw(a);
|
Med.Draw(a);
|
||||||
@@ -1725,8 +1713,8 @@ namespace SlaveMatrix
|
|||||||
SlaveText.Set状態();
|
SlaveText.Set状態();
|
||||||
if (TrainingTarget.Bod.Is顔面)
|
if (TrainingTarget.Bod.Is顔面)
|
||||||
{
|
{
|
||||||
Action<Tex> o_done = キャラ吹出し.Tex.Done;
|
Action<Tex> o_done = SlaveTextBubble.Tex.Done;
|
||||||
キャラ吹出し.Tex.Done = delegate (Tex tex)
|
SlaveTextBubble.Tex.Done = delegate (Tex tex)
|
||||||
{
|
{
|
||||||
o_done(tex);
|
o_done(tex);
|
||||||
TrainingTarget.顔面展開.Start();
|
TrainingTarget.顔面展開.Start();
|
||||||
@@ -1742,13 +1730,12 @@ namespace SlaveMatrix
|
|||||||
TrainingTarget.Draw(a, FPS);
|
TrainingTarget.Draw(a, FPS);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
return new Module {
|
return new Module {
|
||||||
Setting = delegate
|
Setting = delegate
|
||||||
{
|
{
|
||||||
TrainingBackground.GD.Clear(Color.Gray);
|
TrainingBackground.GD.Clear(Color.Gray);
|
||||||
BackgroundDrawing.Reset();
|
BackgroundDrawing.Reset();
|
||||||
BackgroundDrawing.描画(TrainingBackground);
|
BackgroundDrawing.Draw(TrainingBackground);
|
||||||
ip.MaiShow = false;
|
ip.MaiShow = false;
|
||||||
ip.Mai.Feed.Dra = true;
|
ip.Mai.Feed.Dra = true;
|
||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
@@ -1784,7 +1771,7 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
TrainingTarget.Bod.Join();
|
TrainingTarget.Bod.Join();
|
||||||
TrainingTarget.Bod.Update();
|
TrainingTarget.Bod.Update();
|
||||||
キャラ吹出し.接続();
|
SlaveTextBubble.接続();
|
||||||
TrainingTarget.Bod.汗染み濃度 = 1.0;
|
TrainingTarget.Bod.汗染み濃度 = 1.0;
|
||||||
調教済みチェック = true;
|
調教済みチェック = true;
|
||||||
TrainingTargetTrained = Sta.GameData.TrainingTarget.Trained;
|
TrainingTargetTrained = Sta.GameData.TrainingTarget.Trained;
|
||||||
@@ -1999,8 +1986,8 @@ namespace SlaveMatrix
|
|||||||
TrainingTarget.Bod.カーソル = null;
|
TrainingTarget.Bod.カーソル = null;
|
||||||
TrainingTarget.Bod.Join();
|
TrainingTarget.Bod.Join();
|
||||||
TrainingTarget.Bod.Update();
|
TrainingTarget.Bod.Update();
|
||||||
キャラ吹出し.接続();
|
SlaveTextBubble.接続();
|
||||||
キャラ吹出し.消失.End();
|
SlaveTextBubble.消失.End();
|
||||||
Result2 = false;
|
Result2 = false;
|
||||||
Result3 = false;
|
Result3 = false;
|
||||||
si.Set(bre: false);
|
si.Set(bre: false);
|
||||||
@@ -3844,7 +3831,7 @@ namespace SlaveMatrix
|
|||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
ip.SubShow = true;
|
ip.SubShow = true;
|
||||||
ip.Sub2Show = true;
|
ip.Sub2Show = true;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = false;
|
ViolaTextBubble.Tex.Feed.Dra = false;
|
||||||
bs["ボタン1"].Dra = !Sta.GameData.初事務所フラグ;
|
bs["ボタン1"].Dra = !Sta.GameData.初事務所フラグ;
|
||||||
bs["ボタン3"].Dra = Sta.GameData.RepaymentStage == 3;
|
bs["ボタン3"].Dra = Sta.GameData.RepaymentStage == 3;
|
||||||
Viola.両目_見つめ();
|
Viola.両目_見つめ();
|
||||||
@@ -3903,8 +3890,8 @@ namespace SlaveMatrix
|
|||||||
a.GH.Clear(Col.Transparent);
|
a.GH.Clear(Col.Transparent);
|
||||||
}
|
}
|
||||||
a.Draw(OfficeBackground);
|
a.Draw(OfficeBackground);
|
||||||
//Viola.Draw(a, FPS);
|
Viola.Draw(a, FPS);
|
||||||
ヴィオラ吹出し.Draw(a, FPS);
|
ViolaTextBubble.Draw(a, FPS);
|
||||||
bs.Draw(a);
|
bs.Draw(a);
|
||||||
dbs.Draw(a);
|
dbs.Draw(a);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
@@ -4308,7 +4295,7 @@ namespace SlaveMatrix
|
|||||||
case MouseButtons.Left:
|
case MouseButtons.Left:
|
||||||
if (!ip.選択肢表示)
|
if (!ip.選択肢表示)
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Down(ヴィオラ吹出し.GetHitColor);
|
ViolaTextBubble.Down(ViolaTextBubble.GetHitColor);
|
||||||
dbs.Down(ref hc);
|
