diff --git a/2DGAMELIB/_2DGAMELIB/GeometryUtils.cs b/2DGAMELIB/_2DGAMELIB/GeometryUtils.cs index fbfa283..ba8f508 100644 --- a/2DGAMELIB/_2DGAMELIB/GeometryUtils.cs +++ b/2DGAMELIB/_2DGAMELIB/GeometryUtils.cs @@ -20,7 +20,7 @@ namespace _2DGAMELIB public static void GetRandomColor(out Color ret) { - ret = Color.FromArgb(255, RNG.XS.Next(256), RNG.XS.Next(256), RNG.XS.Next(256)); + ret = Color.FromArgb(255, Rng.XS.Next(256), Rng.XS.Next(256), Rng.XS.Next(256)); } public static Color GetInter(ref Color c1, ref Color c2) @@ -35,7 +35,7 @@ namespace _2DGAMELIB public static Vector2D GetRandomVector() { - return new Vector2D(RNG.XS.NextDouble() * (double)(RNG.XS.NextBool() ? 1 : (-1)), RNG.XS.NextDouble() * (double)(RNG.XS.NextBool() ? 1 : (-1))); + return new Vector2D(Rng.XS.NextDouble() * (double)(Rng.XS.NextBool() ? 1 : (-1)), Rng.XS.NextDouble() * (double)(Rng.XS.NextBool() ? 1 : (-1))); } public static Color FuncHSV(this Color Color, Func Func) @@ -176,13 +176,13 @@ public static BodyTemplate ObjLoad(this byte[] bd) public static bool Lot(this double p) { - return RNG.XS.NextDouble() < p; + return Rng.XS.NextDouble() < p; } public static int GetRandomIndex(params double[] WeightTable) { double les = WeightTable.Sum(); - double num = RNG.XS.NextDouble(les); + double num = Rng.XS.NextDouble(les); int result = -1; for (int i = 0; i < WeightTable.Length; i++) { diff --git a/2DGAMELIB/_2DGAMELIB/RNG.cs b/2DGAMELIB/_2DGAMELIB/Rng.cs similarity index 86% rename from 2DGAMELIB/_2DGAMELIB/RNG.cs rename to 2DGAMELIB/_2DGAMELIB/Rng.cs index cbcd620..4a0bb0c 100644 --- a/2DGAMELIB/_2DGAMELIB/RNG.cs +++ b/2DGAMELIB/_2DGAMELIB/Rng.cs @@ -3,7 +3,7 @@ using System.Globalization; namespace _2DGAMELIB { - public static class RNG + public static class Rng { public static MyRandom XS = new MyRandom((uint)(Environment.TickCount + DateTime.Now.ToBinary())); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs index 5c29dcd..ce88cba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs @@ -383,7 +383,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs index 86b672c..7953004 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs @@ -47,11 +47,11 @@ namespace SlaveMatrix public BackHair0_カルD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs index 272a05a..db51b54 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs @@ -383,7 +383,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs index 6e2100b..67ff435 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs @@ -47,11 +47,11 @@ namespace SlaveMatrix public BackHair0_ジグD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs index 28e95b7..56b694e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs @@ -383,7 +383,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs index c75898f..ac42248 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs @@ -47,11 +47,11 @@ namespace SlaveMatrix public BackHair0_ハネD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs index dbaf92c..a6995a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs @@ -383,7 +383,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs index 518b4bb..7fb293e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs @@ -47,11 +47,11 @@ namespace SlaveMatrix public BackHair0_パツD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs index bb501be..e7a5fdb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs @@ -306,7 +306,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ1カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][7])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][7])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs index 269d3dc..2082649 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs @@ -41,11 +41,11 @@ namespace SlaveMatrix public BackHair0_下1カルD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs index e9c6fea..c394983 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs @@ -306,7 +306,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ1ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs index 22985c7..e1df21d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs @@ -41,11 +41,11 @@ namespace SlaveMatrix public BackHair0_下1ジグD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs index 46894eb..e4d0786 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs @@ -306,7 +306,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ1ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs index 6b02a08..af6a8a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs @@ -41,11 +41,11 @@ namespace SlaveMatrix public BackHair0_下1ハネD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs index 4e05b49..85d4168 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs @@ -306,7 +306,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ1パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][6])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][6])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs index 248d0ac..05d1895 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs @@ -41,11 +41,11 @@ namespace SlaveMatrix public BackHair0_下1パツD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs index aabccb2..38aa826 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs @@ -350,7 +350,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ2カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][11])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][11])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs index 5422f7b..233936a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs @@ -45,11 +45,11 @@ namespace SlaveMatrix public BackHair0_下2カルD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs index d0955bc..38569ed 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs @@ -350,7 +350,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ2ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][8])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][8])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs index e17a5b3..b938058 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs @@ -45,11 +45,11 @@ namespace SlaveMatrix public BackHair0_下2ジグD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs index 061d3dc..280156c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs @@ -350,7 +350,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ2ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][9])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][9])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs index 1970040..5a56d3e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs @@ -45,11 +45,11 @@ namespace SlaveMatrix public 後髪0_下2ハネD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs index 2c66744..0c6ed04 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs @@ -350,7 +350,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "下げ2パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][10])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][10])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs index 524185f..1974b85 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs @@ -45,11 +45,11 @@ namespace SlaveMatrix public BackHair0_下2パツD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs index f8f7250..b2579a3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs @@ -603,7 +603,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み1カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][15])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][15])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs index 389514a..aca9018 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs @@ -67,11 +67,11 @@ namespace SlaveMatrix public BackHair0_編1カルD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs index b31f420..cacc31f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs @@ -603,7 +603,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み1ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][12])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][12])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs index 7148bb2..4dfa131 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs @@ -67,11 +67,11 @@ namespace SlaveMatrix public 後髪0_編1ジグD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs index d27026d..c604603 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs @@ -603,7 +603,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み1ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][13])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][13])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs index 58d9152..696836e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs @@ -67,11 +67,11 @@ namespace SlaveMatrix public 後髪0_編1ハネD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs index 21137b1..da2f48c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs @@ -603,7 +603,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み1パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][14])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][14])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs index 94e874a..feb4a11 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs @@ -67,11 +67,11 @@ namespace SlaveMatrix public BackHair0_編1パツD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs index 8681fbe..f12842d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs @@ -1086,7 +1086,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み2カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][19])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][19])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); @@ -1285,7 +1285,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - double num2 = 2.5 + 2.5 * RNG.XS.NextDouble(); + double num2 = 2.5 + 2.5 * Rng.XS.NextDouble(); X0Y0_お下げ左_編節1_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節2_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節3_髪節.AngleBase = num * num2; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs index cf28085..f74d6ea 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs @@ -109,11 +109,11 @@ namespace SlaveMatrix public 後髪0_編2カルD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs index ad39984..f587cd9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs @@ -1086,7 +1086,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み2ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][16])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][16])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); @@ -1285,7 +1285,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - double num2 = 2.5 + 2.5 * RNG.XS.NextDouble(); + double num2 = 2.5 + 2.5 * Rng.XS.NextDouble(); X0Y0_お下げ左_編節1_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節2_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節3_髪節.AngleBase = num * num2; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs index 1f57313..827dab8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs @@ -109,11 +109,11 @@ namespace SlaveMatrix public 後髪0_編2ジグD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs index 675a329..8b73933 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs @@ -1086,7 +1086,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み2ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][17])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][17])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); @@ -1285,7 +1285,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - double num2 = 2.5 + 2.5 * RNG.XS.NextDouble(); + double num2 = 2.5 + 2.5 * Rng.XS.NextDouble(); X0Y0_お下げ左_編節1_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節2_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節3_髪節.AngleBase = num * num2; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs index 4740aad..22ec395 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs @@ -109,11 +109,11 @@ namespace SlaveMatrix public 後髪0_編2ハネD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs index 271dfd7..2d0b60e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs @@ -1086,7 +1086,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み2パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][18])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][18])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); @@ -1285,7 +1285,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - double num2 = 2.5 + 2.5 * RNG.XS.NextDouble(); + double num2 = 2.5 + 2.5 * Rng.XS.NextDouble(); X0Y0_お下げ左_編節1_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節2_髪節.AngleBase = num * num2; X0Y0_お下げ左_編節3_髪節.AngleBase = num * num2; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs index da1b3cf..90b3adc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs @@ -109,11 +109,11 @@ namespace SlaveMatrix public 後髪0_編2パツD SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 髪長1 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs index dda485f..b386ab1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs @@ -144,7 +144,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "肢系"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][21])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][21])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs index 799b459..9444069 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs @@ -164,8 +164,8 @@ namespace SlaveMatrix public BackHair0_肢系D SetRandom() { - 髪長0 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長0 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs index 91f05be..ab0e8a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs @@ -286,7 +286,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い1カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs index 7b10ddf..2ac1056 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs @@ -37,10 +37,10 @@ namespace SlaveMatrix public BackHair1_結1カルD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs index 3328649..dbe06be 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs @@ -286,7 +286,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い1ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs index e202da7..7879705 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs @@ -37,10 +37,10 @@ namespace SlaveMatrix public BackHair1_結1ジグD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs index 1fa679f..631a146 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs @@ -286,7 +286,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い1ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs index 6110973..55f7305 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs @@ -37,10 +37,10 @@ namespace SlaveMatrix public BackHair1_結1ハネD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs index c68ab26..fab0b70 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs @@ -286,7 +286,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い1パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs index dc0e8d5..bf15ccf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs @@ -37,10 +37,10 @@ namespace SlaveMatrix public BackHair1_結1パツD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs index 6211d3c..8f87431 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs @@ -263,7 +263,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い2カル"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][7])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][7])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs index 1ac5043..415be16 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs @@ -35,10 +35,10 @@ namespace SlaveMatrix public BackHair1_結2カルD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs index 968b0ae..7c4a2e6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs @@ -263,7 +263,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い2ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs index 6832a6d..b3957de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs @@ -35,10 +35,10 @@ namespace SlaveMatrix public BackHair1_結2ジグD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs index 76d87ab..0ff5055 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs @@ -263,7 +263,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い2ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs index b7e79ff..0c0d6b5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs @@ -35,10 +35,10 @@ namespace SlaveMatrix public BackHair1_結2ハネD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs index ef5df50..c1275d6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs @@ -263,7 +263,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "結い2パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair1"][0][6])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair1"][0][6])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs index a6cbd0c..1d67581 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs @@ -35,10 +35,10 @@ namespace SlaveMatrix public BackHair1_結2パツD SetRandom() { - 髪長 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 髪長 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs index c97d1ba..2c114f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs @@ -413,7 +413,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編結"; - morphVariant.Add(new PartGroup(Sta.胴体["BackHair0"][0][20])); + morphVariant.Add(new PartGroup(GlobalState.