dbs.Down(ref hc);
|
||||||
bs.Down(ref hc);
|
bs.Down(ref hc);
|
||||||
}
|
}
|
||||||
@@ -4337,7 +4324,7 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
if (!ip.選択肢表示)
|
if (!ip.選択肢表示)
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Up(ヴィオラ吹出し.GetHitColor);
|
ViolaTextBubble.Up(ViolaTextBubble.GetHitColor);
|
||||||
dbs.Up(ref hc);
|
dbs.Up(ref hc);
|
||||||
bs.Up(ref hc);
|
bs.Up(ref hc);
|
||||||
}
|
}
|
||||||
@@ -4412,8 +4399,8 @@ namespace SlaveMatrix
|
|||||||
a.GH.Clear(Col.Transparent);
|
a.GH.Clear(Col.Transparent);
|
||||||
}
|
}
|
||||||
a.Draw(OfficeBackground);
|
a.Draw(OfficeBackground);
|
||||||
//Viola.Draw(a, FPS);
|
Viola.Draw(a, FPS);
|
||||||
ヴィオラ吹出し.Draw(a, FPS);
|
ViolaTextBubble.Draw(a, FPS);
|
||||||
bs.Draw(a);
|
bs.Draw(a);
|
||||||
dbs.Draw(a);
|
dbs.Draw(a);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
@@ -5129,22 +5116,8 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
Module mod = new Module();
|
Module mod = new Module();
|
||||||
Buts bs = new Buts();
|
Buts bs = new Buts();
|
||||||
ParT parT = new ParT();
|
|
||||||
parT.Font = new Font("MS Gothic", 0.1f);
|
bs.Add("ボタン0", MyUI.Button2(Med, DrawBuffer, GameText.戻る, new Vector2D(0.85, 0.02), delegate
|
||||||
parT.PositionBase = DrawBuffer.GetPosition(0.85, 0.02);
|
|
||||||
parT.Text = GameText.戻る;
|
|
||||||
parT.FontSize = 0.15;
|
|
||||||
parT.SizeBase = 0.05;
|
|
||||||
parT.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
|
||||||
parT.OP.ScalingY(parT.OP.GetCenter(), 0.47);
|
|
||||||
parT.OP.Rotation(parT.OP.GetCenter(), -26.0);
|
|
||||||
parT.Closed = true;
|
|
||||||
parT.TextColor = Col.White;
|
|
||||||
parT.BrushColor = Color.FromArgb(160, Col.Black);
|
|
||||||
parT.ShadBrush = new SolidBrush(Color.FromArgb(64, Col.Black));
|
|
||||||
parT.StringFormat.Alignment = StringAlignment.Center;
|
|
||||||
parT.StringFormat.LineAlignment = StringAlignment.Center;
|
|
||||||
bs.Add("ボタン0", new But1(parT, delegate
|
|
||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
if (Sta.GameData.初事務所フラグ)
|
if (Sta.GameData.初事務所フラグ)
|
||||||
@@ -5156,48 +5129,22 @@ namespace SlaveMatrix
|
|||||||
Med.Mode = "Office";
|
Med.Mode = "Office";
|
||||||
}
|
}
|
||||||
}));
|
}));
|
||||||
ParT parT2 = new ParT();
|
|
||||||
parT2.Font = new Font("MS Gothic", 0.1f);
|
bs.Add("ボタン1", MyUI.Button2(Med, DrawBuffer, GameText.奴隷, new Vector2D(0.85, 0.1), delegate
|
||||||
parT2.PositionBase = DrawBuffer.GetPosition(0.85, 0.1);
|
|
||||||
parT2.Text = GameText.奴隷;
|
|
||||||
parT2.FontSize = 0.15;
|
|
||||||
parT2.SizeBase = 0.05;
|
|
||||||
parT2.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
|
||||||
parT2.OP.ScalingY(parT2.OP.GetCenter(), 0.47);
|
|
||||||
parT2.OP.Rotation(parT2.OP.GetCenter(), -26.0);
|
|
||||||
parT2.Closed = true;
|
|
||||||
parT2.TextColor = Col.White;
|
|
||||||
parT2.BrushColor = Color.FromArgb(160, Col.Black);
|
|
||||||
parT2.ShadBrush = new SolidBrush(Color.FromArgb(64, Col.Black));
|
|
||||||
parT2.StringFormat.Alignment = StringAlignment.Center;
|
|
||||||
parT2.StringFormat.LineAlignment = StringAlignment.Center;
|
|
||||||
bs.Add("ボタン1", new But1(parT2, delegate
|
|
||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Med.Mode = "SlaveShop";
|
Med.Mode = "SlaveShop";
|
||||||
}));
|
}));
|
||||||
ParT parT3 = new ParT();
|
|
||||||
parT3.Font = new Font("MS Gothic", 0.1f);
|
//TODO: fix
|
||||||
parT3.PositionBase = DrawBuffer.GetPosition(0.85, 0.18);
|
//parT3.PenColor = Color.Red;
|
||||||
parT3.Text = GameText.道具;
|