胴体["BackHair0"][0][20])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs index 3aa9184..c558d53 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs @@ -47,8 +47,8 @@ namespace SlaveMatrix public BackHair1_編結D SetRandom() { - 毛量 = RNG.XS.NextDouble(); - 高さ = RNG.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 高さ = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs index 7cc9432..479a32f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs @@ -1416,7 +1416,7 @@ namespace SlaveMatrix { Chest Chest2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胸郭"]); + Body = new VariantGrid(GlobalState.胴体["胸郭"]); PartGroup partGroup = Body[0][0]; X0Y0_胸郭 = partGroup["胸郭"].ToPar(); PartGroup pars2 = partGroup["筋肉"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs index 2d21dc3..176b45e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs @@ -349,7 +349,7 @@ namespace SlaveMatrix public Cough(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 咳D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["Cough"]); + Body = new VariantGrid(GlobalState.胴体["Cough"]); PartGroup partGroup = Body[0][0]; X0Y0_咳基 = partGroup["咳基"].ToPar(); X0Y0_雫1 = partGroup["雫1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs index 337fcf5..8026e43 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs @@ -1037,7 +1037,7 @@ namespace SlaveMatrix { Head 頭2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["Head"]); + Body = new VariantGrid(GlobalState.胴体["Head"]); PartGroup partGroup = Body[0][0]; X0Y0_Head = partGroup["頭"].ToPar(); PartGroup pars2 = partGroup["悪タトゥ"].ToPars(); @@ -1515,7 +1515,7 @@ namespace SlaveMatrix private void 開顎(double Rate) { double y = 0.0003 * Rate; - ShapePart shapePart = Sta.胴体["Head"][0][0]["頭"].ToPar(); + ShapePart shapePart = GlobalState.胴体["Head"][0][0]["頭"].ToPar(); ShapePart x0Y0_頭 = X0Y0_Head; x0Y0_頭.OP[0].ps[3] = shapePart.OP[0].ps[3].AddY(y); x0Y0_頭.OP[0].ps[4] = shapePart.OP[0].ps[4].AddY(y); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs index 3815d73..7a59f56 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs @@ -298,7 +298,7 @@ namespace SlaveMatrix public HeadD SetRandom() { - 目高 = RNG.XS.NextDouble(); + 目高 = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/InfoPanel.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/InfoPanel.cs index dedafce..5e4782b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/InfoPanel.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/InfoPanel.cs @@ -275,7 +275,7 @@ namespace SlaveMatrix public void UpdateSub2() { - Sub2.TextIm = GameText.所持金 + "\r\n" + Sta.GameData.所持金.ToString("#,0") + "\r\n" + GameText.借金 + "\r\n" + Sta.GameData.借金.ToString("#,0") + "\r\n" + Sta.GameData.日数 + GameText.日目 + "/" + Sta.GameData.時間帯; + Sub2.TextIm = GameText.所持金 + "\r\n" + GlobalState.GameData.所持金.ToString("#,0") + "\r\n" + GameText.借金 + "\r\n" + GlobalState.GameData.借金.ToString("#,0") + "\r\n" + GlobalState.GameData.日数 + GameText.日目 + "/" + GlobalState.GameData.時間帯; } private void SetButPos() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs index 7baa595..799057b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs @@ -5757,7 +5757,7 @@ namespace SlaveMatrix Leg_人 Leg_人2 = this; ThisType = GetType(); //Leg but if renamed to Leg it broke game - Body = new VariantGrid(Sta.脚左["Leg"]); + Body = new VariantGrid(GlobalState.脚左["Leg"]); PartGroup partGroup = Body[0][0]; X0Y0_Leg = partGroup["脚"].ToPar(); X0Y0_筋 = partGroup["筋"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs index 901bfd3..56e5a07 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs @@ -275,7 +275,7 @@ namespace SlaveMatrix { Leg_獣 Leg_獣2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足脚"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足脚"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs index b83ac5f..1635ce8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs @@ -653,7 +653,7 @@ namespace SlaveMatrix { Leg_竜 Leg_竜2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足脚"][3]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足脚"][3]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs index a468a8c..35064d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs @@ -275,7 +275,7 @@ namespace SlaveMatrix { Leg_蹄 Leg_蹄2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足脚"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足脚"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs index 113ac11..a82447c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs @@ -275,7 +275,7 @@ namespace SlaveMatrix { Leg_鳥 Leg_鳥2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足脚"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足脚"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs index 0dfd968..053a7c6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs @@ -4626,7 +4626,7 @@ namespace SlaveMatrix { LowerArm_人 LowerArm_人2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["LowerArm"]); + Body = new VariantGrid(GlobalState.腕左["LowerArm"]); PartGroup partGroup = Body[0][0]; X0Y0_LowerArm = partGroup["下腕"].ToPar(); PartGroup pars2 = partGroup["筋肉"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs index 8988560..9022482 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs @@ -456,7 +456,7 @@ namespace SlaveMatrix { LowerArm_獣 LowerArm_獣2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.腕左["四足LowerArm"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.腕左["四足LowerArm"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs index 2d58906..131ab4d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs @@ -564,7 +564,7 @@ namespace SlaveMatrix { LowerArm_蝙 LowerArm_蝙2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["獣翼LowerArm"]); + Body = new VariantGrid(GlobalState.腕左["獣翼LowerArm"]); PartGroup partGroup = Body[0][0]; X0Y0_獣翼LowerArm = partGroup["獣翼下腕"].ToPar(); PartGroup pars2 = partGroup["鱗"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs index 008fa3a..2db61dc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs @@ -146,7 +146,7 @@ namespace SlaveMatrix { LowerArm_蹄 LowerArm_蹄2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.腕左["四足LowerArm"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.腕左["四足LowerArm"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs index a62a2af..be1ecfc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs @@ -2079,7 +2079,7 @@ namespace SlaveMatrix { LowerArm_鳥 LowerArm_鳥2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["鳥翼LowerArm"]); + Body = new VariantGrid(GlobalState.腕左["鳥翼LowerArm"]); PartGroup partGroup = Body[0][0]; X0Y0_鳥翼LowerArm = partGroup["鳥翼下腕"].ToPar(); PartGroup pars2 = partGroup["風切羽"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs index 5775d81..00ed01b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs @@ -1173,7 +1173,7 @@ namespace SlaveMatrix { Neck Neck2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["Neck"]); + Body = new VariantGrid(GlobalState.胴体["Neck"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["植性"].ToPars(); X0Y0_植性_蔦 = pars2["蔦"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs index 08bce84..63609c5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs @@ -311,7 +311,7 @@ namespace SlaveMatrix { Shoulder Shoulder2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.肩左["Shoulder"]); + Body = new VariantGrid(GlobalState.肩左["Shoulder"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["脇"].ToPars(); X0Y0_脇_脇 = pars2["脇"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs index 39b4e06..ff32b7d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs @@ -146,7 +146,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "カル"; - morphVariant.Add(new PartGroup(Sta.胴体["横髪左"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.胴体["横髪左"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs index 5c38fff..cc93ffd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs @@ -25,10 +25,10 @@ namespace SlaveMatrix public SideHair_カルD SetRandom() { - 髪長1 = RNG.XS.NextDouble(); - 髪長2 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 髪長2 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); 髪長1 = 1.0; 髪長2 = 1.0; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs index 6bfadbc..58fee75 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs @@ -146,7 +146,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["横髪左"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.胴体["横髪左"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs index 0b8252d..d6d8fe3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs @@ -25,10 +25,10 @@ namespace SlaveMatrix public SideHair_ジグD SetRandom() { - 髪長1 = RNG.XS.NextDouble(); - 髪長2 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 髪長2 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); 髪長1 = 1.0; 髪長2 = 1.0; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs index e6fb8ad..0593057 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs @@ -146,7 +146,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ハネ"; - morphVariant.Add(new PartGroup(Sta.胴体["横髪左"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.胴体["横髪左"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs index 2304256..6464a50 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs @@ -25,10 +25,10 @@ namespace SlaveMatrix public SideHair_ハネD SetRandom() { - 髪長1 = RNG.XS.NextDouble(); - 髪長2 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 髪長2 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); 髪長1 = 1.0; 髪長2 = 1.0; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs index ec2b25e..0c02635 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs @@ -146,7 +146,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "パツ"; - morphVariant.Add(new PartGroup(Sta.胴体["横髪左"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.胴体["横髪左"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs index cfe7e8c..ebba510 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs @@ -25,10 +25,10 @@ namespace SlaveMatrix public SideHair_パツD SetRandom() { - 髪長1 = RNG.XS.NextDouble(); - 髪長2 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 髪長2 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); 髪長1 = 1.0; 髪長2 = 1.0; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs index d17cb5a..47cbdfc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs @@ -419,7 +419,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "編み"; - morphVariant.Add(new PartGroup(Sta.胴体["横髪左"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.胴体["横髪左"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs index a009acc..8286e9e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs @@ -49,10 +49,10 @@ namespace SlaveMatrix public SideHair_編みD SetRandom() { - 髪長1 = RNG.XS.NextDouble(); - 髪長2 = RNG.XS.NextDouble(); - 毛量 = RNG.XS.NextDouble(); - 広がり = RNG.XS.NextDouble(); + 髪長1 = Rng.XS.NextDouble(); + 髪長2 = Rng.XS.NextDouble(); + 毛量 = Rng.XS.NextDouble(); + 広がり = Rng.XS.NextDouble(); 髪長1 = 1.0; 髪長2 = 1.0; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs index 96cb594..d3f855e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs @@ -94,7 +94,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "肢系"; - morphVariant.Add(new PartGroup(Sta.胴体["横髪左"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.胴体["横髪左"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs index a410d93..9fe2a65 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs @@ -18,10 +18,10 @@ namespace SlaveMatrix { private HashSet 汗対象 = new HashSet { - Sta.ChestType.ToString(), - Sta.TorsoType.ToString(), - Sta.ShoulderType.ToString(), - Sta.WaistType.ToString() + GlobalState.ChestType.ToString(), + GlobalState.TorsoType.ToString(), + GlobalState.ShoulderType.ToString(), + GlobalState.WaistType.ToString() }; private ryps[] 対象; @@ -121,7 +121,7 @@ namespace SlaveMatrix m.ResetValue(); 汗だし = false; es = 全体.Where((Element e) => e.Intensity != 0.0).ToArray(); - n = es[RNG.XS.Next(es.Length)]; + n = es[Rng.XS.Next(es.Length)]; } else { @@ -137,12 +137,12 @@ namespace SlaveMatrix es = 全体.Where((Element e) => e.Intensity != 0.0).ToArray(); if (es.Length != 0) { - n = es[RNG.XS.Next(es.Length)]; + n = es[Rng.XS.Next(es.Length)]; } es = 全体.Where((Element e) => e.Intensity == 0.0).ToArray(); if (es.Length != 0) { - es[RNG.XS.Next(es.Length)].Intensity = 1.0; + es[Rng.XS.Next(es.Length)].Intensity = 1.0; } re = false; m.ResetValue(); @@ -155,9 +155,9 @@ namespace SlaveMatrix n.Yv = 0.0; n.Intensity = 0.0; es = 全体.Where((Element e) => e.Intensity != 0.0).ToArray(); - n = es[RNG.XS.Next(es.Length)]; + n = es[Rng.XS.Next(es.Length)]; es = 全体.Where((Element e) => e.Intensity == 0.0).ToArray(); - es[RNG.XS.Next(es.Length)].Intensity = 1.0; + es[Rng.XS.Next(es.Length)].Intensity = 1.0; re = false; m.ResetValue(); 汗ひき.Start(); @@ -218,7 +218,7 @@ namespace SlaveMatrix _ = ref ps[i]; 汗 = new 汗(Are.DisplayUnitScale, 配色指定.N0, Cha.ColorSet, Med, e2); 汗.SetHitFalse(); - 汗.Intensity = ((RNG.XS.NextDouble() < 0.2) ? 1.0 : 0.0); + 汗.Intensity = ((Rng.XS.NextDouble() < 0.2) ? 1.0 : 0.0); 位置.Add(num switch { 1 => 0.5, diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs index f1eeded..95057ef 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs @@ -292,7 +292,7 @@ namespace SlaveMatrix Torso Torso2 = this; ThisType = GetType(); //This had no Torso (胴体) - Body = new VariantGrid(Sta.胴体["Torso"]); + Body = new VariantGrid(GlobalState.胴体["Torso"]); PartGroup partGroup = Body[0][0]; X0Y0_Torso = partGroup["胴"].ToPar(); PartGroup pars2 = partGroup["筋肉"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs index de94c5a..f69d9c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs @@ -332,8 +332,8 @@ namespace SlaveMatrix ThisType = GetType(); PartGroup partGroup = new PartGroup(); partGroup.Tag = "蛇"; - partGroup.Add(new PartGroup(Sta.半身["長物"][0][2]["胴2"].ToPars())); - partGroup.Add(new PartGroup(Sta.半身["長物"][0][2]["輪1"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][2]["胴2"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][2]["輪1"].ToPars())); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = partGroup.Tag; morphVariant.Add(partGroup); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs index 90b5d71..0a233a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs @@ -479,8 +479,8 @@ namespace SlaveMatrix ThisType = GetType(); PartGroup partGroup = new PartGroup(); partGroup.Tag = "蟲"; - partGroup.Add(new PartGroup(Sta.半身["長物"][0][3]["胴4"].ToPars())); - partGroup.Add(new PartGroup(Sta.半身["長物"][0][3]["輪2"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][3]["胴4"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][3]["輪2"].ToPars())); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = partGroup.Tag; morphVariant.Add(partGroup); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs index 4882553..8bd351b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs @@ -485,7 +485,7 @@ namespace SlaveMatrix public T剃刀(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, T剃刀D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["T字剃刀"]); + Body = new VariantGrid(GlobalState.カーソル["T字剃刀"]); PartGroup partGroup = Body[0][0]; X0Y0_ヘッド = partGroup["ヘッド"].ToPar(); PartGroup pars2 = partGroup["刃"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs index 8a4541d..a4db5e6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs @@ -3447,7 +3447,7 @@ namespace SlaveMatrix { UpperArm_人 UpperArm_人2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["UpperArm"]); + Body = new VariantGrid(GlobalState.腕左["UpperArm"]); PartGroup partGroup = Body[0][0]; X0Y0_筋肉上 = partGroup["筋肉上"].ToPar(); X0Y0_UpperArm = partGroup["上腕"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs index dfcc9b4..c77327c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs @@ -272,7 +272,7 @@ namespace SlaveMatrix { UpperArm_獣 UpperArm_獣2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.腕左["四足UpperArm"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.腕左["四足UpperArm"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs index 8f8fc70..4bfa592 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs @@ -513,7 +513,7 @@ namespace SlaveMatrix 飛膜 = new 飛膜_根(DisUnit, 配色指定, 体配色); 飛膜.Par = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["獣翼UpperArm"]); + Body = new VariantGrid(GlobalState.腕左["獣翼UpperArm"]); PartGroup partGroup = Body[0][0]; X0Y0_獣翼UpperArm = partGroup["獣翼上腕"].ToPar(); PartGroup pars2 = partGroup["鱗"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs index 0d5530c..6cdf20e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs @@ -146,7 +146,7 @@ namespace SlaveMatrix { UpperArm_蹄 UpperArm_蹄2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.腕左["四足UpperArm"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.腕左["四足UpperArm"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs index a7297b1..0bccc05 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs @@ -404,7 +404,7 @@ namespace SlaveMatrix { UpperArm_鳥 UpperArm_鳥2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["鳥翼UpperArm"]); + Body = new VariantGrid(GlobalState.腕左["鳥翼UpperArm"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["風切羽"].ToPars(); X0Y0_風切羽_羽3 = pars2["羽3"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ViolaText.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ViolaText.cs index 31e9fc3..dffdbef 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ViolaText.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ViolaText.cs @@ -20,11 +20,11 @@ namespace SlaveMatrix string mode = Med.Mode; if (mode == "Office") { - text = ((!Sta.GameData.