bs.Add("ボタン2", MyUI.Button2(Med, DrawBuffer, GameText.道具, new Vector2D(0.85, 0.1), delegate
|
||||||
parT3.FontSize = 0.15;
|
|
||||||
parT3.SizeBase = 0.05;
|
|
||||||
parT3.OP.AddRange(new Out[1] { Shas.GetSquare() });
|
|
||||||
parT3.OP.ScalingY(parT3.OP.GetCenter(), 0.47);
|
|
||||||
parT3.OP.Rotation(parT3.OP.GetCenter(), -26.0);
|
|
||||||
parT3.Closed = true;
|
|
||||||
parT3.TextColor = Col.White;
|
|
||||||
parT3.BrushColor = Color.FromArgb(160, Col.Black);
|
|
||||||
parT3.ShadBrush = new SolidBrush(Color.FromArgb(64, Col.Black));
|
|
||||||
parT3.StringFormat.Alignment = StringAlignment.Center;
|
|
||||||
parT3.StringFormat.LineAlignment = StringAlignment.Center;
|
|
||||||
parT3.PenColor = Color.Red;
|
|
||||||
bs.Add("ボタン2", new But1(parT3, delegate
|
|
||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Med.Mode = "ToolShop";
|
Med.Mode = "ToolShop";
|
||||||
}));
|
}));
|
||||||
bs.SetHitColor(Med);
|
bs.SetHitColor(Med);
|
||||||
|
|
||||||
ListView lv = null;
|
ListView lv = null;
|
||||||
Action<But, int, ulong> buy = delegate(But but, int ind, ulong pri)
|
Action<But, int, ulong> buy = delegate(But but, int ind, ulong pri)
|
||||||
{
|
{
|
||||||
@@ -5221,6 +5168,8 @@ namespace SlaveMatrix
|
|||||||
ip.SubInfoIm = GameText.所持金が足りません;
|
ip.SubInfoIm = GameText.所持金が足りません;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
lv = new ListView(DrawBuffer, DrawBuffer.GetPosition(0.01, 0.03), 0.5, new Font("MS Gothic", 1f), 0.07, Col.White, Col.Empty, Color.FromArgb(160, Col.Black), Col.Black, new TA(GameText.ディルドバイブ + " 35,000,000", delegate(But b)
|
lv = new ListView(DrawBuffer, DrawBuffer.GetPosition(0.01, 0.03), 0.5, new Font("MS Gothic", 1f), 0.07, Col.White, Col.Empty, Color.FromArgb(160, Col.Black), Col.Black, new TA(GameText.ディルドバイブ + " 35,000,000", delegate(But b)
|
||||||
{
|
{
|
||||||
buy(b, 0, 35000000uL);
|
buy(b, 0, 35000000uL);
|
||||||
@@ -5290,6 +5239,8 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
}));
|
}));
|
||||||
lv.SetHitColor(Med);
|
lv.SetHitColor(Med);
|
||||||
|
|
||||||
|
|
||||||
Action subinfo = delegate
|
Action subinfo = delegate
|
||||||
{
|
{
|
||||||
if (lv.bs.EnumBut.Any((But e) => e.Dra))
|
if (lv.bs.EnumBut.Any((But e) => e.Dra))
|
||||||
@@ -5967,7 +5918,7 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate
|
mod.Down = delegate
|
||||||
{
|
{
|
||||||
//TODO uncomment
|
//TODO uncomment
|
||||||
//if (!ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
if (!ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
@@ -6144,14 +6095,14 @@ namespace SlaveMatrix
|
|||||||
ip.選択yAct = delegate
|
ip.選択yAct = delegate
|
||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
ヴィオラ吹出し.Tex.Done = delegate
|
ViolaTextBubble.Tex.Done = delegate
|
||||||
{
|
{
|
||||||
//Sounds.精算.Play();
|
//Sounds.精算.Play();
|
||||||
Sta.GameData.借金 = 5000000000uL;
|
Sta.GameData.借金 = 5000000000uL;
|
||||||
ip.UpdateSub2();
|
ip.UpdateSub2();
|
||||||
};
|
};
|
||||||
Viola.表情_不敵0眉上();
|
Viola.表情_不敵0眉上();
|
||||||
ヴィオラ吹出し.Text = GameText.うふふそうよね;
|
ViolaTextBubble.Text = GameText.うふふそうよね;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.身に覚えはない;
|
ip.SubInfo = GameText.身に覚えはない;
|
||||||
if (i == 10)
|
if (i == 10)
|
||||||
@@ -6168,14 +6119,14 @@ namespace SlaveMatrix
|
|||||||
ip.選択nAct = delegate
|
ip.選択nAct = delegate
|
||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
ヴィオラ吹出し.Tex.Done = delegate
|
ViolaTextBubble.Tex.Done = delegate
|
||||||
{
|
{
|
||||||
//Sounds.精算.Play();
|
//Sounds.精算.Play();
|
||||||
Sta.GameData.借金 = 5000000000uL;
|
Sta.GameData.借金 = 5000000000uL;
|
||||||
ip.UpdateSub2();
|
ip.UpdateSub2();
|
||||||
};
|
};
|
||||||
Viola.表情_素1();
|
Viola.表情_素1();
|
||||||
ヴィオラ吹出し.Text = GameText.関係ないわここに書いてあるもの + "\r\n" + GameText.ほらねそうでしょう;
|
ViolaTextBubble.Text = GameText.関係ないわここに書いてあるもの + "\r\n" + GameText.ほらねそうでしょう;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.身に覚えはない;
|
ip.SubInfo = GameText.身に覚えはない;
|
||||||
if (i == 10)
|
if (i == 10)
|
||||||
@@ -6194,9 +6145,9 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying)
|
||||||
{
|
{
|
||||||
if (wi == i && i != 10 && ヴィオラ吹出し.Tex.Done == null)
|
if (wi == i && i != 10 && ViolaTextBubble.Tex.Done == null)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
@@ -6204,16 +6155,16 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
if (i == 10)
|
if (i == 10)
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = d;
|
ViolaTextBubble.Tex.Done = d;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = null;
|
ViolaTextBubble.Tex.Done = null;
|
||||||
}
|
}
|
||||||
if (i != 11)
|
if (i != 11)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6228,7 +6179,7 @@ namespace SlaveMatrix
|
|||||||
i += 2;
|
i += 2;
|
||||||
wi = i;
|
wi = i;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6250,11 +6201,11 @@ namespace SlaveMatrix
|
|||||||
Sta.GameData.ヴィオラ.SetViola(Med, DrawBuffer);
|
Sta.GameData.ヴィオラ.SetViola(Med, DrawBuffer);
|
||||||
Viola = new Cha(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD);
|
Viola = new Cha(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD);
|
||||||
Viola.Set衣装(Sta.GameData.ヴィオラ.着衣);
|
Viola.Set衣装(Sta.GameData.ヴィオラ.着衣);
|
||||||
ヴィオラ吹出し.接続(Viola.Bod.頭.口_接続点);
|
ViolaTextBubble.接続(Viola.Bod.頭.口_接続点);
|
||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
|
|
||||||
@@ -6264,8 +6215,8 @@ namespace SlaveMatrix
|
|||||||
DrawOP1 = delegate(Are a, FPS FPS)
|
DrawOP1 = delegate(Are a, FPS FPS)
|
||||||
{
|
{
|
||||||
a.Draw(OfficeBackground);
|
a.Draw(OfficeBackground);
|
||||||
//Viola.Draw(a, FPS);
|
Viola.Draw(a, FPS);
|
||||||
ヴィオラ吹出し.Draw(a, FPS);
|
ViolaTextBubble.Draw(a, FPS);
|
||||||
dbs.Draw(a);
|
dbs.Draw(a);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
Med.Draw(a);
|
Med.Draw(a);
|
||||||
@@ -6377,14 +6328,14 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
if (i < tsp.Length)
|
if (i < tsp.Length)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6410,7 +6361,7 @@ namespace SlaveMatrix
|
|||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
};
|
};
|
||||||
@@ -6421,8 +6372,8 @@ namespace SlaveMatrix
|
|||||||
a.GH.Clear(Col.Transparent);
|
a.GH.Clear(Col.Transparent);
|
||||||
}
|
}
|
||||||
a.Draw(BasementBackground);
|
a.Draw(BasementBackground);
|
||||||
//Viola.Draw(a, FPS);
|
Viola.Draw(a, FPS);
|
||||||
ヴィオラ吹出し.Draw(a, FPS);
|
ViolaTextBubble.Draw(a, FPS);
|
||||||
dbs.Draw(a);
|
dbs.Draw(a);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
Med.Draw(a);
|
Med.Draw(a);
|
||||||
@@ -6537,7 +6488,7 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Viola.表情_不敵0眉上();
|
Viola.表情_不敵0眉上();
|
||||||
ヴィオラ吹出し.Text = GameText.うふふそうよね;
|
ViolaTextBubble.Text = GameText.うふふそうよね;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.あなたは答える;
|
ip.SubInfo = GameText.あなたは答える;
|
||||||
if (i == 1)
|
if (i == 1)
|
||||||
@@ -6555,7 +6506,7 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Viola.表情_困り顔1();
|
Viola.表情_困り顔1();
|
||||||
ヴィオラ吹出し.Text = GameText.嘘おっしゃい無いのは分かっているわ;
|
ViolaTextBubble.Text = GameText.嘘おっしゃい無いのは分かっているわ;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.あなたは答える;