初事務所フラグ) ? GameText.今日はどうしたの : GameText.いらっしゃい待っていたわ); + text = ((!GlobalState.GameData.初事務所フラグ) ? GameText.今日はどうしたの : GameText.いらっしゃい待っていたわ); } else if (mode == "Debt") { - text = GameText.今日借りれる金額はあと + Sta.GameData.日借金可能額.ToString("#,0") + GameText.よ; + text = GameText.今日借りれる金額はあと + GlobalState.GameData.日借金可能額.ToString("#,0") + GameText.よ; } hd.Text = text; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs index 44d31c3..c5e6ae9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs @@ -2155,7 +2155,7 @@ namespace SlaveMatrix { Waist Waist2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["Waist"]); + Body = new VariantGrid(GlobalState.胴体["Waist"]); PartGroup partGroup = Body[0][0]; X0Y0_Waist = partGroup["腰"].ToPar(); X0Y0_股 = partGroup["股"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs index 59ad929..ca1ce70 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs @@ -110,7 +110,7 @@ namespace SlaveMatrix public ぶっかけ_大(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, ぶっかけ_大D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.スタンプ["ぶっかけ"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.スタンプ["ぶっかけ"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs index d4a26b8..e61479e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs @@ -110,7 +110,7 @@ namespace SlaveMatrix public ぶっかけ_小(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, ぶっかけ_小D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.スタンプ["ぶっかけ"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.スタンプ["ぶっかけ"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs index 2672911..0d9f5e5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public キスマーク(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, キスマークD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.スタンプ["キスマーク"]); + Body = new VariantGrid(GlobalState.スタンプ["キスマーク"]); PartGroup partGroup = Body[0][0]; X0Y0_キスマーク = partGroup["キスマーク"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs index b288f32..3b3f23e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs @@ -121,7 +121,7 @@ namespace SlaveMatrix public キャップ1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, キャップ1D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["キャップ中"]); + Body = new VariantGrid(GlobalState.性器付["キャップ中"]); PartGroup partGroup = Body[0][0]; X0Y0_根本 = partGroup["根本"].ToPar(); X0Y0_先端 = partGroup["先端"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs index 40f5ffe..86fcce5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs @@ -121,7 +121,7 @@ namespace SlaveMatrix public キャップ2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, キャップ2D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["キャップ左"]); + Body = new VariantGrid(GlobalState.胴体["キャップ左"]); PartGroup partGroup = Body[0][0]; X0Y0_根本 = partGroup["根本"].ToPar(); X0Y0_先端 = partGroup["先端"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs index ccdb861..6243700 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs @@ -132,7 +132,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.位置.GetAreaPoint(0.01), Sta.吸着.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2, b: true); + 調教UI.擬音.Sound(a, 対象.位置.GetAreaPoint(0.01), GlobalState.吸着.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2, b: true); }); } @@ -140,7 +140,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.位置.GetAreaPoint(0.01), Sta.吸脱.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2, b: true); + 調教UI.擬音.Sound(a, 対象.位置.GetAreaPoint(0.01), GlobalState.吸脱.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2, b: true); }); } @@ -150,7 +150,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.位置.GetAreaPoint(0.02), Sta.振動.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.15, b: true); + 調教UI.擬音.Sound(a, 対象.位置.GetAreaPoint(0.02), GlobalState.振動.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.15, b: true); }); } } @@ -172,7 +172,7 @@ namespace SlaveMatrix private void 切替時(bool 対象) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "MCl:" + (対象 ? GameText.停止 : GameText.作動) + "\r\nLCl:" + GameText.外す; } @@ -180,7 +180,7 @@ namespace SlaveMatrix private void 装着時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LCl:" + GameText.装着; } @@ -188,7 +188,7 @@ namespace SlaveMatrix private void 待機時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (ハンドf) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs index de6a1bd..98a7275 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs @@ -45,10 +45,10 @@ namespace SlaveMatrix sep.Sta.Dispose(); } sep = default(sep); - sep.Sta = ElementData.GetEle(Are.DisplayUnitScale, Med, Sta.GameData.配色); + sep.Sta = ElementData.GetEle(Are.DisplayUnitScale, Med, GlobalState.GameData.配色); sep.Sta.SetHitFalse(); - sep.Sta.Xv = RNG.XS.NextDouble(); - sep.Sta.右 = RNG.XS.NextBool(); + sep.Sta.Xv = Rng.XS.NextDouble(); + sep.Sta.右 = Rng.XS.NextBool(); sep.Element = he; sep.ShapePart = he.Body.GetHitPar_(hc); sep.Path = sep.ShapePart.GetPath(); @@ -76,7 +76,7 @@ namespace SlaveMatrix OnStart = delegate(Motion m) { e = sta.Last().Sta; - m.Max = RNG.XS.NextDouble(); + m.Max = Rng.XS.NextDouble(); }, OnUpdate = delegate(Motion m) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs index c2f2762..b0d5d57 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs @@ -46,7 +46,7 @@ namespace SlaveMatrix sep = default(sep); sep.Sta = ElementData.GetEle(Are.DisplayUnitScale, Med, Cha.ColorSet); sep.Sta.SetHitFalse(); - sep.Sta.角度C = 45.0 * (double)(RNG.XS.NextBool() ? 1 : (-1)) * RNG.XS.NextDouble(); + sep.Sta.角度C = 45.0 * (double)(Rng.XS.NextBool() ? 1 : (-1)) * Rng.XS.NextDouble(); sep.Element = he; sep.ShapePart = p; sep.Path = sep.ShapePart.GetPath(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs index 7caab83..c7ab76a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs @@ -3798,7 +3798,7 @@ namespace SlaveMatrix public ハンド(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, ハンドD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["ハンド"]); + Body = new VariantGrid(GlobalState.カーソル["ハンド"]); PartGroup partGroup = Body[0][0]; X0Y0_親指 = partGroup["親指"].ToPar(); X0Y0_手 = partGroup["手"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs index d54a6dd..1388879 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs @@ -60,7 +60,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.01), Sta.くぱ.GetVal(Player.変化V_膣, Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_膣, b: true); + 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.01), GlobalState.くぱ.GetVal(Player.変化V_膣, Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_膣, b: true); }); } @@ -83,7 +83,7 @@ namespace SlaveMatrix private void 乳繰りsi() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.乳首 + "\r\nLDo:" + GameText.摘む + "\r\nWh:" + GameText.繰る; } @@ -131,7 +131,7 @@ namespace SlaveMatrix private void 乳摘みsi() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.乳首 + "\r\nMo:" + GameText.動かす + "\r\nLUp:" + GameText.放す; } @@ -181,7 +181,7 @@ namespace SlaveMatrix private void 乳捏ねsi1() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.乳房 + "\r\nLDo:" + GameText.掴む; } @@ -189,7 +189,7 @@ namespace SlaveMatrix private void 乳捏ねsi2() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.乳房 + "\r\nMo:" + GameText.捏ねる + "\r\nLUp:" + GameText.放す; } @@ -232,7 +232,7 @@ namespace SlaveMatrix private void 核捏ねsi1() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.陰核 + "\r\nLDo:" + GameText.触れる; } @@ -240,7 +240,7 @@ namespace SlaveMatrix private void 核捏ねsi2() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.陰核 + "\r\nMo:" + GameText.捏ねる + "\r\nLUp:" + GameText.離す; } @@ -281,7 +281,7 @@ namespace SlaveMatrix private void くぱぁsi1() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.陰唇 + "\r\nLDo:" + GameText.広げる; } @@ -289,7 +289,7 @@ namespace SlaveMatrix private void くぱぁsi2() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = GameText.陰唇 + "\r\nLUp:" + GameText.やめる; } @@ -314,7 +314,7 @@ namespace SlaveMatrix private void 体撫でsi1() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LDo:" + GameText.触れる; } @@ -322,7 +322,7 @@ namespace SlaveMatrix private void 体撫でsi2() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "Mo:" + GameText.撫でる + "\r\nLUp:" + GameText.離す; } @@ -628,7 +628,7 @@ namespace SlaveMatrix 調教UI.ハンド左.Xi = 0; 調教UI.ハンド左.Yi = 0; 乳繰り解除(); - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = si(); } @@ -688,7 +688,7 @@ namespace SlaveMatrix Player.奴体力消費小(); Player.主精力消費小(); くぱ(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 調教UI.陰核演出(); } @@ -817,7 +817,7 @@ namespace SlaveMatrix Player.主精力消費小(); 体撫で解除(); 調教UI.放し(); - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (調教UI.IsHitCha(ref cd)) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs index c15990f..53d235e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs @@ -560,7 +560,7 @@ namespace SlaveMatrix public バイブ_アナル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_アナルD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["アナル"]); + Body = new VariantGrid(GlobalState.カーソル["アナル"]); PartGroup partGroup = Body[0][0]; X0Y0_ヘッド = partGroup["ヘッド"].ToPar(); PartGroup pars2 = partGroup["ユニット"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs index d75171c..e4aaace 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs @@ -974,7 +974,7 @@ namespace SlaveMatrix public バイブ_コモン(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_コモンD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["コモン"]); + Body = new VariantGrid(GlobalState.カーソル["コモン"]); PartGroup partGroup = Body[0][0]; X0Y0_ヘッド = partGroup["ヘッド"].ToPar(); X0Y0_イボ1 = partGroup["イボ1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs index f1c59de..189523e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs @@ -683,7 +683,7 @@ namespace SlaveMatrix public バイブ_ディル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_ディルD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["ディル"]); + Body = new VariantGrid(GlobalState.カーソル["ディル"]); PartGroup partGroup = Body[0][0]; X0Y0_ヘッド = partGroup["ヘッド"].ToPar(); X0Y0_血管1 = partGroup["血管1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs index 2e90fd2..858950a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs @@ -806,7 +806,7 @@ namespace SlaveMatrix public バイブ_デンマ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_デンマD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["デンマ"]); + Body = new VariantGrid(GlobalState.カーソル["デンマ"]); PartGroup partGroup = Body[0][0]; X0Y0_ヘッド = partGroup["ヘッド"].ToPar(); X0Y0_ヘッド線1 = partGroup["ヘッド線1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs index 7550c26..89b8dfb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs @@ -2645,7 +2645,7 @@ namespace SlaveMatrix public バイブ_ドリル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_ドリルD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["ドリル"]); + Body = new VariantGrid(GlobalState.カーソル["ドリル"]); PartGroup partGroup = Body[0][0]; X0Y0_ヘッド = partGroup["ヘッド"].ToPar(); X0Y0_イボ1 = partGroup["イボ1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs index 19506b7..58259b8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs @@ -995,7 +995,7 @@ namespace SlaveMatrix public パール(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, パールD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["パール"]); + Body = new VariantGrid(GlobalState.カーソル["パール"]); PartGroup partGroup = Body[0][0]; X0Y0_軸 = partGroup["軸"].ToPar(); X0Y0_玉境界 = partGroup["玉境界"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs index c677629..f569007 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs @@ -100,7 +100,7 @@ namespace SlaveMatrix public ピアス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ピアスD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["ピアス"]); + Body = new VariantGrid(GlobalState.性器付["ピアス"]); PartGroup partGroup = Body[0][0]; X0Y0_ピアス = partGroup["ピアス"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs index bd5fb0a..cb4f43a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs @@ -436,7 +436,7 @@ namespace SlaveMatrix { ペニス ペニス2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["ペニス"]); + Body = new VariantGrid(GlobalState.カーソル["ペニス"]); PartGroup partGroup = Body[0][0]; X0Y0_陰嚢 = partGroup["陰嚢"].ToPar(); X0Y0_陰茎 = partGroup["陰茎"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs index 3564da6..64f90ff 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs @@ -141,13 +141,13 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Sta.GetAreaPoint(ref 調教UI.ペニス.AreM.Position, 0.02), Sta.射精.GetVal(Player.変化V_射精, 1.0), new Font("MS Gothic", 1f), Color.White, 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_射精, b: true); + 調教UI.擬音.Sound(a, GlobalState.GetAreaPoint(ref 調教UI.ペニス.AreM.Position, 0.02), GlobalState.射精.GetVal(Player.変化V_射精, 1.0), new Font("MS Gothic", 1f), Color.White, 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_射精, b: true); }); } private void パイズリ時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (Isパイズリ他動) { @@ -162,7 +162,7 @@ namespace SlaveMatrix private void 胸オーバー時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (Isパイズリ他動) { @@ -177,7 +177,7 @@ namespace SlaveMatrix private void コキ時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LDo:" + GameText.やめさせる; } @@ -185,7 +185,7 @@ namespace SlaveMatrix private void 手オーバー時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LDo:" + GameText.手コキ; } @@ -193,7 +193,7 @@ namespace SlaveMatrix private void 足オーバー時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LDo:" + GameText.足コキ; } @@ -201,7 +201,7 @@ namespace SlaveMatrix private void 扱き時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { InfoPanel obj = ip; obj.SubInfoIm = obj.SubInfoIm + "\r\nWh:" + GameText.扱く; @@ -288,7 +288,7 @@ namespace SlaveMatrix else { 調教UI.ペニス挿入.Move(ref mb, ref cp, ref hc, ref cd); - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (string.IsNullOrWhiteSpace(ip.SubInfoIm)) { @@ -323,7 +323,7 @@ namespace SlaveMatrix { パイズリ.Start(); } - Isパイズリ相互 = Player.パイズリ3 && RNG.XS.NextBool(); + Isパイズリ相互 = Player.パイズリ3 && Rng.XS.NextBool(); Isパイズリ = true; 調教UI.ペニス.位置B = Bod.胸部位置; d = 0.0; @@ -502,7 +502,7 @@ namespace SlaveMatrix return; } 調教UI.ペニス挿入.Up(ref mb, ref cp, ref hc, ref cd); - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (string.IsNullOrWhiteSpace(ip.SubInfoIm)) { @@ -829,14 +829,14 @@ namespace SlaveMatrix ペニス処理2.Bod.頬濃度 = 0.0; ペニス処理2.Bod.口.Yi = 13; ペニス処理2.Bod.舌_表示 = true; - s = RNG.XS.NextSign(); + s = Rng.XS.NextSign(); 調教UI.Action(ContactType.Mouth, ActionType.Insertion, CurrentState.Start, ToolType.Penis, 0, 1, 機械: false, 射精: false); Player.奴体力消費小(); Player.主精力消費小(); }, OnUpdate = delegate(Motion m) { - t = ペニス処理2.Cha.CharacterData.SkillL / Sta.GameData.TrainingTarget.MaxSkillL * 0.4; + t = ペニス処理2.Cha.CharacterData.SkillL / GlobalState.GameData.TrainingTarget.MaxSkillL * 0.4; d1 = m.Value.Sin() * 調教UI.ペニス.Yv.Inverse() * t; d2 = m.Value * 調教UI.ペニス.Yv * t; ペニス処理2.Bod.頬濃度 = d1; @@ -851,7 +851,7 @@ namespace SlaveMatrix }, OnLoop = delegate { - s = RNG.XS.NextSign(); + s = Rng.XS.NextSign(); }, OnEnd = delegate(Motion m) { @@ -884,7 +884,7 @@ namespace SlaveMatrix LowerArmXC = ペニス処理2.LowerArm左.尺度XC; } vc = DataConsts.Vec2DZero; - sb = RNG.XS.NextBool(); + sb = Rng.XS.NextBool(); s = (sb ? (-1.0) : 1.0); 調教UI.Action(ContactType.Chest, ActionType.パイ, CurrentState.Start, ToolType.Penis, 0, 1, 機械: false, 射精: false); Player.主精力消費小(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs index 249357a..a90b33b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs @@ -422,7 +422,7 @@ namespace SlaveMatrix { ボテ腹_人 ボテ腹_人2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["ボテ腹"]); + Body = new VariantGrid(GlobalState.胴体["ボテ腹"]); PartGroup partGroup = Body[0][0]; X0Y0_腹 = partGroup["腹"].ToPar(); X0Y0_ハイライト = partGroup["ハイライト"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs index 6485abd..6e6aa3e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs @@ -161,7 +161,7 @@ namespace SlaveMatrix { ボテ腹_獣 ボテ腹_獣2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足ボテ腹"]); + Body = new VariantGrid(GlobalState.半身["四足ボテ腹"]); PartGroup partGroup = Body[0][0]; X0Y0_腹 = partGroup["腹"].ToPar(); X0Y0_臍 = partGroup["臍"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs index 99cba50..a5e4498 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs @@ -425,7 +425,7 @@ namespace SlaveMatrix public ボテ腹板(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ボテ腹板D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["ボテ腹板"]); + Body = new VariantGrid(GlobalState.胴体["ボテ腹板"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["腹板4"].ToPars(); X0Y0_腹板4_腹板 = pars2["腹板"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs index 1b75910..5db7429 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs @@ -332,7 +332,7 @@ namespace SlaveMatrix public マウス(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, マウスD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["マウス"]); + Body = new VariantGrid(GlobalState.カーソル["マウス"]); PartGroup partGroup = Body[0][0]; X0Y0_上唇 = partGroup["上唇"].ToPar(); X0Y0_下唇 = partGroup["下唇"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs index 4be9221..cc2efdb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs @@ -38,13 +38,13 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.01), Sta.吸引.GetVal(1.0, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2, b: true); + 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.01), GlobalState.吸引.GetVal(1.0, Rng.XS.NextDouble()), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2, b: true); }); } private void オーバー時(string str, ref ContactD cd) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = (調教UI.IsHitCha(ref cd) ? (str + "LDo:" + GameText.吸引 + "\r\nWh:" + GameText.舐る + "\r\n") : si()); } @@ -52,7 +52,7 @@ namespace SlaveMatrix private void 吸引時(string str) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = str + "LUp:" + GameText.開放; } @@ -99,7 +99,7 @@ namespace SlaveMatrix { 舐め解除(ref cd); } - else if (Sta.GameData.ガイド) + else if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "Wh:" + GameText.舐る; } @@ -191,7 +191,7 @@ namespace SlaveMatrix else if (cd.c == ContactType.Mouth) { 対象.Element.Intensity = 0.5; - 対象.Element.角度C = (double)RNG.XS.NextSign() * 45.0; + 対象.Element.角度C = (double)Rng.XS.NextSign() * 45.0; 調教UI.Set_口(対象.Element); 吸引時(GameText.口腔 + "\r\n"); 調教UI.口腔演出(); @@ -397,7 +397,7 @@ namespace SlaveMatrix Player.主精力消費小(); if (マウス処理2.Bod.LeftMilkSpray.母乳垂れ1_表示 && マウス処理2.箇所.c == ContactType.Milk && マウス処理2.Cha.MilkSpray.Run) { - Sta.GameData.精力 = (Sta.GameData.精力 + 0.02 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + GlobalState.GameData.精力 = (GlobalState.GameData.精力 + 0.02 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } }, OnReach = delegate(Motion m) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs index 7ee02ac..a29f88c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs @@ -189,7 +189,7 @@ namespace SlaveMatrix public ロータ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ロータD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["ロータ"]); + Body = new VariantGrid(GlobalState.カーソル["ロータ"]); PartGroup partGroup = Body[0][0]; X0Y0_ロータ = partGroup["ロータ"].ToPar(); X0Y0_ロータ線 = partGroup["ロータ線"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs index e387cad..5ab11d0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs @@ -697,7 +697,7 @@ namespace SlaveMatrix public 上着トップ_ドレス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着トップ_ドレスD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["上着トップ"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["上着トップ"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs index c418794..63a1bb2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs @@ -646,7 +646,7 @@ namespace SlaveMatrix { 上着ボトム_クロス 上着ボトム_クロス2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["上着ボトム前"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["上着ボトム前"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs index 08f1639..4d89187 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs @@ -172,7 +172,7 @@ namespace SlaveMatrix public 上着ボトム_クロス後(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ボトム_クロス後D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["上着ボトム後"]); + Body = new VariantGrid(GlobalState.胴体["上着ボトム後"]); PartGroup partGroup = Body[0][0]; X0Y0_下地 = partGroup["下地"].ToPar(); PartGroup pars2 = partGroup["染み"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs index d5c19bc..eda5312 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs @@ -372,7 +372,7 @@ namespace SlaveMatrix public 上着ボトム_前掛け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ボトム_前掛けD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["上着ボトム前"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["上着ボトム前"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs index 75c964b..1448294 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs @@ -324,7 +324,7 @@ namespace SlaveMatrix public 上着ミドル_ドレス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ミドル_ドレスD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["上着ミドル"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["上着ミドル"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs index bcaa5d3..901b5d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs @@ -591,7 +591,7 @@ namespace SlaveMatrix public 下着トップ_クロス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_クロスD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着トップ"][4]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着トップ"][4]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs index 946fdf2..3f52c66 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs @@ -535,7 +535,7 @@ namespace SlaveMatrix public 下着トップ_チューブ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_チューブD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着トップ"][3]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着トップ"][3]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs index f704106..5bd2e53 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs @@ -447,7 +447,7 @@ namespace SlaveMatrix public 下着トップ_ビキニ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_ビキニD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着トップ"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着トップ"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs index d06702d..a6b3b5a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs @@ -2302,7 +2302,7 @@ namespace SlaveMatrix public 下着トップ_ブラ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_ブラD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着トップ"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着トップ"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs index d76cda6..eaf40ed 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs @@ -447,7 +447,7 @@ namespace SlaveMatrix public 下着トップ_マイクロ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_マイクロD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着トップ"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着トップ"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs index dc33208..2ba9cbc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs @@ -2712,7 +2712,7 @@ namespace SlaveMatrix public 下着ボトム_ノーマル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着ボトム_ノーマルD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着ボトム"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着ボトム"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs index 66fcff2..cb136b1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs @@ -1787,7 +1787,7 @@ namespace SlaveMatrix public 下着ボトム_マイクロ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着ボトム_マイクロD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["下着ボトム"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["下着ボトム"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs index 77adb88..a47fab4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs @@ -180,7 +180,7 @@ namespace SlaveMatrix public 下着乳首(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着乳首D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["下着乳首左"]); + Body = new VariantGrid(GlobalState.胴体["下着乳首左"]); PartGroup partGroup = Body[0][0]; X0Y0_乳首 = partGroup["乳首"].ToPar(); X0Y0_染み2 = partGroup["染み2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs index 2193047..3090336 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 下着陰核(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着陰核D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["下着陰核"]); + Body = new VariantGrid(GlobalState.胴体["下着陰核"]); PartGroup partGroup = Body[0][0]; X0Y0_陰核 = partGroup["陰核"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs index 363e5f4..a0273a4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs @@ -796,7 +796,7 @@ namespace SlaveMatrix { 乳房 乳房2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胸左"]); + Body = new VariantGrid(GlobalState.胴体["胸左"]); PartGroup partGroup = Body[0][0]; X0Y0_乳房 = partGroup["乳房"].ToPar(); X0Y0_乳輪 = partGroup["乳輪"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs index bd1462c..5a58994 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs @@ -12,168 +12,168 @@ namespace SlaveMatrix { private static HashSet 頭頂 = new HashSet { - Sta.頭頂_宇Dt.ToString(), - Sta.頭頂_皿Dt.ToString(), - Sta.頭頂_天Dt.ToString() + GlobalState.頭頂_宇Dt.ToString(), + GlobalState.頭頂_皿Dt.ToString(), + GlobalState.頭頂_天Dt.ToString() }; private static HashSet 額 = new HashSet { - Sta.角1_一Dt.ToString(), - Sta.角1_鬼Dt.ToString(), - Sta.角1_虫Dt.ToString() + GlobalState.角1_一Dt.ToString(), + GlobalState.角1_鬼Dt.ToString(), + GlobalState.角1_虫Dt.ToString() }; private static HashSet 側頭 = new HashSet { - Sta.角1_鬼Dt.ToString(), - Sta.角2_山1Dt.ToString(), - Sta.角2_山2Dt.ToString(), - Sta.角2_山3Dt.ToString(), - Sta.角2_巻Dt.ToString(), - Sta.角2_牛1Dt.ToString(), - Sta.角2_牛2Dt.ToString(), - Sta.角2_牛3Dt.ToString(), - Sta.角2_牛4Dt.ToString(), - Sta.角2_鬼Dt.ToString(), - Sta.角2_虫Dt.ToString(), - Sta.触覚_線Dt.ToString(), - Sta.触覚_節Dt.ToString(), - Sta.触覚_甲Dt.ToString(), - Sta.触覚_蝶Dt.ToString(), - Sta.触覚_蛾Dt.ToString(), - Sta.UpperArm_鳥Dt.ToString(), - Sta.UpperArm_蝙Dt.ToString(), - Sta.獣耳Dt.ToString(), - Sta.植Dt.ToString() + GlobalState.角1_鬼Dt.ToString(), + GlobalState.角2_山1Dt.ToString(), + GlobalState.角2_山2Dt.ToString(), + GlobalState.角2_山3Dt.ToString(), + GlobalState.角2_巻Dt.ToString(), + GlobalState.角2_牛1Dt.ToString(), + GlobalState.角2_牛2Dt.ToString(), + GlobalState.角2_牛3Dt.ToString(), + GlobalState.角2_牛4Dt.ToString(), + GlobalState.角2_鬼Dt.ToString(), + GlobalState.角2_虫Dt.ToString(), + GlobalState.触覚_線Dt.ToString(), + GlobalState.触覚_節Dt.ToString(), + GlobalState.触覚_甲Dt.ToString(), + GlobalState.触覚_蝶Dt.ToString(), + GlobalState.触覚_蛾Dt.ToString(), + GlobalState.UpperArm_鳥Dt.ToString(), + GlobalState.UpperArm_蝙Dt.ToString(), + GlobalState.獣耳Dt.ToString(), + GlobalState.植Dt.ToString() }; private static HashSet 触覚 = new HashSet { - Sta.触覚_線Dt.ToString(), - Sta.触覚_節Dt.ToString(), - Sta.触覚_甲Dt.ToString(), - Sta.触覚_蝶Dt.ToString(), - Sta.触覚_蛾Dt.ToString() + GlobalState.触覚_線Dt.ToString(), + GlobalState.触覚_節Dt.ToString(), + GlobalState.触覚_甲Dt.ToString(), + GlobalState.触覚_蝶Dt.ToString(), + GlobalState.触覚_蛾Dt.ToString() }; private static HashSet 耳 = new HashSet { - Sta.耳_人Dt.ToString(), - Sta.耳_尖Dt.ToString(), - Sta.耳_長Dt.ToString(), - Sta.耳_鰭Dt.ToString(), - Sta.耳_羽Dt.ToString(), - Sta.耳_獣Dt.ToString() + GlobalState.耳_人Dt.ToString(), + GlobalState.耳_尖Dt.ToString(), + GlobalState.耳_長Dt.ToString(), + GlobalState.耳_鰭Dt.ToString(), + GlobalState.耳_羽Dt.ToString(), + GlobalState.耳_獣Dt.ToString() }; - private static HashSet 頬 = new HashSet { Sta.虫顎Dt.ToString() }; + private static HashSet 頬 = new HashSet { GlobalState.虫顎Dt.ToString() }; private static HashSet 後髪 = new HashSet { - Sta.尾_龍Dt.ToString(), - Sta.尾_竜Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_虫Dt.ToString(), - Sta.尾_蠍Dt.ToString(), - Sta.尾_蛇Dt.ToString(), - Sta.尾_腓Dt.ToString(), - Sta.尾_根Dt.ToString(), - Sta.節尾_曳航Dt.ToString(), - Sta.触手_軟Dt.ToString(), - Sta.触手_触Dt.ToString(), - Sta.触手_蔦Dt.ToString(), - Sta.鳳凰Dt.ToString() + GlobalState.尾_龍Dt.ToString(), + GlobalState.尾_竜Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_虫Dt.ToString(), + GlobalState.尾_蠍Dt.ToString(), + GlobalState.尾_蛇Dt.ToString(), + GlobalState.尾_腓Dt.ToString(), + GlobalState.尾_根Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.触手_軟Dt.ToString(), + GlobalState.触手_触Dt.ToString(), + GlobalState.触手_蔦Dt.ToString(), + GlobalState.鳳凰Dt.ToString() }; - private static HashSet 肩人 = new HashSet { Sta.ShoulderDType.ToString() }; + private static HashSet 肩人 = new HashSet { GlobalState.ShoulderDType.ToString() }; private static HashSet 胸翼上人 = new HashSet { - Sta.前翅_甲Dt.ToString(), - Sta.前翅_羽Dt.ToString(), - Sta.前翅_蝶Dt.ToString(), - Sta.前翅_草Dt.ToString(), - Sta.後翅_甲Dt.ToString(), - Sta.後翅_草Dt.ToString(), - Sta.UpperArm_鳥Dt.ToString(), - Sta.UpperArm_蝙Dt.ToString() + GlobalState.前翅_甲Dt.ToString(), + GlobalState.前翅_羽Dt.ToString(), + GlobalState.前翅_蝶Dt.ToString(), + GlobalState.前翅_草Dt.ToString(), + GlobalState.後翅_甲Dt.ToString(), + GlobalState.後翅_草Dt.ToString(), + GlobalState.UpperArm_鳥Dt.ToString(), + GlobalState.UpperArm_蝙Dt.ToString() }; private static HashSet 胸翼下人 = new HashSet { - Sta.後翅_羽Dt.ToString(), - Sta.後翅_蝶Dt.ToString() + GlobalState.後翅_羽Dt.ToString(), + GlobalState.後翅_蝶Dt.ToString() }; private static HashSet 胴翼人 = new HashSet { - Sta.尾_蠍Dt.ToString(), - Sta.前翅_甲Dt.ToString(), - Sta.前翅_羽Dt.ToString(), - Sta.前翅_蝶Dt.ToString(), - Sta.前翅_草Dt.ToString(), - Sta.後翅_甲Dt.ToString(), - Sta.後翅_草Dt.ToString(), - Sta.触肢_肢蜘Dt.ToString(), - Sta.触肢_肢蠍Dt.ToString(), - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString(), - Sta.節尾_曳航Dt.ToString(), - Sta.触手_軟Dt.ToString(), - Sta.触手_触Dt.ToString(), - Sta.触手_蔦Dt.ToString(), - Sta.UpperArm_鳥Dt.ToString(), - Sta.UpperArm_蝙Dt.ToString() + GlobalState.尾_蠍Dt.ToString(), + GlobalState.前翅_甲Dt.ToString(), + GlobalState.前翅_羽Dt.ToString(), + GlobalState.前翅_蝶Dt.ToString(), + GlobalState.前翅_草Dt.ToString(), + GlobalState.後翅_甲Dt.ToString(), + GlobalState.後翅_草Dt.ToString(), + GlobalState.触肢_肢蜘Dt.ToString(), + GlobalState.触肢_肢蠍Dt.ToString(), + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.触手_軟Dt.ToString(), + GlobalState.触手_触Dt.ToString(), + GlobalState.触手_蔦Dt.ToString(), + GlobalState.UpperArm_鳥Dt.ToString(), + GlobalState.UpperArm_蝙Dt.ToString() }; private static HashSet 腰翼人 = new HashSet { - Sta.後翅_羽Dt.ToString(), - Sta.後翅_蝶Dt.ToString(), - Sta.触肢_肢蜘Dt.ToString(), - Sta.触肢_肢蠍Dt.ToString(), - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString(), - Sta.節尾_曳航Dt.ToString(), - Sta.触手_軟Dt.ToString(), - Sta.触手_触Dt.ToString(), - Sta.触手_蔦Dt.ToString(), - Sta.四足脇Dt.ToString() + GlobalState.後翅_羽Dt.ToString(), + GlobalState.後翅_蝶Dt.ToString(), + GlobalState.触肢_肢蜘Dt.ToString(), + GlobalState.触肢_肢蠍Dt.ToString(), + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.触手_軟Dt.ToString(), + GlobalState.触手_触Dt.ToString(), + GlobalState.触手_蔦Dt.ToString(), + GlobalState.四足脇Dt.ToString() }; private static HashSet 腿人 = new HashSet { - Sta.尾_魚Dt.ToString(), - Sta.触手_犬Dt.ToString(), - Sta.腿_人Dt.ToString(), - Sta.腿_獣Dt.ToString(), - Sta.腿_蹄Dt.ToString(), - Sta.腿_鳥Dt.ToString(), - Sta.腿_竜Dt.ToString() + GlobalState.尾_魚Dt.ToString(), + GlobalState.触手_犬Dt.ToString(), + GlobalState.腿_人Dt.ToString(), + GlobalState.腿_獣Dt.ToString(), + GlobalState.腿_蹄Dt.ToString(), + GlobalState.腿_鳥Dt.ToString(), + GlobalState.腿_竜Dt.ToString() }; - private static HashSet 肩獣 = new HashSet { Sta.四足脇Dt.ToString() }; + private static HashSet 肩獣 = new HashSet { GlobalState.四足脇Dt.ToString() }; private static HashSet 胸翼上獣 = new HashSet { - Sta.前翅_甲Dt.ToString(), - Sta.前翅_羽Dt.ToString(), - Sta.前翅_蝶Dt.ToString(), - Sta.前翅_草Dt.ToString(), - Sta.後翅_甲Dt.ToString(), - Sta.後翅_草Dt.ToString(), - Sta.UpperArm_鳥Dt.ToString(), - Sta.UpperArm_蝙Dt.ToString() + GlobalState.前翅_甲Dt.ToString(), + GlobalState.前翅_羽Dt.ToString(), + GlobalState.前翅_蝶Dt.ToString(), + GlobalState.前翅_草Dt.ToString(), + GlobalState.後翅_甲Dt.ToString(), + GlobalState.後翅_草Dt.ToString(), + GlobalState.UpperArm_鳥Dt.ToString(), + GlobalState.UpperArm_蝙Dt.ToString() }; private static HashSet 胸翼下獣 = new HashSet { - Sta.後翅_羽Dt.ToString(), - Sta.後翅_蝶Dt.ToString() + GlobalState.後翅_羽Dt.ToString(), + GlobalState.後翅_蝶Dt.ToString() }; private static HashSet 胴翼獣 = new HashSet(); @@ -182,507 +182,507 @@ namespace SlaveMatrix private static HashSet 腿獣 = new HashSet { - Sta.腿_獣Dt.ToString(), - Sta.腿_蹄Dt.ToString(), - Sta.腿_鳥Dt.ToString(), - Sta.腿_竜Dt.ToString() + GlobalState.腿_獣Dt.ToString(), + GlobalState.腿_蹄Dt.ToString(), + GlobalState.腿_鳥Dt.ToString(), + GlobalState.腿_竜Dt.ToString() }; private static HashSet 蛸外 = new HashSet { - Sta.尾_魚Dt.ToString(), - Sta.触手_軟Dt.ToString(), - Sta.触手_触Dt.ToString(), - Sta.触手_犬Dt.ToString() + GlobalState.尾_魚Dt.ToString(), + GlobalState.触手_軟Dt.ToString(), + GlobalState.触手_触Dt.ToString(), + GlobalState.触手_犬Dt.ToString() }; private static HashSet 蛸内 = new HashSet { - Sta.尾_魚Dt.ToString(), - Sta.節尾_曳航Dt.ToString(), - Sta.節尾_鋏Dt.ToString(), - Sta.触手_軟Dt.ToString(), - Sta.触手_触Dt.ToString(), - Sta.触手_犬Dt.ToString() + GlobalState.尾_魚Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.節尾_鋏Dt.ToString(), + GlobalState.触手_軟Dt.ToString(), + GlobalState.触手_触Dt.ToString(), + GlobalState.触手_犬Dt.ToString() }; private static HashSet 蜘触肢 = new HashSet { - Sta.触肢_肢蜘Dt.ToString(), - Sta.触肢_肢蠍Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString(), - Sta.節尾_曳航Dt.ToString(), - Sta.節尾_鋏Dt.ToString() + GlobalState.触肢_肢蜘Dt.ToString(), + GlobalState.触肢_肢蠍Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.節尾_鋏Dt.ToString() }; private static HashSet 蜘節足1 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蜘節足2 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蜘節足3 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蜘節足4 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蠍触肢 = new HashSet { - Sta.触肢_肢蜘Dt.ToString(), - Sta.触肢_肢蠍Dt.ToString(), - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足百Dt.ToString(), - Sta.節尾_曳航Dt.ToString(), - Sta.節尾_鋏Dt.ToString() + GlobalState.触肢_肢蜘Dt.ToString(), + GlobalState.触肢_肢蠍Dt.ToString(), + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足百Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.節尾_鋏Dt.ToString() }; private static HashSet 蠍節足1 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蠍節足2 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蠍節足3 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蠍節足4 = new HashSet { - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; private static HashSet 蠍櫛状板 = new HashSet { - Sta.触覚_蠍Dt.ToString(), - Sta.鰭_魚Dt.ToString(), - Sta.鰭_豚Dt.ToString(), - Sta.鰭_鯨Dt.ToString(), - Sta.節尾_曳航Dt.ToString() + GlobalState.触覚_蠍Dt.ToString(), + GlobalState.鰭_魚Dt.ToString(), + GlobalState.鰭_豚Dt.ToString(), + GlobalState.