|
ip.SubInfo = GameText.あなたは答える;
|
||||||
if (i == 1)
|
if (i == 1)
|
||||||
@@ -6592,11 +6543,11 @@ namespace SlaveMatrix
|
|||||||
//Sounds.弾け.Play();
|
//Sounds.弾け.Play();
|
||||||
ip.Text = GameText.エクス2;
|
ip.Text = GameText.エクス2;
|
||||||
ip.SubInfo = GameText.あなたの鎖は弾け飛ぶ;
|
ip.SubInfo = GameText.あなたの鎖は弾け飛ぶ;
|
||||||
ヴィオラ吹出し.Text = GameText.あらあら今ので利子が上がってしまったわうふふ;
|
ViolaTextBubble.Text = GameText.あらあら今ので利子が上がってしまったわうふふ;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = true;
|
ViolaTextBubble.Tex.Feed.Dra = true;
|
||||||
Sta.GameData.利子 *= 2.0;
|
Sta.GameData.利子 *= 2.0;
|
||||||
};
|
};
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = false;
|
ViolaTextBubble.Tex.Feed.Dra = false;
|
||||||
Viola.Bod.拘束具_表示 = true;
|
Viola.Bod.拘束具_表示 = true;
|
||||||
Viola.両翼獣_閉じ(0);
|
Viola.両翼獣_閉じ(0);
|
||||||
Viola.両触手_S字(0);
|
Viola.両触手_S字(0);
|
||||||
@@ -6605,7 +6556,7 @@ namespace SlaveMatrix
|
|||||||
Viola.Bod.Update();
|
Viola.Bod.Update();
|
||||||
Viola.表情_素0眉上();
|
Viola.表情_素0眉上();
|
||||||
//Sounds.変更1.Play();
|
//Sounds.変更1.Play();
|
||||||
ヴィオラ吹出し.Text = GameText.っ点3;
|
ViolaTextBubble.Text = GameText.っ点3;
|
||||||
ip.Text = GameText.エクス1;
|
ip.Text = GameText.エクス1;
|
||||||
ip.SubInfo = GameText.鋼の鎖がヴィオラを縛る + " ";
|
ip.SubInfo = GameText.鋼の鎖がヴィオラを縛る + " ";
|
||||||
if (i == 6)
|
if (i == 6)
|
||||||
@@ -6623,7 +6574,7 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Viola.表情_不敵0();
|
Viola.表情_不敵0();
|
||||||
ヴィオラ吹出し.Text = GameText.点3うふふ + "\r\n" + GameText.慎重なのは良いことよ;
|
ViolaTextBubble.Text = GameText.点3うふふ + "\r\n" + GameText.慎重なのは良いことよ;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.ヴィオラは微笑む;
|
ip.SubInfo = GameText.ヴィオラは微笑む;
|
||||||
if (i == 6)
|
if (i == 6)
|
||||||
@@ -6644,9 +6595,9 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying)
|
||||||
{
|
{
|
||||||
if (wi == i && i != 1 && i != 6 && ヴィオラ吹出し.Tex.Done == null)
|
if (wi == i && i != 1 && i != 6 && ViolaTextBubble.Tex.Done == null)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
@@ -6659,20 +6610,20 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
if (i == 1)
|
if (i == 1)
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = d1;
|
ViolaTextBubble.Tex.Done = d1;
|
||||||
}
|
}
|
||||||
else if (i == 6)
|
else if (i == 6)
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = d2;
|
ViolaTextBubble.Tex.Done = d2;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = null;
|
ViolaTextBubble.Tex.Done = null;
|
||||||
}
|
}
|
||||||
if (i != 2 && i != 7)
|
if (i != 2 && i != 7)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6688,7 +6639,7 @@ namespace SlaveMatrix
|
|||||||
i += 2;
|
i += 2;
|
||||||
wi = i;
|
wi = i;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6710,14 +6661,14 @@ namespace SlaveMatrix
|
|||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
ip.SubShow = true;
|
ip.SubShow = true;
|
||||||
ip.Sub2Show = true;
|
ip.Sub2Show = true;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = true;
|
ViolaTextBubble.Tex.Feed.Dra = true;
|
||||||
Viola.両目_見つめ();
|
Viola.両目_見つめ();
|
||||||
Viola.表情_基本0();
|
Viola.表情_基本0();
|
||||||
Viola.Set基本姿勢();
|
Viola.Set基本姿勢();
|
||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
};
|
};
|
||||||
@@ -6728,8 +6679,8 @@ namespace SlaveMatrix
|
|||||||
a.GH.Clear(Col.Transparent);
|
a.GH.Clear(Col.Transparent);
|
||||||
}
|
}
|
||||||
a.Draw(OfficeBackground);
|
a.Draw(OfficeBackground);
|
||||||
//Viola.Draw(a, FPS);
|
Viola.Draw(a, FPS);
|
||||||
ヴィオラ吹出し.Draw(a, FPS);