鰭_鯨Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString() }; private static HashSet 植外 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_根Dt.ToString(), - Sta.節尾_曳航Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_根Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString() }; private static HashSet 植内 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_根Dt.ToString(), - Sta.節尾_曳航Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_根Dt.ToString(), + GlobalState.節尾_曳航Dt.ToString() }; private static HashSet 魚 = new HashSet { - Sta.鰭_魚Dt.ToString(), - Sta.鰭_豚Dt.ToString(), - Sta.鰭_鯨Dt.ToString() + GlobalState.鰭_魚Dt.ToString(), + GlobalState.鰭_豚Dt.ToString(), + GlobalState.鰭_鯨Dt.ToString() }; private static HashSet 鯨 = new HashSet { - Sta.鰭_魚Dt.ToString(), - Sta.鰭_豚Dt.ToString(), - Sta.鰭_鯨Dt.ToString() + GlobalState.鰭_魚Dt.ToString(), + GlobalState.鰭_豚Dt.ToString(), + GlobalState.鰭_鯨Dt.ToString() }; private static HashSet 蛇 = new HashSet { - Sta.鰭_魚Dt.ToString(), - Sta.鰭_豚Dt.ToString(), - Sta.鰭_鯨Dt.ToString(), - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString(), - Sta.腿_竜Dt.ToString() + GlobalState.鰭_魚Dt.ToString(), + GlobalState.鰭_豚Dt.ToString(), + GlobalState.鰭_鯨Dt.ToString(), + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString(), + GlobalState.腿_竜Dt.ToString() }; private static HashSet 蟲 = new HashSet { - Sta.鰭_魚Dt.ToString(), - Sta.鰭_豚Dt.ToString(), - Sta.鰭_鯨Dt.ToString(), - Sta.節足_足蜘Dt.ToString(), - Sta.節足_足蠍Dt.ToString(), - Sta.節足_足百Dt.ToString() + GlobalState.鰭_魚Dt.ToString(), + GlobalState.鰭_豚Dt.ToString(), + GlobalState.鰭_鯨Dt.ToString(), + GlobalState.節足_足蜘Dt.ToString(), + GlobalState.節足_足蠍Dt.ToString(), + GlobalState.節足_足百Dt.ToString() }; - private static HashSet 蟲尾 = new HashSet { Sta.節足_足百Dt.ToString() }; + private static HashSet 蟲尾 = new HashSet { GlobalState.節足_足百Dt.ToString() }; private static HashSet 蟲尾先 = new HashSet { - Sta.節尾_曳航Dt.ToString(), - Sta.節尾_鋏Dt.ToString(), - Sta.鳳凰Dt.ToString(), - Sta.大顎Dt.ToString() + GlobalState.節尾_曳航Dt.ToString(), + GlobalState.節尾_鋏Dt.ToString(), + GlobalState.鳳凰Dt.ToString(), + GlobalState.大顎Dt.ToString() }; private static HashSet 触覚甲 = new HashSet { - Sta.触覚_線Dt.ToString(), - Sta.触覚_節Dt.ToString(), - Sta.触覚_甲Dt.ToString(), - Sta.触覚_蝶Dt.ToString(), - Sta.触覚_蛾Dt.ToString() + GlobalState.触覚_線Dt.ToString(), + GlobalState.触覚_節Dt.ToString(), + GlobalState.触覚_甲Dt.ToString(), + GlobalState.触覚_蝶Dt.ToString(), + GlobalState.触覚_蛾Dt.ToString() }; private static HashSet 触覚虫 = new HashSet { - Sta.触覚_線Dt.ToString(), - Sta.触覚_節Dt.ToString(), - Sta.触覚_甲Dt.ToString(), - Sta.触覚_蝶Dt.ToString(), - Sta.触覚_蛾Dt.ToString() + GlobalState.触覚_線Dt.ToString(), + GlobalState.触覚_節Dt.ToString(), + GlobalState.触覚_甲Dt.ToString(), + GlobalState.触覚_蝶Dt.ToString(), + GlobalState.触覚_蛾Dt.ToString() }; private static HashSet 触覚蟲 = new HashSet { - Sta.触覚_線Dt.ToString(), - Sta.触覚_節Dt.ToString(), - Sta.触覚_甲Dt.ToString(), - Sta.触覚_蝶Dt.ToString(), - Sta.触覚_蛾Dt.ToString() + GlobalState.触覚_線Dt.ToString(), + GlobalState.触覚_節Dt.ToString(), + GlobalState.触覚_甲Dt.ToString(), + GlobalState.触覚_蝶Dt.ToString(), + GlobalState.触覚_蛾Dt.ToString() }; private static HashSet 背中人 = new HashSet { - Sta.背中_羽Dt.ToString(), - Sta.背中_甲Dt.ToString(), - Sta.背中_光Dt.ToString() + GlobalState.背中_羽Dt.ToString(), + GlobalState.背中_甲Dt.ToString(), + GlobalState.背中_光Dt.ToString() }; - private static HashSet 背中獣 = new HashSet { Sta.背中_羽Dt.ToString() }; + private static HashSet 背中獣 = new HashSet { GlobalState.背中_羽Dt.ToString() }; private static HashSet 尾人 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_犬Dt.ToString(), - Sta.尾_狐Dt.ToString(), - Sta.尾_馬Dt.ToString(), - Sta.尾_牛Dt.ToString(), - Sta.尾_龍Dt.ToString(), - Sta.尾_竜Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_鳥Dt.ToString(), - Sta.尾_虫Dt.ToString(), - Sta.尾_蜘Dt.ToString(), - Sta.尾_蠍Dt.ToString(), - Sta.尾_蛇Dt.ToString(), - Sta.尾_腓Dt.ToString(), - Sta.尾_短Dt.ToString(), - Sta.尾_ヘDt.ToString(), - Sta.尾_ガDt.ToString(), - Sta.尾_ウDt.ToString(), - Sta.尾_魚Dt.ToString(), - Sta.尾_鯨Dt.ToString(), - Sta.尾_蟲Dt.ToString(), - Sta.尾_根Dt.ToString(), - Sta.鳳凰Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_犬Dt.ToString(), + GlobalState.尾_狐Dt.ToString(), + GlobalState.尾_馬Dt.ToString(), + GlobalState.尾_牛Dt.ToString(), + GlobalState.尾_龍Dt.ToString(), + GlobalState.尾_竜Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_鳥Dt.ToString(), + GlobalState.尾_虫Dt.ToString(), + GlobalState.尾_蜘Dt.ToString(), + GlobalState.尾_蠍Dt.ToString(), + GlobalState.尾_蛇Dt.ToString(), + GlobalState.尾_腓Dt.ToString(), + GlobalState.尾_短Dt.ToString(), + GlobalState.尾_ヘDt.ToString(), + GlobalState.尾_ガDt.ToString(), + GlobalState.尾_ウDt.ToString(), + GlobalState.尾_魚Dt.ToString(), + GlobalState.尾_鯨Dt.ToString(), + GlobalState.尾_蟲Dt.ToString(), + GlobalState.尾_根Dt.ToString(), + GlobalState.鳳凰Dt.ToString() }; private static HashSet 尾獣 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_犬Dt.ToString(), - Sta.尾_狐Dt.ToString(), - Sta.尾_馬Dt.ToString(), - Sta.尾_牛Dt.ToString(), - Sta.尾_龍Dt.ToString(), - Sta.尾_竜Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_鳥Dt.ToString(), - Sta.尾_虫Dt.ToString(), - Sta.尾_蜘Dt.ToString(), - Sta.尾_蠍Dt.ToString(), - Sta.尾_蛇Dt.ToString(), - Sta.尾_腓Dt.ToString(), - Sta.尾_短Dt.ToString(), - Sta.尾_ヘDt.ToString(), - Sta.尾_ガDt.ToString(), - Sta.尾_ウDt.ToString(), - Sta.尾_魚Dt.ToString(), - Sta.尾_鯨Dt.ToString(), - Sta.尾_蟲Dt.ToString(), - Sta.尾_根Dt.ToString(), - Sta.鳳凰Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_犬Dt.ToString(), + GlobalState.尾_狐Dt.ToString(), + GlobalState.尾_馬Dt.ToString(), + GlobalState.尾_牛Dt.ToString(), + GlobalState.尾_龍Dt.ToString(), + GlobalState.尾_竜Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_鳥Dt.ToString(), + GlobalState.尾_虫Dt.ToString(), + GlobalState.尾_蜘Dt.ToString(), + GlobalState.尾_蠍Dt.ToString(), + GlobalState.尾_蛇Dt.ToString(), + GlobalState.尾_腓Dt.ToString(), + GlobalState.尾_短Dt.ToString(), + GlobalState.尾_ヘDt.ToString(), + GlobalState.尾_ガDt.ToString(), + GlobalState.尾_ウDt.ToString(), + GlobalState.尾_魚Dt.ToString(), + GlobalState.尾_鯨Dt.ToString(), + GlobalState.尾_蟲Dt.ToString(), + GlobalState.尾_根Dt.ToString(), + GlobalState.鳳凰Dt.ToString() }; private static HashSet 尾蜘 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_犬Dt.ToString(), - Sta.尾_狐Dt.ToString(), - Sta.尾_馬Dt.ToString(), - Sta.尾_牛Dt.ToString(), - Sta.尾_龍Dt.ToString(), - Sta.尾_竜Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_鳥Dt.ToString(), - Sta.尾_虫Dt.ToString(), - Sta.尾_蜘Dt.ToString(), - Sta.尾_蠍Dt.ToString(), - Sta.尾_蛇Dt.ToString(), - Sta.尾_腓Dt.ToString(), - Sta.尾_短Dt.ToString(), - Sta.尾_ヘDt.ToString(), - Sta.尾_ガDt.ToString(), - Sta.尾_ウDt.ToString(), - Sta.尾_魚Dt.ToString(), - Sta.尾_鯨Dt.ToString(), - Sta.尾_蟲Dt.ToString(), - Sta.尾_根Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_犬Dt.ToString(), + GlobalState.尾_狐Dt.ToString(), + GlobalState.尾_馬Dt.ToString(), + GlobalState.尾_牛Dt.ToString(), + GlobalState.尾_龍Dt.ToString(), + GlobalState.尾_竜Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_鳥Dt.ToString(), + GlobalState.尾_虫Dt.ToString(), + GlobalState.尾_蜘Dt.ToString(), + GlobalState.尾_蠍Dt.ToString(), + GlobalState.尾_蛇Dt.ToString(), + GlobalState.尾_腓Dt.ToString(), + GlobalState.尾_短Dt.ToString(), + GlobalState.尾_ヘDt.ToString(), + GlobalState.尾_ガDt.ToString(), + GlobalState.尾_ウDt.ToString(), + GlobalState.尾_魚Dt.ToString(), + GlobalState.尾_鯨Dt.ToString(), + GlobalState.尾_蟲Dt.ToString(), + GlobalState.尾_根Dt.ToString() }; private static HashSet 尾蠍 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_犬Dt.ToString(), - Sta.尾_狐Dt.ToString(), - Sta.尾_馬Dt.ToString(), - Sta.尾_牛Dt.ToString(), - Sta.尾_龍Dt.ToString(), - Sta.尾_竜Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_鳥Dt.ToString(), - Sta.尾_虫Dt.ToString(), - Sta.尾_蜘Dt.ToString(), - Sta.尾_蠍Dt.ToString(), - Sta.尾_蛇Dt.ToString(), - Sta.尾_腓Dt.ToString(), - Sta.尾_短Dt.ToString(), - Sta.尾_ヘDt.ToString(), - Sta.尾_ガDt.ToString(), - Sta.尾_ウDt.ToString(), - Sta.尾_魚Dt.ToString(), - Sta.尾_鯨Dt.ToString(), - Sta.尾_蟲Dt.ToString(), - Sta.尾_根Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_犬Dt.ToString(), + GlobalState.尾_狐Dt.ToString(), + GlobalState.尾_馬Dt.ToString(), + GlobalState.尾_牛Dt.ToString(), + GlobalState.尾_龍Dt.ToString(), + GlobalState.尾_竜Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_鳥Dt.ToString(), + GlobalState.尾_虫Dt.ToString(), + GlobalState.尾_蜘Dt.ToString(), + GlobalState.尾_蠍Dt.ToString(), + GlobalState.尾_蛇Dt.ToString(), + GlobalState.尾_腓Dt.ToString(), + GlobalState.尾_短Dt.ToString(), + GlobalState.尾_ヘDt.ToString(), + GlobalState.尾_ガDt.ToString(), + GlobalState.尾_ウDt.ToString(), + GlobalState.尾_魚Dt.ToString(), + GlobalState.尾_鯨Dt.ToString(), + GlobalState.尾_蟲Dt.ToString(), + GlobalState.尾_根Dt.ToString() }; private static HashSet 尾魚 = new HashSet { - Sta.尾_龍Dt.ToString(), - Sta.尾_竜Dt.ToString(), - Sta.尾_鳥Dt.ToString(), - Sta.尾_虫Dt.ToString(), - Sta.尾_蜘Dt.ToString(), - Sta.尾_魚Dt.ToString(), - Sta.尾_鯨Dt.ToString() + GlobalState.尾_龍Dt.ToString(), + GlobalState.尾_竜Dt.ToString(), + GlobalState.尾_鳥Dt.ToString(), + GlobalState.尾_虫Dt.ToString(), + GlobalState.尾_蜘Dt.ToString(), + GlobalState.尾_魚Dt.ToString(), + GlobalState.尾_鯨Dt.ToString() }; - private static HashSet 尾鯨 = new HashSet { Sta.尾_鯨Dt.ToString() }; + private static HashSet 尾鯨 = new HashSet { GlobalState.尾_鯨Dt.ToString() }; private static HashSet 尾蛇 = new HashSet { - Sta.尾_ヘDt.ToString(), - Sta.尾_ガDt.ToString(), - Sta.尾_ウDt.ToString(), - Sta.尾_蟲Dt.ToString() + GlobalState.尾_ヘDt.ToString(), + GlobalState.尾_ガDt.ToString(), + GlobalState.尾_ウDt.ToString(), + GlobalState.尾_蟲Dt.ToString() }; private static HashSet 尾蟲 = new HashSet { - Sta.尾_ヘDt.ToString(), - Sta.尾_ガDt.ToString(), - Sta.尾_ウDt.ToString(), - Sta.尾_蟲Dt.ToString() + GlobalState.尾_ヘDt.ToString(), + GlobalState.尾_ガDt.ToString(), + GlobalState.尾_ウDt.ToString(), + GlobalState.尾_蟲Dt.ToString() }; private static HashSet 根中 = new HashSet { - Sta.尾_猫Dt.ToString(), - Sta.尾_悪Dt.ToString(), - Sta.尾_淫Dt.ToString(), - Sta.尾_根Dt.ToString() + GlobalState.尾_猫Dt.ToString(), + GlobalState.尾_悪Dt.ToString(), + GlobalState.尾_淫Dt.ToString(), + GlobalState.尾_根Dt.ToString() }; private static HashSet 尾先ヘ = new HashSet { - Sta.尾鰭_魚Dt.ToString(), - Sta.尾鰭_鯨Dt.ToString() + GlobalState.尾鰭_魚Dt.ToString(), + GlobalState.尾鰭_鯨Dt.ToString() }; private static HashSet 尾先ウ = new HashSet { - Sta.尾鰭_魚Dt.ToString(), - Sta.尾鰭_鯨Dt.ToString() + GlobalState.尾鰭_魚Dt.ToString(), + GlobalState.尾鰭_鯨Dt.ToString() }; private static HashSet 尾先魚 = new HashSet { - Sta.尾鰭_魚Dt.ToString(), - Sta.尾鰭_鯨Dt.ToString() + GlobalState.尾鰭_魚Dt.ToString(), + GlobalState.尾鰭_鯨Dt.ToString() }; private static HashSet 尾先鯨 = new HashSet { - Sta.尾鰭_魚Dt.ToString(), - Sta.尾鰭_鯨Dt.ToString() + GlobalState.尾鰭_魚Dt.ToString(), + GlobalState.尾鰭_鯨Dt.ToString() }; - private static HashSet 頭頂後 = new HashSet { Sta.頭頂後_宇Dt.ToString() }; + private static HashSet 頭頂後 = new HashSet { GlobalState.頭頂後_宇Dt.ToString() }; private static HashSet UpperArm人 = new HashSet { - Sta.鰭_魚Dt.ToString(), - Sta.鰭_豚Dt.ToString(), - Sta.鰭_鯨Dt.ToString(), - Sta.触肢_肢蠍Dt.ToString(), - Sta.UpperArm_人Dt.ToString(), - Sta.UpperArm_鳥Dt.ToString(), - Sta.UpperArm_蝙Dt.ToString() + GlobalState.鰭_魚Dt.ToString(), + GlobalState.鰭_豚Dt.ToString(), + GlobalState.鰭_鯨Dt.ToString(), + GlobalState.触肢_肢蠍Dt.ToString(), + GlobalState.UpperArm_人Dt.ToString(), + GlobalState.UpperArm_鳥Dt.ToString(), + GlobalState.UpperArm_蝙Dt.ToString() }; private static HashSet UpperArm獣 = new HashSet { - Sta.触肢_肢蠍Dt.ToString(), - Sta.UpperArm_獣Dt.ToString(), - Sta.UpperArm_蹄Dt.ToString(), - Sta.Leg_鳥Dt.ToString(), - Sta.Leg_竜Dt.ToString() + GlobalState.触肢_肢蠍Dt.ToString(), + GlobalState.UpperArm_獣Dt.ToString(), + GlobalState.UpperArm_蹄Dt.ToString(), + GlobalState.Leg_鳥Dt.ToString(), + GlobalState.Leg_竜Dt.ToString() }; private static HashSet LowerArm人 = new HashSet { - Sta.LowerArm_人Dt.ToString(), - Sta.LowerArm_獣Dt.ToString() + GlobalState.LowerArm_人Dt.ToString(), + GlobalState.LowerArm_獣Dt.ToString() }; - private static HashSet LowerArm鳥 = new HashSet { Sta.LowerArm_鳥Dt.ToString() }; + private static HashSet LowerArm鳥 = new HashSet { GlobalState.LowerArm_鳥Dt.ToString() }; - private static HashSet LowerArm蝙 = new HashSet { Sta.LowerArm_蝙Dt.ToString() }; + private static HashSet LowerArm蝙 = new HashSet { GlobalState.LowerArm_蝙Dt.ToString() }; - private static HashSet LowerArm獣 = new HashSet { Sta.LowerArm_獣Dt.ToString() }; + private static HashSet LowerArm獣 = new HashSet { GlobalState.LowerArm_獣Dt.ToString() }; - private static HashSet LowerArm蹄 = new HashSet { Sta.LowerArm_蹄Dt.ToString() }; + private static HashSet LowerArm蹄 = new HashSet { GlobalState.LowerArm_蹄Dt.ToString() }; - private static HashSet 手人 = new HashSet { Sta.手_人Dt.ToString() }; + private static HashSet 手人 = new HashSet { GlobalState.手_人Dt.ToString() }; - private static HashSet 手鳥 = new HashSet { Sta.手_鳥Dt.ToString() }; + private static HashSet 手鳥 = new HashSet { GlobalState.手_鳥Dt.ToString() }; - private static HashSet 手蝙 = new HashSet { Sta.手_蝙Dt.ToString() }; + private static HashSet 手蝙 = new HashSet { GlobalState.手_蝙Dt.ToString() }; - private static HashSet 手獣 = new HashSet { Sta.手_獣Dt.ToString() }; + private static HashSet 手獣 = new HashSet { GlobalState.手_獣Dt.ToString() }; private static HashSet 手蹄 = new HashSet { - Sta.手_馬Dt.ToString(), - Sta.手_牛Dt.ToString() + GlobalState.手_馬Dt.ToString(), + GlobalState.手_牛Dt.ToString() }; - private static HashSet 虫鎌 = new HashSet { Sta.虫鎌Dt.ToString() }; + private static HashSet 虫鎌 = new HashSet { GlobalState.虫鎌Dt.ToString() }; - private static HashSet 脚人 = new HashSet { Sta.Leg_人Dt.ToString() }; + private static HashSet 脚人 = new HashSet { GlobalState.Leg_人Dt.ToString() }; private static HashSet 脚獣 = new HashSet { - Sta.Leg_獣Dt.ToString(), - Sta.Leg_蹄Dt.ToString(), - Sta.Leg_鳥Dt.ToString(), - Sta.Leg_竜Dt.ToString() + GlobalState.Leg_獣Dt.ToString(), + GlobalState.Leg_蹄Dt.ToString(), + GlobalState.Leg_鳥Dt.ToString(), + GlobalState.Leg_竜Dt.ToString() }; private static HashSet 脚蹄 = new HashSet { - Sta.Leg_獣Dt.ToString(), - Sta.Leg_蹄Dt.ToString(), - Sta.Leg_鳥Dt.ToString(), - Sta.Leg_竜Dt.ToString() + GlobalState.Leg_獣Dt.ToString(), + GlobalState.Leg_蹄Dt.ToString(), + GlobalState.Leg_鳥Dt.ToString(), + GlobalState.Leg_竜Dt.ToString() }; private static HashSet 脚鳥 = new HashSet { - Sta.Leg_獣Dt.ToString(), - Sta.Leg_蹄Dt.ToString(), - Sta.Leg_鳥Dt.ToString(), - Sta.Leg_竜Dt.ToString() + GlobalState.Leg_獣Dt.ToString(), + GlobalState.Leg_蹄Dt.ToString(), + GlobalState.Leg_鳥Dt.ToString(), + GlobalState.Leg_竜Dt.ToString() }; private static HashSet 脚竜 = new HashSet { - Sta.Leg_獣Dt.ToString(), - Sta.Leg_蹄Dt.ToString(), - Sta.Leg_鳥Dt.ToString(), - Sta.Leg_竜Dt.ToString() + GlobalState.Leg_獣Dt.ToString(), + GlobalState.Leg_蹄Dt.ToString(), + GlobalState.Leg_鳥Dt.ToString(), + GlobalState.Leg_竜Dt.ToString() }; - private static HashSet 足人 = new HashSet { Sta.足_人Dt.ToString() }; + private static HashSet 足人 = new HashSet { GlobalState.足_人Dt.ToString() }; private static HashSet 足獣 = new HashSet { - Sta.足_獣Dt.ToString(), - Sta.足_馬Dt.ToString(), - Sta.足_牛Dt.ToString(), - Sta.足_鳥Dt.ToString(), - Sta.足_竜Dt.ToString() + GlobalState.足_獣Dt.ToString(), + GlobalState.足_馬Dt.ToString(), + GlobalState.足_牛Dt.ToString(), + GlobalState.足_鳥Dt.ToString(), + GlobalState.足_竜Dt.ToString() }; private static HashSet 足蹄 = new HashSet { - Sta.足_獣Dt.ToString(), - Sta.足_馬Dt.ToString(), - Sta.足_牛Dt.ToString(), - Sta.足_鳥Dt.ToString(), - Sta.足_竜Dt.ToString() + GlobalState.足_獣Dt.ToString(), + GlobalState.足_馬Dt.ToString(), + GlobalState.足_牛Dt.ToString(), + GlobalState.足_鳥Dt.ToString(), + GlobalState.足_竜Dt.ToString() }; private static HashSet 足鳥 = new HashSet { - Sta.足_獣Dt.ToString(), - Sta.足_馬Dt.ToString(), - Sta.足_牛Dt.ToString(), - Sta.足_鳥Dt.ToString(), - Sta.足_竜Dt.ToString() + GlobalState.足_獣Dt.ToString(), + GlobalState.足_馬Dt.ToString(), + GlobalState.足_牛Dt.ToString(), + GlobalState.足_鳥Dt.ToString(), + GlobalState.足_竜Dt.ToString() }; private static HashSet 足竜 = new HashSet { - Sta.足_獣Dt.ToString(), - Sta.足_馬Dt.ToString(), - Sta.足_牛Dt.ToString(), - Sta.足_鳥Dt.ToString(), - Sta.足_竜Dt.ToString() + GlobalState.足_獣Dt.ToString(), + GlobalState.足_馬Dt.ToString(), + GlobalState.足_牛Dt.ToString(), + GlobalState.足_鳥Dt.ToString(), + GlobalState.足_竜Dt.ToString() }; private static HashSet 前翅甲軸1 = new HashSet(); @@ -701,27 +701,27 @@ namespace SlaveMatrix private static HashSet 蔦 = new HashSet { - Sta.葉_披Dt.ToString(), - Sta.葉_心Dt.ToString() + GlobalState.葉_披Dt.ToString(), + GlobalState.葉_心Dt.ToString() }; - private static HashSet 蔦先 = new HashSet { Sta.虫鎌Dt.ToString() }; + private static HashSet 蔦先 = new HashSet { GlobalState.虫鎌Dt.ToString() }; private static HashSet 顔面 = new HashSet { - Sta.顔面_甲Dt.ToString(), - Sta.顔面_虫Dt.ToString(), - Sta.顔面_蟲Dt.ToString() + GlobalState.顔面_甲Dt.ToString(), + GlobalState.顔面_虫Dt.ToString(), + GlobalState.顔面_蟲Dt.ToString() }; - private static HashSet 大顎基 = new HashSet { Sta.大顎基Dt.ToString() }; + private static HashSet 大顎基 = new HashSet { GlobalState.大顎基Dt.ToString() }; - private static HashSet 大顎 = new HashSet { Sta.大顎Dt.ToString() }; + private static HashSet 大顎 = new HashSet { GlobalState.大顎Dt.ToString() }; private static HashSet 花 = new HashSet { - Sta.花_薔Dt.ToString(), - Sta.花_百Dt.ToString() + GlobalState.花_薔Dt.ToString(), + GlobalState.花_百Dt.ToString() }; public static Dictionary> 接続範囲 = new Dictionary> @@ -1449,19 +1449,19 @@ namespace SlaveMatrix private static 体色 Mix(体色 母方, 体色 父方, double 変異率, WaistD d) { 体色 体色2 = new 体色(); - switch (RNG.XS.Next(4)) + switch (Rng.XS.Next(4)) { case 0: foreach (FieldInfo item in from e in 体色t.GetFields() - where e.FieldType.ToString() == Sta.ct + where e.FieldType.ToString() == GlobalState.ct select e) { - item.SetValue(体色2, RNG.XS.NextBool() ? item.GetValue(母方) : item.GetValue(父方)); + item.SetValue(体色2, Rng.XS.NextBool() ? item.GetValue(母方) : item.GetValue(父方)); } break; case 1: foreach (FieldInfo item2 in from e in 体色t.GetFields() - where e.FieldType.ToString() == Sta.ct + where e.FieldType.ToString() == GlobalState.ct select e) { Color c3 = (Color)item2.GetValue(母方); @@ -1478,7 +1478,7 @@ namespace SlaveMatrix break; case 2: foreach (FieldInfo item3 in from e in 体色t.GetFields() - where e.FieldType.ToString() == Sta.ct + where e.FieldType.ToString() == GlobalState.ct select e) { Color c5 = (Color)item3.GetValue(母方); @@ -1495,7 +1495,7 @@ namespace SlaveMatrix break; default: foreach (FieldInfo item4 in from e in 体色t.GetFields() - where e.FieldType.ToString() == Sta.ct + where e.FieldType.ToString() == GlobalState.ct select e) { Color c = (Color)item4.GetValue(母方); @@ -1506,7 +1506,7 @@ namespace SlaveMatrix } else { - item4.SetValue(体色2, RNG.XS.NextBool() ? c : c2); + item4.SetValue(体色2, Rng.XS.NextBool() ? c : c2); } } break; @@ -1541,14 +1541,14 @@ namespace SlaveMatrix } else { - 体色2.血統.Add(RNG.XS.NextBool() ? text : text2); + 体色2.血統.Add(Rng.XS.NextBool() ? text : text2); } } } if (変異率.Lot()) { double[] obj = new double[4] { 1.0, 2.0, 8.0, 0.0 }; - obj[3] = 500.0 * ((Sta.GameData.祝福 != null && Sta.GameData.祝福.Race == GameText.カーバンクル) ? 0.5 : 1.0); + obj[3] = 500.0 * ((GlobalState.GameData.祝福 != null && GlobalState.GameData.祝福.Race == GameText.カーバンクル) ? 0.5 : 1.0); switch (GeometryUtils.GetRandomIndex(obj)) { case 0: @@ -1557,7 +1557,7 @@ namespace SlaveMatrix break; } foreach (FieldInfo item5 in from e in 体色t.GetFields() - where 体色.変異色.Contains(e.Name) && e.FieldType.ToString() == Sta.ct + where 体色.変異色.Contains(e.Name) && e.FieldType.ToString() == GlobalState.ct select e) { Color color = (Color)item5.GetValue(体色2); @@ -1587,7 +1587,7 @@ namespace SlaveMatrix break; } foreach (FieldInfo item6 in from e in 体色t.GetFields() - where 体色.変異色.Contains(e.Name) && e.FieldType.ToString() == Sta.ct + where 体色.変異色.Contains(e.Name) && e.FieldType.ToString() == GlobalState.ct select e) { Color color = (Color)item6.GetValue(体色2); @@ -1617,11 +1617,11 @@ namespace SlaveMatrix { break; } - int num = RNG.XS.Next(3); - int num2 = RNG.XS.Next(3); - int num3 = RNG.XS.Next(3); + int num = Rng.XS.Next(3); + int num2 = Rng.XS.Next(3); + int num3 = Rng.XS.Next(3); foreach (FieldInfo item7 in from e in 体色t.GetFields() - where 体色.変異色.Contains(e.Name) && e.FieldType.ToString() == Sta.ct + where 体色.変異色.Contains(e.Name) && e.FieldType.ToString() == GlobalState.ct select e) { Color color = (Color)item7.GetValue(体色2); @@ -1675,7 +1675,7 @@ namespace SlaveMatrix } else { - switch (RNG.XS.Next(6)) + switch (Rng.XS.Next(6)) { case 0: 体色2.縦目 = 体色2.目左; @@ -1741,7 +1741,7 @@ namespace SlaveMatrix } else { - switch (RNG.XS.Next(6)) + switch (Rng.XS.Next(6)) { case 0: 体色2.縦目 = 体色2.目左; @@ -1794,7 +1794,7 @@ namespace SlaveMatrix private static WaistD Mix(WaistD 母方, WaistD 父方, double 変異率, bool 原種モード) { - int i = (原種モード ? RNG.XS.Next(3) : RNG.XS.Next(7)); + int i = (原種モード ? Rng.XS.Next(3) : Rng.XS.Next(7)); Dictionary> 接続構成 = Get接続構成(母方, 父方); Type[] 要素構成 = Get要素構成(母方, 父方); HeadD HeadD2 = Mix(母方, 父方, i, 原種モード); @@ -1869,7 +1869,7 @@ namespace SlaveMatrix Waist.AlignC(); Waist.胴接続(TorsoD2); TorsoD2.肥大 = Waist.肥大; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ElementData elementData = SlaveMatrix.GameClasses._Con.Get後髪0R(); 基髪D2.後髪接続(elementData); @@ -1881,7 +1881,7 @@ namespace SlaveMatrix elementData.接続(母方, 父方, i, ConnectionInfo.BackHair0_肢系_左4_接続, 要素構成, 接続構成, 変異率, 原種モード); elementData.接続(母方, 父方, i, ConnectionInfo.BackHair0_肢系_左5_接続, 要素構成, 接続構成, 変異率, 原種モード); } - if ((elementData is BackHair0_ジグD || elementData is BackHair0_ハネD || elementData is BackHair0_パツD || elementData is BackHair0_カルD || elementData is BackHair0_肢系D) && RNG.XS.NextBool()) + if ((elementData is BackHair0_ジグD || elementData is BackHair0_ハネD || elementData is BackHair0_パツD || elementData is BackHair0_カルD || elementData is BackHair0_肢系D) && Rng.XS.NextBool()) { ElementData e2 = SlaveMatrix.GameClasses._Con.Get後髪1R(); 基髪D2.後髪接続(e2); @@ -1909,7 +1909,7 @@ namespace SlaveMatrix 後髪0D2.接続(母方, 父方, i, ConnectionInfo.BackHair0_肢系_左4_接続, 要素構成, 接続構成, 変異率, 原種モード); 後髪0D2.接続(母方, 父方, i, ConnectionInfo.BackHair0_肢系_左5_接続, 要素構成, 接続構成, 変異率, 原種モード); } - if ((後髪0D2 is BackHair0_ジグD || 後髪0D2 is BackHair0_ハネD || 後髪0D2 is BackHair0_パツD || 後髪0D2 is BackHair0_カルD || 後髪0D2 is BackHair0_肢系D) && RNG.XS.NextBool()) + if ((後髪0D2 is BackHair0_ジグD || 後髪0D2 is BackHair0_ハネD || 後髪0D2 is BackHair0_パツD || 後髪0D2 is BackHair0_カルD || 後髪0D2 is BackHair0_肢系D) && Rng.XS.NextBool()) { BackHair1D 後髪1D2 = Mix(母方, 父方, i, 原種モード); if (後髪1D2 != null) @@ -1919,7 +1919,7 @@ namespace SlaveMatrix } } } - else if (RNG.XS.NextBool()) + else if (Rng.XS.NextBool()) { BackHair1D 後髪1D3 = Mix(母方, 父方, i, 原種モード); if (後髪1D3 != null) @@ -1952,7 +1952,7 @@ namespace SlaveMatrix } if (flag && flag2) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 双目D2 = Mix<双目D>(母方, 父方, 右: false, i, 原種モード); 双瞼D 双瞼D2 = Mix<双瞼D>(母方, 父方, 右: false, i, 原種モード); @@ -2177,7 +2177,7 @@ namespace SlaveMatrix if (eleD3 != null) { t = eleD3.GetType().ToString(); - if (!ChestD2.背中_接続.Any((ElementData e) => e.GetType().ToString() == t) && RNG.XS.NextBool()) + if (!ChestD2.背中_接続.Any((ElementData e) => e.GetType().ToString() == t) && Rng.XS.NextBool()) { ChestD2.背中接続(eleD3); } @@ -2186,7 +2186,7 @@ namespace SlaveMatrix if (eleD3 != null) { t = eleD3.GetType().ToString(); - if (!ChestD2.背中_接続.Any((ElementData e) => e.GetType().ToString() == t) && RNG.XS.NextBool()) + if (!ChestD2.背中_接続.Any((ElementData e) => e.GetType().ToString() == t) && Rng.XS.NextBool()) { ChestD2.背中接続(eleD3); } @@ -2195,7 +2195,7 @@ namespace SlaveMatrix if (eleD3 != null) { t = eleD3.GetType().ToString(); - if (!ChestD2.背中_接続.Any((ElementData e) => e.GetType().ToString() == t) && RNG.XS.NextBool()) + if (!ChestD2.背中_接続.Any((ElementData e) => e.GetType().ToString() == t) && Rng.XS.NextBool()) { ChestD2.背中接続(eleD3); } @@ -2361,8 +2361,8 @@ namespace SlaveMatrix int num11 = 2; int num12 = 母方.EnumEleD().Count((ElementData e) => e is 長胴D); int num13 = 父方.EnumEleD().Count((ElementData e) => e is 長胴D); - num11 = (RNG.XS.NextBool() ? ((int)((double)(num12 + num13) * 0.5)) : ((!RNG.XS.NextBool()) ? num13 : num12)); - num11 = (num11 + RNG.XS.NextSign() * RNG.XS.Next(4)).Clamp(0, 50); + num11 = (Rng.XS.NextBool() ? ((int)((double)(num12 + num13) * 0.5)) : ((!Rng.XS.NextBool()) ? num13 : num12)); + num11 = (num11 + Rng.XS.NextSign() * Rng.XS.Next(4)).Clamp(0, 50); for (int l = 0; l < num11; l++) { Torso_蛇D2.Torso接続(Torso_蛇D2 = (Torso_蛇D)長胴D2.Copy()); @@ -2458,8 +2458,8 @@ namespace SlaveMatrix int num19 = 2; int num20 = 母方.EnumEleD().Count((ElementData e) => e is 長胴D); int num21 = 父方.EnumEleD().Count((ElementData e) => e is 長胴D); - num19 = (RNG.XS.NextBool() ? ((int)((double)(num20 + num21) * 0.5)) : ((!RNG.XS.NextBool()) ? num21 : num20)); - num19 = (num19 + RNG.XS.NextSign() * RNG.XS.Next(4)).Clamp(0, 50); + num19 = (Rng.XS.NextBool() ? ((int)((double)(num20 + num21) * 0.5)) : ((!Rng.XS.NextBool()) ? num21 : num20)); + num19 = (num19 + Rng.XS.NextSign() * Rng.XS.Next(4)).Clamp(0, 50); for (int m = 0; m < num19; m++) { Torso_蟲D2.Torso接続(Torso_蟲D2 = (Torso_蟲D)長胴D3.Copy()); @@ -2547,7 +2547,7 @@ namespace SlaveMatrix 四足腰D2.肥大 = Waist.肥大; if ((腰肌D2.淫タトゥ_ハート_タトゥ右1_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ右2_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ左1_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ左2_表示) && (腰肌D2.植タトゥ_タトゥ左_表示 || 腰肌D2.植タトゥ_タトゥ右_表示)) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 腰肌D2.淫タトゥ_ハート_タトゥ右1_表示 = true; 腰肌D2.淫タトゥ_ハート_タトゥ右2_表示 = true; @@ -3067,7 +3067,7 @@ namespace SlaveMatrix }; if (半身 != null) { - if (原種モード || RNG.XS.NextBool() || 半身 is 単足_植D || 半身 is 単足_粘D) + if (原種モード || Rng.XS.NextBool() || 半身 is 単足_植D || 半身 is 単足_粘D) { action(); } @@ -3795,7 +3795,7 @@ namespace SlaveMatrix } if (HeadD2.額_接続.Count > 1) { - HeadD2.額_接続.Remove(HeadD2.額_接続[RNG.XS.Next(HeadD2.額_接続.Count)]); + HeadD2.額_接続.Remove(HeadD2.額_接続[Rng.XS.Next(HeadD2.額_接続.Count)]); } bool flag4 = false; flag4 |= 胸腹板D2.虫性_腹板_表示; @@ -3808,7 +3808,7 @@ namespace SlaveMatrix flag5 = flag5 && flag4; if (flag5) { - flag5 = RNG.XS.NextBool(); + flag5 = Rng.XS.NextBool(); } 胸腹板D2.虫性_腹板_表示 = flag4; 胸腹板D2.虫性_縦線_表示 = flag5; @@ -3818,7 +3818,7 @@ namespace SlaveMatrix 腰肌.虫性_腹板2_腹板_表示 = flag4; 腰肌.虫性_腹板1_縦線_表示 = flag5; 腰肌.虫性_腹板2_縦線_表示 = flag5; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { bool flag6 = false; bool flag7 = true; @@ -3859,9 +3859,9 @@ namespace SlaveMatrix flag7 &= 単目D2.黒目_瞳孔_表示; flag8 |= 単目D2.猫目; } - bool flag9 = RNG.XS.NextBool(); - bool flag10 = RNG.XS.NextBool(); - bool flag11 = RNG.XS.NextBool(); + bool flag9 = Rng.XS.NextBool(); + bool flag10 = Rng.XS.NextBool(); + bool flag11 = Rng.XS.NextBool(); if (双目D2 != null) { 双目D2.蛸目 = (flag9 ? flag6 : 双目D2.蛸目); @@ -3915,7 +3915,7 @@ namespace SlaveMatrix bool flag14 = 基髪D2.頭頂左_接続.IsEleD<触覚D>(); if (!flag12 && flag13 && flag14) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { HeadD2.触覚左_接続.RemoveAll((ElementData e) => e is 触覚D); HeadD2.触覚右_接続.RemoveAll((ElementData e) => e is 触覚D); @@ -3928,7 +3928,7 @@ namespace SlaveMatrix } else if (flag12 && !flag13 && flag14) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 顔面D2.触覚左_接続.RemoveAll((ElementData e) => e is 触覚D); 顔面D2.触覚右_接続.RemoveAll((ElementData e) => e is 触覚D); @@ -3941,7 +3941,7 @@ namespace SlaveMatrix } else if (flag12 && flag13 && !flag14) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 顔面D2.触覚左_接続.RemoveAll((ElementData e) => e is 触覚D); 顔面D2.触覚右_接続.RemoveAll((ElementData e) => e is 触覚D); @@ -3954,7 +3954,7 @@ namespace SlaveMatrix } else if (flag12 && flag13 && flag14) { - switch (RNG.XS.Next(2)) + switch (Rng.XS.Next(2)) { case 0: HeadD2.触覚左_接続.RemoveAll((ElementData e) => e is 触覚D); @@ -3991,7 +3991,7 @@ namespace SlaveMatrix } if (腰肌.陰毛_表示 && 腰肌.獣性_獣毛_表示) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 腰肌.陰毛_表示 = false; } @@ -4002,7 +4002,7 @@ namespace SlaveMatrix } if (縦瞼D2 != null) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 縦瞼D2.瞼左_睫毛1_表示 = 縦瞼D2.瞼右_睫毛1_表示; 縦瞼D2.瞼左_睫毛2_表示 = 縦瞼D2.瞼右_睫毛2_表示; @@ -4012,7 +4012,7 @@ namespace SlaveMatrix 縦瞼D2.瞼右_睫毛1_表示 = 縦瞼D2.瞼左_睫毛1_表示; 縦瞼D2.瞼右_睫毛2_表示 = 縦瞼D2.瞼左_睫毛2_表示; } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 縦瞼D2.瞼左_睫毛1_長さ = 縦瞼D2.瞼右_睫毛1_長さ; 縦瞼D2.瞼左_睫毛2_長さ = 縦瞼D2.瞼右_睫毛2_長さ; @@ -4025,7 +4025,7 @@ namespace SlaveMatrix } if (単瞼D2 != null) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 単瞼D2.睫毛上上左_表示 = 単瞼D2.睫毛上上右_表示; 単瞼D2.睫毛上中左_表示 = 単瞼D2.睫毛上中右_表示; @@ -4041,7 +4041,7 @@ namespace SlaveMatrix 単瞼D2.睫毛下上右_表示 = 単瞼D2.睫毛下上左_表示; 単瞼D2.睫毛下下右_表示 = 単瞼D2.睫毛下下左_表示; } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 単瞼D2.睫毛上上左_長さ = 単瞼D2.睫毛上上右_長さ; 単瞼D2.睫毛上中左_長さ = 単瞼D2.睫毛上中右_長さ; @@ -4060,7 +4060,7 @@ namespace SlaveMatrix } if ((腰肌.淫タトゥ_ハート_タトゥ右1_表示 || 腰肌.淫タトゥ_ハート_タトゥ右2_表示 || 腰肌.淫タトゥ_ハート_タトゥ左1_表示 || 腰肌.淫タトゥ_ハート_タトゥ左2_表示) && (腰肌.植タトゥ_タトゥ左_表示 || 腰肌.植タトゥ_タトゥ右_表示)) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 腰肌.淫タトゥ_ハート_タトゥ右1_表示 = true; 腰肌.淫タトゥ_ハート_タトゥ右2_表示 = true; @@ -4106,9 +4106,9 @@ namespace SlaveMatrix FieldInfo[] fields = e.GetType().GetFields(); foreach (FieldInfo fieldInfo in fields) { - if (fieldInfo.FieldType.ToString() == Sta.dt && 実数対象.Contains(fieldInfo.Name)) + if (fieldInfo.FieldType.ToString() == GlobalState.dt && 実数対象.Contains(fieldInfo.Name)) { - fieldInfo.SetValue(e, ((double)fieldInfo.GetValue(e) + (double)RNG.XS.NextSign() * RNG.XS.NextDouble(0.15)).Clamp(0.0, 1.0)); + fieldInfo.SetValue(e, ((double)fieldInfo.GetValue(e) + (double)Rng.XS.NextSign() * Rng.XS.NextDouble(0.15)).Clamp(0.0, 1.0)); } } } @@ -4116,7 +4116,7 @@ namespace SlaveMatrix private static void Dou(this T e0, T e1) { FieldInfo[] fields; - switch (RNG.XS.Next(3)) + switch (Rng.XS.Next(3)) { case 0: { @@ -4124,12 +4124,12 @@ namespace SlaveMatrix fields = e0.GetType().GetFields(); foreach (FieldInfo fieldInfo in fields) { - if (fieldInfo.FieldType.ToString() == Sta.dt && 実数対象.Contains(fieldInfo.Name)) + if (fieldInfo.FieldType.ToString() == GlobalState.dt && 実数対象.Contains(fieldInfo.Name)) { FieldInfo field = type.GetField(fieldInfo.Name); - if (field != null && field.FieldType.ToString() == Sta.dt) + if (field != null && field.FieldType.ToString() == GlobalState.dt) { - fieldInfo.SetValue(e0, RNG.XS.NextBool() ? fieldInfo.GetValue(e0) : field.GetValue(e1)); + fieldInfo.SetValue(e0, Rng.XS.NextBool() ? fieldInfo.GetValue(e0) : field.GetValue(e1)); } } } @@ -4141,10 +4141,10 @@ namespace SlaveMatrix fields = e0.GetType().GetFields(); foreach (FieldInfo fieldInfo2 in fields) { - if (fieldInfo2.FieldType.ToString() == Sta.dt && 実数対象.Contains(fieldInfo2.Name)) + if (fieldInfo2.FieldType.ToString() == GlobalState.dt && 実数対象.Contains(fieldInfo2.Name)) { FieldInfo field2 = type2.GetField(fieldInfo2.Name); - if (field2 != null && field2.FieldType.ToString() == Sta.dt) + if (field2 != null && field2.FieldType.ToString() == GlobalState.dt) { fieldInfo2.SetValue(e0, ((double)fieldInfo2.GetValue(e0) + (double)field2.GetValue(e1)) * 0.5); } @@ -4156,9 +4156,9 @@ namespace SlaveMatrix fields = e0.GetType().GetFields(); foreach (FieldInfo fieldInfo3 in fields) { - if (fieldInfo3.FieldType.ToString() == Sta.dt && 実数対象.Contains(fieldInfo3.Name)) + if (fieldInfo3.FieldType.ToString() == GlobalState.dt && 実数対象.Contains(fieldInfo3.Name)) { - fieldInfo3.SetValue(e0, ((double)fieldInfo3.GetValue(e0) + (double)RNG.XS.NextSign() * RNG.XS.NextDouble(0.15)).Clamp(0.0, 1.0)); + fieldInfo3.SetValue(e0, ((double)fieldInfo3.GetValue(e0) + (double)Rng.XS.NextSign() * Rng.XS.NextDouble(0.15)).Clamp(0.0, 1.0)); } } } @@ -4174,7 +4174,7 @@ namespace SlaveMatrix if (fieldInfo.Name.EndsWith("_表示")) { FieldInfo field = type.GetField(fieldInfo.Name); - if (field != null && field.FieldType.ToString() == Sta.bt) + if (field != null && field.FieldType.ToString() == GlobalState.bt) { bool num = (bool)fieldInfo.GetValue(e0); bool flag = num; @@ -4196,7 +4196,7 @@ namespace SlaveMatrix if (fieldInfo.Name.EndsWith("_表示")) { FieldInfo field = type.GetField(fieldInfo.Name); - if (field != null && field.FieldType.ToString() == Sta.bt) + if (field != null && field.FieldType.ToString() == GlobalState.bt) { fieldInfo.SetValue(elementData, (bool)fieldInfo.GetValue(e0) || (bool)field.GetValue(e1)); } @@ -4234,7 +4234,7 @@ namespace SlaveMatrix break; default: { - bool flag = RNG.XS.NextBool(); + bool flag = Rng.XS.NextBool(); val = (T)(flag ? 母 : 父).Copy_以下無(); val.Dou(flag ? 父 : 母); break; @@ -4271,7 +4271,7 @@ namespace SlaveMatrix break; default: { - bool flag2 = RNG.XS.NextBool(); + bool flag2 = Rng.XS.NextBool(); val = (T)(flag2 ? 母 : 父).Copy_以下無(); val.Dou(flag2 ? 