|
ViolaTextBubble.Draw(a, FPS);
|
||||||
dbs.Draw(a);
|
dbs.Draw(a);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
Med.Draw(a);
|
Med.Draw(a);
|
||||||
@@ -6785,14 +6736,14 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
if (i < tsp.Length)
|
if (i < tsp.Length)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6818,14 +6769,14 @@ namespace SlaveMatrix
|
|||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
ip.SubShow = true;
|
ip.SubShow = true;
|
||||||
ip.Sub2Show = true;
|
ip.Sub2Show = true;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = true;
|
ViolaTextBubble.Tex.Feed.Dra = true;
|
||||||
Viola.両目_見つめ();
|
Viola.両目_見つめ();
|
||||||
Viola.表情_基本0();
|
Viola.表情_基本0();
|
||||||
Viola.Set基本姿勢();
|
Viola.Set基本姿勢();
|
||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
};
|
};
|
||||||
@@ -6836,8 +6787,8 @@ namespace SlaveMatrix
|
|||||||
a.GH.Clear(Col.Transparent);
|
a.GH.Clear(Col.Transparent);
|
||||||
}
|
}
|
||||||
a.Draw(OfficeBackground);
|
a.Draw(OfficeBackground);
|
||||||
//Viola.Draw(a, FPS);
|
Viola.Draw(a, FPS);
|
||||||
ヴィオラ吹出し.Draw(a, FPS);
|
ViolaTextBubble.Draw(a, FPS);
|
||||||
dbs.Draw(a);
|
dbs.Draw(a);
|
||||||
ip.Draw(a, FPS);
|
ip.Draw(a, FPS);
|
||||||
Med.Draw(a);
|
Med.Draw(a);
|
||||||
@@ -6893,14 +6844,14 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
if (i < tsp.Length)
|
if (i < tsp.Length)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -6932,14 +6883,14 @@ namespace SlaveMatrix
|
|||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
ip.SubShow = true;
|
ip.SubShow = true;
|
||||||
ip.Sub2Show = true;
|
ip.Sub2Show = true;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = true;
|
ViolaTextBubble.Tex.Feed.Dra = true;
|
||||||
Viola.両目_見つめ();
|
Viola.両目_見つめ();
|
||||||
Viola.表情_基本0();
|
Viola.表情_基本0();
|
||||||
Viola.Set基本姿勢();
|
Viola.Set基本姿勢();
|
||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
};
|
};
|
||||||
@@ -7090,7 +7041,7 @@ namespace SlaveMatrix
|
|||||||
yes = true;
|
yes = true;
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Viola.表情_基本1眉上();
|
Viola.表情_基本1眉上();
|
||||||
ヴィオラ吹出し.Text = GameText.え;
|
ViolaTextBubble.Text = GameText.え;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.あなたは答える;
|
ip.SubInfo = GameText.あなたは答える;
|
||||||
if (i == 2)
|
if (i == 2)
|
||||||
@@ -7109,7 +7060,7 @@ namespace SlaveMatrix
|
|||||||
yes = false;
|
yes = false;
|
||||||
//Sounds.操作.Play();
|
//Sounds.操作.Play();
|
||||||
Viola.表情_不敵0();
|
Viola.表情_不敵0();
|
||||||
ヴィオラ吹出し.Text = GameText.うふふそうよね;
|
ViolaTextBubble.Text = GameText.うふふそうよね;
|
||||||
ip.Text = GameText.点6;
|
ip.Text = GameText.点6;
|
||||||
ip.SubInfo = GameText.あなたは答える;
|
ip.SubInfo = GameText.あなたは答える;
|
||||||
if (i == 2)
|
if (i == 2)
|
||||||
@@ -7130,9 +7081,9 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying)
|
||||||
{
|
{
|
||||||
if (wi == i && i != 2 && ヴィオラ吹出し.Tex.Done == null)
|
if (wi == i && i != 2 && ViolaTextBubble.Tex.Done == null)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
@@ -7140,30 +7091,30 @@ namespace SlaveMatrix
|
|||||||
{
|
{
|
||||||
if (i == 2)
|
if (i == 2)
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = d1;
|
ViolaTextBubble.Tex.Done = d1;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ヴィオラ吹出し.Tex.Done = null;
|
ViolaTextBubble.Tex.Done = null;
|
||||||
}
|
}
|
||||||
if (i != 3)
|
if (i != 3)
|
||||||
{
|
{
|
||||||
if (i < 4)
|
if (i < 4)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
else if (yes)
|
else if (yes)
|
||||||
{
|
{
|
||||||
sfcy[i - 4]();