父 : 母); break; @@ -4285,10 +4285,10 @@ namespace SlaveMatrix private static T Mix(WaistD 母方, WaistD 父方, int i, bool 原種モード) where T : ElementData { T eleD = (from e in 母方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(); T eleD2 = (from e in 父方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(); return Mix(eleD, eleD2, i, 原種モード); } @@ -4296,10 +4296,10 @@ namespace SlaveMatrix private static T Mix(WaistD 母方, WaistD 父方, bool 右, int i, bool 原種モード) where T : ElementData { T eleD = (from e in 母方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(右); T eleD2 = (from e in 父方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(右); return Mix(eleD, eleD2, i, 原種モード); } @@ -4307,10 +4307,10 @@ namespace SlaveMatrix private static T Mix(WaistD 母方, WaistD 父方, Func con, int i, bool 原種モード) where T : ElementData { T eleD = (from e in 母方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(con); T eleD2 = (from e in 父方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(con); return Mix(eleD, eleD2, i, 原種モード); } @@ -4318,10 +4318,10 @@ namespace SlaveMatrix private static ElementData Mix(WaistD 母方, WaistD 父方, int i, Type t, bool 原種モード) { ElementData elementData = (from e in 母方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(t); ElementData eleD2 = (from e in 父方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(t); return Mix(elementData, eleD2, i, 原種モード); } @@ -4329,10 +4329,10 @@ namespace SlaveMatrix private static ElementData Mix(WaistD 母方, WaistD 父方, bool 右, int i, Type t, bool 原種モード) { ElementData elementData = (from e in 母方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(右, t); ElementData eleD2 = (from e in 父方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(右, t); return Mix(elementData, eleD2, i, 原種モード); } @@ -4340,10 +4340,10 @@ namespace SlaveMatrix private static ElementData Mix(WaistD 母方, WaistD 父方, Func con, int i, Type t, bool 原種モード) { ElementData elementData = (from e in 母方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(con, t); ElementData eleD2 = (from e in 父方.EnumEleD() - orderby RNG.XS.Next() + orderby Rng.XS.Next() select e).GetEleD(con, t); return Mix(elementData, eleD2, i, 原種モード); } @@ -4354,10 +4354,10 @@ namespace SlaveMatrix { return; } - FieldInfo[] fields = Sta.EleDt.GetFields(); + FieldInfo[] fields = GlobalState.EleDt.GetFields(); foreach (FieldInfo fieldInfo in fields) { - if (fieldInfo.FieldType.ToString() == Sta.dt) + if (fieldInfo.FieldType.ToString() == GlobalState.dt) { fieldInfo.SetValue(e, fieldInfo.GetValue(e.Par)); } @@ -4372,10 +4372,10 @@ namespace SlaveMatrix } foreach (ElementData item in e.EnumEleD()) { - FieldInfo[] fields = Sta.EleDt.GetFields(); + FieldInfo[] fields = GlobalState.EleDt.GetFields(); foreach (FieldInfo fieldInfo in fields) { - if (fieldInfo.FieldType.ToString() == Sta.dt) + if (fieldInfo.FieldType.ToString() == GlobalState.dt) { fieldInfo.SetValue(item, fieldInfo.GetValue(e)); } @@ -4452,7 +4452,7 @@ namespace SlaveMatrix { if (num.Lot()) { - l += (double)(int)(3.0 * 変異率 * RNG.XS.NextDouble()); + l += (double)(int)(3.0 * 変異率 * Rng.XS.NextDouble()); } if (l > 3.0) { @@ -4463,7 +4463,7 @@ namespace SlaveMatrix { if (num.Lot()) { - l += (double)(int)(9.0 * 変異率 * RNG.XS.NextDouble()); + l += (double)(int)(9.0 * 変異率 * Rng.XS.NextDouble()); } if (l > 9.0) { @@ -4503,7 +4503,7 @@ namespace SlaveMatrix int num = source.Count(); if (num != 0) { - return source.ElementAt(RNG.XS.Next(num)).Get接続(接続情報).Count((ElementData e) => 接続範囲[接続情報].Contains(e.GetType().ToString())); + return source.ElementAt(Rng.XS.Next(num)).Get接続(接続情報).Count((ElementData e) => 接続範囲[接続情報].Contains(e.GetType().ToString())); } return 1; } @@ -4565,7 +4565,7 @@ namespace SlaveMatrix } if (num > 0) { - return Mix(母方, 父方, 右, i, source.ElementAt(RNG.XS.Next(num)), 原種モード); + return Mix(母方, 父方, 右, i, source.ElementAt(Rng.XS.Next(num)), 原種モード); } } return null; @@ -4583,7 +4583,7 @@ namespace SlaveMatrix } if (count > 0) { - return Mix(母方, 父方, 右, i, list[RNG.XS.Next(count)], 原種モード); + return Mix(母方, 父方, 右, i, list[Rng.XS.Next(count)], 原種モード); } } return null; @@ -4723,12 +4723,12 @@ namespace SlaveMatrix private static double Mix(double 母方, double 父方, double max) { - return RNG.XS.Next(4) switch + return Rng.XS.Next(4) switch { - 0 => (母方 + (double)RNG.XS.NextSign() * RNG.XS.NextDouble(0.15)).Clamp(0.0, max), - 1 => (父方 + (double)RNG.XS.NextSign() * RNG.XS.NextDouble(0.15)).Clamp(0.0, max), - 2 => ((母方 + 父方) * 0.5 + (double)RNG.XS.NextSign() * RNG.XS.NextDouble(0.15)).Clamp(0.0, max), - _ => RNG.XS.NextDouble(max), + 0 => (母方 + (double)Rng.XS.NextSign() * Rng.XS.NextDouble(0.15)).Clamp(0.0, max), + 1 => (父方 + (double)Rng.XS.NextSign() * Rng.XS.NextDouble(0.15)).Clamp(0.0, max), + 2 => ((母方 + 父方) * 0.5 + (double)Rng.XS.NextSign() * Rng.XS.NextDouble(0.15)).Clamp(0.0, max), + _ => Rng.XS.NextDouble(max), }; } @@ -4767,12 +4767,12 @@ namespace SlaveMatrix private static int Mix(int 母方, int 父方, int max) { - return RNG.XS.Next(4) switch + return Rng.XS.Next(4) switch { - 0 => (母方 + RNG.XS.NextSign()).Clamp(1, max), - 1 => (父方 + RNG.XS.NextSign()).Clamp(1, max), - 2 => ((母方 + 父方) / 2 + RNG.XS.NextSign()).Clamp(1, max), - _ => RNG.XS.NextM(max).Clamp(1, max), + 0 => (母方 + Rng.XS.NextSign()).Clamp(1, max), + 1 => (父方 + Rng.XS.NextSign()).Clamp(1, max), + 2 => ((母方 + 父方) / 2 + Rng.XS.NextSign()).Clamp(1, max), + _ => Rng.XS.NextM(max).Clamp(1, max), }; } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/体色.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/体色.cs index 56e20b9..1175073 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/体色.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/体色.cs @@ -116,12 +116,12 @@ namespace SlaveMatrix public 体色(bool b0) { - int num = RNG.XS.Next(360); + int num = Rng.XS.Next(360); foreach (FieldInfo item in from e in GetType().GetFields() - where e.FieldType.ToString() == Sta.ct + where e.FieldType.ToString() == GlobalState.ct select e) { - HSV.ToRGB(num + RNG.XS.Next(5), RNG.XS.NextM(0, 223), RNG.XS.NextM(128, 255), out var ret); + HSV.ToRGB(num + Rng.XS.Next(5), Rng.XS.NextM(0, 223), Rng.XS.NextM(128, 255), out var ret); item.SetValue(this, ret); } ColorHelper.GetRandomColor(out 目左); @@ -160,7 +160,7 @@ namespace SlaveMatrix 白部 = ColorHelper.White; } 歯 = Color.PapayaWhip; - 爪 = (RNG.XS.NextBool() ? Color.PapayaWhip : ColorHelper.Black); + 爪 = (Rng.XS.NextBool() ? Color.PapayaWhip : ColorHelper.Black); 角0 = Color.LightGray; 角1 = ColorHelper.DarkGray; 口紅 = ColorHelper.Empty; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs index cf2f388..37bfc3f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs @@ -21,14 +21,14 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.01), Sta.剃り.GetVal(Cha.CharacterData.現陰毛, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), ColorHelper.Black, 0.1 + 0.1 * RNG.XS.NextDouble(), b: true); + 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.01), GlobalState.剃り.GetVal(Cha.CharacterData.現陰毛, Rng.XS.NextDouble()), new Font("MS Gothic", 1f), ColorHelper.Black, 0.1 + 0.1 * Rng.XS.NextDouble(), b: true); }); } } private void 待機時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "RCl:" + GameText.放す; } @@ -36,7 +36,7 @@ namespace SlaveMatrix private void 押し当て時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LUp:" + GameText.離す + "\r\nMo:" + GameText.剃る; } @@ -44,7 +44,7 @@ namespace SlaveMatrix private void オーバー時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LDo:" + GameText.当てる; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs index 05c99a1..a8ba3f5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs @@ -713,7 +713,7 @@ namespace SlaveMatrix { 前翅_甲 前翅_甲2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["前翅"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["前翅"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs index e5b8a14..669a2b9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs @@ -903,7 +903,7 @@ namespace SlaveMatrix public 前翅_羽(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_羽D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["前翅"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["前翅"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs index dab80fa..4e4c781 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs @@ -401,7 +401,7 @@ namespace SlaveMatrix public 前翅_草(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_草D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["前翅"][3]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["前翅"][3]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs index 2d92cda..7722ff9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs @@ -667,7 +667,7 @@ namespace SlaveMatrix public 前翅_蝶(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_蝶D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["前翅"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["前翅"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs index b7803cc..69e58e3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs @@ -817,7 +817,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ジグ"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs index a306b45..2212891 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_ジグD SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs index f5157e2..c59ffb0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs @@ -817,7 +817,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ジグ中寄"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs index 60f7774..b770d7c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_ジグ中寄D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs index 84571cf..dca8427 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs @@ -817,7 +817,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ジグ分け"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs index b917592..bb8e78e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_ジグ分けD SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs index e33a8da..7404a22 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs @@ -817,7 +817,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "パッツン"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs index 8eab31a..76a78f5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_パッツンD SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs index 0fd53b3..4f1fece 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs @@ -817,7 +817,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "モジャ"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs index 114e77f..6066360 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_モジャD SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs index 3b0704b..57131c9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs @@ -861,7 +861,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "三分1"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][7])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][7])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs index f5fc5a2..817424d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs @@ -89,16 +89,16 @@ namespace SlaveMatrix public 前髪_三分1D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs index 6c37d5e..a785bea 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs @@ -792,7 +792,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "三分2"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][9])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][9])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs index 9c8b74d..b593797 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_三分2D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs index 07d62a8..e67d40a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs @@ -726,7 +726,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "上げ片"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][16])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][16])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs index 4965cfd..72e1346 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs @@ -79,12 +79,12 @@ namespace SlaveMatrix public 前髪_上げ片D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs index f3cbf1b..ff6c017 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "上げ短1"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][12])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][12])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs index aceb362..7fba8e4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs @@ -81,12 +81,12 @@ namespace SlaveMatrix public 前髪_上げ短1D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs index 54884ef..1806e3c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "上げ短2"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][13])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][13])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs index fdf7b10..f2a5458 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs @@ -81,12 +81,12 @@ namespace SlaveMatrix public 前髪_上げ短2D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs index 873083e..1e1b7d3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "上げ長1"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][14])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][14])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs index d3f59f7..2b82585 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs @@ -81,12 +81,12 @@ namespace SlaveMatrix public 前髪_上げ長1D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs index 8d66154..853c8dc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "上げ長2"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][15])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][15])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs index 6ff3a62..a0c4c16 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs @@ -81,12 +81,12 @@ namespace SlaveMatrix public 前髪_上げ長2D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs index 54bd48a..c79c392 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs @@ -664,7 +664,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "中分け1"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][10])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][10])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs index 0adc6b7..9e038fa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs @@ -73,12 +73,12 @@ namespace SlaveMatrix public 前髪_中分け1D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs index e67f7b7..55ebe4b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs @@ -662,7 +662,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "中分け2"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][11])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][11])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs index 943165c..5b5ab81 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs @@ -73,12 +73,12 @@ namespace SlaveMatrix public 前髪_中分け2D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs index 5d40b12..d188346 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs @@ -817,7 +817,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "二分1"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][6])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][6])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs index 746557e..8aaeb92 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix public 前髪_二分1D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs index d3ad08a..b7d7d9d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "二分2"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][8])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][8])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs index 22b6263..5a743e3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs @@ -81,16 +81,16 @@ namespace SlaveMatrix public 前髪_二分2D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs index c1b5c99..7959363 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs @@ -771,7 +771,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "横流し"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs index 5cd4c0b..8ae5d62 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs @@ -81,16 +81,16 @@ namespace SlaveMatrix public 前髪_横流しD SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪頭頂横左1_表示 = RNG.XS.NextBool(); + 髪頭頂横左1_表示 = Rng.XS.NextBool(); 髪頭頂横右1_表示 = 髪頭頂横左1_表示; - 髪頭頂横左2_表示 = RNG.XS.NextBool(); + 髪頭頂横左2_表示 = Rng.XS.NextBool(); 髪頭頂横右2_表示 = 髪頭頂横左2_表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs index 24d3525..1ca7388 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs @@ -729,7 +729,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "目隠れ1"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][17])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][17])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs index 6e836b6..6a72670 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs @@ -77,12 +77,12 @@ namespace SlaveMatrix public 前髪_目隠れ1D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs index 79398a8..4f6ceac 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "目隠れ2"; - morphVariant.Add(new PartGroup(Sta.胴体["前髪"][0][18])); + morphVariant.Add(new PartGroup(GlobalState.胴体["前髪"][0][18])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs index 56f57f8..161d120 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs @@ -81,12 +81,12 @@ namespace SlaveMatrix public 前髪_目隠れ2D SetRandom() { - 髪ハネ左_表示 = RNG.XS.NextBool(); + 髪ハネ左_表示 = Rng.XS.NextBool(); 髪ハネ右_表示 = 髪ハネ左_表示; - 編み左表示 = RNG.XS.NextBool(); + 編み左表示 = Rng.XS.NextBool(); 編み右表示 = 編み左表示; - 髪長 = RNG.XS.NextDouble(); - 右 = RNG.XS.NextBool(); + 髪長 = Rng.XS.NextDouble(); + 右 = Rng.XS.NextBool(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs index 200a072..114899d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs @@ -225,7 +225,7 @@ namespace SlaveMatrix { 単目 単目2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["単眼目"]); + Body = new VariantGrid(GlobalState.胴体["単眼目"]); PartGroup partGroup = Body[0][0]; X0Y0_白目 = partGroup["白目"].ToPar(); PartGroup pars2 = partGroup["黒目"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs index e67f055..19131c1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs @@ -124,7 +124,7 @@ namespace SlaveMatrix public 単眼眉(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単眼眉D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["単眼眉"]); + Body = new VariantGrid(GlobalState.胴体["単眼眉"]); PartGroup partGroup = Body[0][0]; X0Y0_眉 = partGroup["眉"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs index c185f97..1205818 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix public 単眼眉D SetRandom() { - サイズY = RNG.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs index 7f30157..b793df1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs @@ -1271,7 +1271,7 @@ namespace SlaveMatrix public 単瞼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単瞼D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["単眼瞼"]); + Body = new VariantGrid(GlobalState.胴体["単眼瞼"]); PartGroup partGroup = Body[0][0]; X0Y0_瞼下 = partGroup["瞼下"].ToPar(); X0Y0_瞼上 = partGroup["瞼上"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs index 1c4292d..980e57e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs @@ -61,29 +61,29 @@ namespace SlaveMatrix public 単瞼D SetRandom() { - サイズ = RNG.XS.NextDouble(); - サイズX = RNG.XS.NextDouble(); - サイズY = RNG.XS.NextDouble(); - 二重_表示 = RNG.XS.NextBool(); - 睫毛上上左_表示 = RNG.XS.NextBool(); - 睫毛上中左_表示 = RNG.XS.NextBool(); - 睫毛上下左_表示 = RNG.XS.NextBool(); + サイズ = Rng.XS.NextDouble(); + サイズX = Rng.