|
sfcy[i - 4]();
|
||||||
ヴィオラ吹出し.Text = tscy[i - 4];
|
ViolaTextBubble.Text = tscy[i - 4];
|
||||||
ip.SubInfo = suby[i - 4];
|
ip.SubInfo = suby[i - 4];
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
sfcn[i - 4]();
|
sfcn[i - 4]();
|
||||||
ヴィオラ吹出し.Text = tscn[i - 4];
|
ViolaTextBubble.Text = tscn[i - 4];
|
||||||
ip.SubInfo = subn[i - 4];
|
ip.SubInfo = subn[i - 4];
|
||||||
}
|
}
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
@@ -7182,19 +7133,19 @@ namespace SlaveMatrix
|
|||||||
if (i < 4)
|
if (i < 4)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
else if (yes)
|
else if (yes)
|
||||||
{
|
{
|
||||||
sfcy[i - 4]();
|
sfcy[i - 4]();
|
||||||
ヴィオラ吹出し.Text = tscy[i - 4];
|
ViolaTextBubble.Text = tscy[i - 4];
|
||||||
ip.SubInfo = suby[i - 4];
|
ip.SubInfo = suby[i - 4];
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
sfcn[i - 4]();
|
sfcn[i - 4]();
|
||||||
ヴィオラ吹出し.Text = tscn[i - 4];
|
ViolaTextBubble.Text = tscn[i - 4];
|
||||||
ip.SubInfo = subn[i - 4];
|
ip.SubInfo = subn[i - 4];
|
||||||
}
|
}
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
@@ -7223,14 +7174,14 @@ namespace SlaveMatrix
|
|||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
ip.SubShow = true;
|
ip.SubShow = true;
|
||||||
ip.Sub2Show = true;
|
ip.Sub2Show = true;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = true;
|
ViolaTextBubble.Tex.Feed.Dra = true;
|
||||||
Viola.両目_見つめ();
|
Viola.両目_見つめ();
|
||||||
Viola.表情_基本0();
|
Viola.表情_基本0();
|
||||||
Viola.Set基本姿勢();
|
Viola.Set基本姿勢();
|
||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
};
|
};
|
||||||
@@ -7293,14 +7244,14 @@ namespace SlaveMatrix
|
|||||||
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc)
|
||||||
{
|
{
|
||||||
ip.DownB(ref hc);
|
ip.DownB(ref hc);
|
||||||
if (!ヴィオラ吹出し.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
if (!ViolaTextBubble.Tex.IsPlaying && !ip.Mai.IsPlaying && !ip.Sub.IsPlaying && wi == i)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
wi = i;
|
wi = i;
|
||||||
if (i < tsp.Length)
|
if (i < tsp.Length)
|
||||||
{
|
{
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
}
|
}
|
||||||
@@ -7332,14 +7283,14 @@ namespace SlaveMatrix
|
|||||||
ip.Mai2Show = false;
|
ip.Mai2Show = false;
|
||||||
ip.SubShow = true;
|
ip.SubShow = true;
|
||||||
ip.Sub2Show = true;
|
ip.Sub2Show = true;
|
||||||
ヴィオラ吹出し.Tex.Feed.Dra = true;
|
ViolaTextBubble.Tex.Feed.Dra = true;
|
||||||
Viola.両目_見つめ();
|
Viola.両目_見つめ();
|
||||||
Viola.表情_基本0();
|
Viola.表情_基本0();
|
||||||
Viola.Set基本姿勢();
|
Viola.Set基本姿勢();
|
||||||
i = 0;
|
i = 0;
|
||||||
wi = 0;
|
wi = 0;
|
||||||
sfc[i]();
|
sfc[i]();
|
||||||
ヴィオラ吹出し.Text = tsc[i];
|
ViolaTextBubble.Text = tsc[i];
|
||||||
ip.Text = tsp[i];
|
ip.Text = tsp[i];
|
||||||
ip.SubInfo = sub[i];
|
ip.SubInfo = sub[i];
|
||||||
Sta.GameData.祝福 = Sta.GameData.ヴィオラ;
|
Sta.GameData.祝福 = Sta.GameData.ヴィオラ;
|
||||||
|
|||||||
@@ -842,12 +842,6 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Setting(this Are Are)
|
|
||||||
{
|
|
||||||
Are.GD.SmoothingMode = SmoothingMode.HighQuality;
|
|
||||||
Are.GD.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static string Numf1(this double n)
|
public static string Numf1(this double n)
|
||||||
{
|
{
|
||||||
return n.ToString("P1").PadLeft(6);
|
return n.ToString("P1").PadLeft(6);
|
||||||
|
|||||||
@@ -1342,8 +1342,9 @@ namespace SlaveMatrix
|
|||||||
Focus = ハンド右CM;
|
Focus = ハンド右CM;
|
||||||
if (Med.Mode == "Training")
|
if (Med.Mode == "Training")
|
||||||
{
|
{
|
||||||
//TODO fix?
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(ハンド右.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(ハンド右.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(ハンド右.位置B);
|
||||||
}
|
}
|
||||||
Set持ち手();
|
Set持ち手();
|
||||||
}
|
}
|
||||||
@@ -1456,8 +1457,11 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
Focus.Ele.SetHitTrue();
|
Focus.Ele.SetHitTrue();
|
||||||
Focus_nr = ハンド右CM;
|
Focus_nr = ハンド右CM;
|
||||||
//TODO fix?
|
|
||||||
|
//~~TODO~~ fix?
|
||||||
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(ハンド右.位置B));
|
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(ハンド右.位置B));
|
||||||
|
Med.CursorPosition = Med.FromBasePosition(ハンド右.位置B);
|
||||||
|
|
||||||
Set持ち手();
|
Set持ち手();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1897,7 +1901,7 @@ namespace SlaveMatrix
|
|||||||
|
|
||||||
public void Down(ref MouseButtons mb, ref Vector2D cp, ref Vector2D op, ref Color hc, ref ContactD cd)
|
public void Down(ref MouseButtons mb, ref Vector2D cp, ref Vector2D op, ref Color hc, ref ContactD cd)
|
||||||
{
|
{
|
||||||
if (HeldButton != 0)
|
if (HeldButton != MouseButtons.None)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -2410,7 +2414,6 @@ namespace SlaveMatrix
|
|||||||
parT7.PositionBase = parT6.PositionBase.AddY(0.015);
|
parT7.PositionBase = parT6.PositionBase.AddY(0.015);
|
||||||
string Path = "Photo";
|
string Path = "Photo";
|
||||||
Film = new Are(Med, Hit: false);
|
Film = new Are(Med, Hit: false);
|
||||||
Film.Setting();
|
|
||||||
撮影 = new But1(parT7, delegate
|
撮影 = new But1(parT7, delegate
|
||||||
{
|
{
|
||||||
//Sounds.撮影.Play();
|
//Sounds.撮影.Play();
|
||||||
@@ -2421,7 +2424,7 @@ namespace SlaveMatrix
|
|||||||
}
|
}
|
||||||
DateTime now = DateTime.Now;
|
DateTime now = DateTime.Now;
|
||||||
Mods.撮影描画(調教UI2.Film, Med.FPSF);
|
Mods.撮影描画(調教UI2.Film, Med.FPSF);
|
||||||
Font font = new Font("MS Gothic", (float)(10.0 * Med.DpiY));
|
Font font = new Font("MS Gothic", (float)(10.0));
|
||||||
float x = 350f;
|
float x = 350f;
|
||||||
float y = 365f;
|
float y = 365f;
|
||||||
if (Sta.BigWindow)
|
if (Sta.BigWindow)
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ Global
|
|||||||
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Debug|x86.ActiveCfg = Debug|Any CPU
|
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||||
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Debug|x86.Build.0 = Debug|Any CPU
|
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Debug|x86.Build.0 = Debug|Any CPU
|
||||||
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x64.ActiveCfg = Release|Any CPU
|
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x64.ActiveCfg = Release|Any CPU
|
||||||
|
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x64.Build.0 = Release|Any CPU
|
||||||
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x86.ActiveCfg = Release|Any CPU
|
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x86.ActiveCfg = Release|Any CPU
|
||||||
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x86.Build.0 = Release|Any CPU
|
{A12B2957-8EC4-4DA7-AD38-4FE141C532E1}.Release|x86.Build.0 = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
|
|||||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user