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 二重_表示 = Rng.XS.NextBool(); + 睫毛上上左_表示 = Rng.XS.NextBool(); + 睫毛上中左_表示 = Rng.XS.NextBool(); + 睫毛上下左_表示 = Rng.XS.NextBool(); 睫毛上上右_表示 = 睫毛上上左_表示; 睫毛上中右_表示 = 睫毛上中左_表示; 睫毛上下右_表示 = 睫毛上下左_表示; - 睫毛下上左_表示 = RNG.XS.NextBool(); - 睫毛下下左_表示 = RNG.XS.NextBool(); + 睫毛下上左_表示 = Rng.XS.NextBool(); + 睫毛下下左_表示 = Rng.XS.NextBool(); 睫毛下上右_表示 = 睫毛下上左_表示; 睫毛下下右_表示 = 睫毛下下左_表示; - 外線 = RNG.XS.NextDouble(); - 睫毛上上左_長さ = RNG.XS.NextDouble(); - 睫毛上中左_長さ = RNG.XS.NextDouble(); - 睫毛上下左_長さ = RNG.XS.NextDouble(); + 外線 = Rng.XS.NextDouble(); + 睫毛上上左_長さ = Rng.XS.NextDouble(); + 睫毛上中左_長さ = Rng.XS.NextDouble(); + 睫毛上下左_長さ = Rng.XS.NextDouble(); 睫毛上上右_長さ = 睫毛上上左_長さ; 睫毛上中右_長さ = 睫毛上中左_長さ; 睫毛上下右_長さ = 睫毛上下左_長さ; - 睫毛下上左_長さ = RNG.XS.NextDouble(); - 睫毛下下左_長さ = RNG.XS.NextDouble(); + 睫毛下上左_長さ = Rng.XS.NextDouble(); + 睫毛下下左_長さ = Rng.XS.NextDouble(); 睫毛下上右_長さ = 睫毛下上左_長さ; 睫毛下下右_長さ = 睫毛下下左_長さ; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs index 818bb62..54ec643 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs @@ -929,7 +929,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "植"; - morphVariant.Add(new PartGroup(Sta.半身["単足"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.半身["単足"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs index 4f4f4dc..b8a09f4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs @@ -807,7 +807,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "粘"; - morphVariant.Add(new PartGroup(Sta.半身["単足"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.半身["単足"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs index d0a1bae..7f30ba8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs @@ -225,7 +225,7 @@ namespace SlaveMatrix { 双目 双目2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["目左"]); + Body = new VariantGrid(GlobalState.胴体["目左"]); PartGroup partGroup = Body[0][0]; X0Y0_白目 = partGroup["白目"].ToPar(); PartGroup pars2 = partGroup["黒目"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs index dc2c9da..dae8097 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs @@ -586,7 +586,7 @@ namespace SlaveMatrix public 口_裂け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 口_裂けD e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["口"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["口"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs index a5f98e9..6a53fcc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs @@ -790,7 +790,7 @@ namespace SlaveMatrix public 口_通常(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 口_通常D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.胴体["口"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.胴体["口"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs index e511e3d..e336a18 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs @@ -90,7 +90,7 @@ namespace SlaveMatrix public 吹出し(double DisUnit) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["吹出し"]); + Body = new VariantGrid(GlobalState.胴体["吹出し"]); PartGroup partGroup = Body[0][0]; X0Y0_吹出し = partGroup["吹出し"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs index 6573a57..fe644b2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs @@ -403,7 +403,7 @@ namespace SlaveMatrix public 呼気(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 呼気D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["呼気"]); + Body = new VariantGrid(GlobalState.胴体["呼気"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["呼気左1"].ToPars(); X0Y0_呼気左1_呼気1 = pars2["呼気1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs index e2ba4a2..914464f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs @@ -347,7 +347,7 @@ namespace SlaveMatrix public 噴乳(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 噴乳D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["噴乳左"]); + Body = new VariantGrid(GlobalState.胴体["噴乳左"]); PartGroup partGroup = Body[0][0]; X0Y0_母乳垂れ1 = partGroup["母乳垂れ1"].ToPar(); X0Y0_母乳垂れ2 = partGroup["母乳垂れ2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs index 2012ea0..c3e1691 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs @@ -203,7 +203,7 @@ namespace SlaveMatrix { 四足胴 四足胴2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足胴"]); + Body = new VariantGrid(GlobalState.半身["四足胴"]); PartGroup partGroup = Body[0][0]; X0Y0_Torso = partGroup["胴"].ToPar(); PartGroup pars2 = partGroup["筋肉"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs index 331953a..3f05424 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs @@ -812,7 +812,7 @@ namespace SlaveMatrix { 四足胸 四足胸2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足胸郭"]); + Body = new VariantGrid(GlobalState.半身["四足胸郭"]); PartGroup partGroup = Body[0][0]; X0Y0_胸郭 = partGroup["胸郭"].ToPar(); PartGroup pars2 = partGroup["筋肉"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs index 35d367e..aaf5ce0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs @@ -126,7 +126,7 @@ namespace SlaveMatrix { 四足脇 四足脇2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.肩左["四足脇"]); + Body = new VariantGrid(GlobalState.肩左["四足脇"]); PartGroup partGroup = Body[0][0]; X0Y0_脇 = partGroup["脇"].ToPar(); X0Y0_筋肉 = partGroup["筋肉"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs index 61bd465..efea003 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs @@ -1392,7 +1392,7 @@ namespace SlaveMatrix { 四足腰 四足腰2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足腰"]); + Body = new VariantGrid(GlobalState.半身["四足腰"]); PartGroup partGroup = Body[0][0]; X0Y0_Waist = partGroup["腰"].ToPar(); X0Y0_股 = partGroup["股"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs index 3602124..1a14e7b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs @@ -126,7 +126,7 @@ namespace SlaveMatrix { 基髪 基髪2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["基髪"]); + Body = new VariantGrid(GlobalState.胴体["基髪"]); PartGroup partGroup = Body[0][0]; X0Y0_髪 = partGroup["髪"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs index 78dca09..8919025 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs @@ -106,7 +106,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蛸"; - morphVariant.Add(new PartGroup(Sta.半身["多足"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.半身["多足"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs index f371b04..404e525 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs @@ -177,7 +177,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蜘"; - morphVariant.Add(new PartGroup(Sta.半身["多足"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.半身["多足"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs index 32f49e5..0c03352 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs @@ -978,7 +978,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蠍"; - morphVariant.Add(new PartGroup(Sta.半身["多足"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.半身["多足"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs index 974243f..8540f19 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs @@ -429,7 +429,7 @@ namespace SlaveMatrix public 大顎(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 大顎D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["虫顎"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["虫顎"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs index 6ad44ec..c1f347e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs @@ -170,7 +170,7 @@ namespace SlaveMatrix public 大顎上(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色) { ThisType = GetType(); - Body = new VariantGrid(Sta.肢中["大顎上"]); + Body = new VariantGrid(GlobalState.肢中["大顎上"]); PartGroup partGroup = Body[0][0]; X0Y0_甲殻 = partGroup["甲殻"].ToPar(); X0Y0_線左 = partGroup["線左"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs index 4d27cc1..6611526 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs @@ -410,7 +410,7 @@ namespace SlaveMatrix 大顎上 = new 大顎上(DisUnit, 配色指定, 体配色); 大顎上.Par = this; ThisType = GetType(); - Body = new VariantGrid(Sta.肢中["大顎基"]); + Body = new VariantGrid(GlobalState.肢中["大顎基"]); PartGroup partGroup = Body[0][0]; X0Y0_甲殻下 = partGroup["甲殻下"].ToPar(); 大顎上.接続(大顎上_接続点); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs index 94721c3..cfae954 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs @@ -263,7 +263,7 @@ namespace SlaveMatrix public 射精(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, 射精D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["射精"]); + Body = new VariantGrid(GlobalState.カーソル["射精"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs index a3c87dd..2828d7f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs @@ -3506,7 +3506,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ウミ"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][18])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][18])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs index 10547cf..7bf1c95 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs @@ -2197,7 +2197,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ガラ"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][17])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][17])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs index 143e2d3..0698f86 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs @@ -5728,7 +5728,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "ヘビ"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][16])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][16])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs index ed69007..f9ac1cd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs @@ -659,7 +659,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "悪尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][7])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][7])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs index e1ea9b1..3552016 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs @@ -1394,7 +1394,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "根尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][22])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][22])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs index e0e99eb..544dc3d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs @@ -659,7 +659,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "淫尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][8])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][8])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs index a0d7a88..8d75c31 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs @@ -1080,7 +1080,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "牛尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs index 9e559ce..fb4516a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs @@ -240,7 +240,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "犬尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs index 9e755c0..8b7e130 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs @@ -324,7 +324,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "狐尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs index 94f534e..614774a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs @@ -366,7 +366,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "猫尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs index b0d630a..3ea43f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs @@ -198,7 +198,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "短尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][15])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][15])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs index 4d0eaf9..2eb6095 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs @@ -790,7 +790,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "竜尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][6])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][6])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs index 6a2bf62..83f0c77 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs @@ -5098,7 +5098,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "腓尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][14])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][14])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs index 9fe53a7..73ecbd8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs @@ -643,7 +643,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "虫尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][10])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][10])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs index 53d4b1d..5a7035b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs @@ -5095,7 +5095,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蛇尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][13])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][13])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs index 86d0cb8..1551eeb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs @@ -453,7 +453,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蜘尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][11])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][11])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs index c16915d..a18ce37 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs @@ -1552,7 +1552,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蟲尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][21])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][21])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs index 0a0a278..bfbaed3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs @@ -874,7 +874,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蠍尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][12])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][12])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs index 4a6ca92..2809392 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs @@ -912,7 +912,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "馬尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs index 22ba8ce..822f541 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs @@ -7401,7 +7401,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "魚尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][19])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][19])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs index 0aed31f..f0142b2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs @@ -2832,7 +2832,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鯨尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][20])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][20])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs index ad486ed..3c1e975 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs @@ -603,7 +603,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鳥尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][9])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][9])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs index c2335e6..d1bafde 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs @@ -1252,7 +1252,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "龍尾"; - morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs index 50f91c1..3eccfe1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs @@ -488,7 +488,7 @@ namespace SlaveMatrix public 尾鰭_魚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾鰭_魚D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["尾"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["尾"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs index 40146cf..bbc4d4f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs @@ -109,7 +109,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鯨鰭"; - morphVariant.Add(new PartGroup(Sta.肢中["尾"][1][0])); + morphVariant.Add(new PartGroup(GlobalState.肢中["尾"][1][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs index 88949c5..82b4a69 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs @@ -353,7 +353,7 @@ namespace SlaveMatrix public 後翅_甲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_甲D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["後翅"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["後翅"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs index 4af7690..6647720 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs @@ -1038,7 +1038,7 @@ namespace SlaveMatrix public 後翅_羽(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_羽D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["後翅"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["後翅"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs index 1f0b897..3f9345b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs @@ -1285,7 +1285,7 @@ namespace SlaveMatrix public 後翅_草(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_草D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["後翅"][3]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["後翅"][3]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs index dbb6b4f..090ea46 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs @@ -661,7 +661,7 @@ namespace SlaveMatrix public 後翅_蝶(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_蝶D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["後翅"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["後翅"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs index ba3260f..5914422 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs @@ -895,7 +895,7 @@ namespace SlaveMatrix { 性器_人 性器_人2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.性器["性器"]); + Body = new VariantGrid(GlobalState.性器["性器"]); PartGroup partGroup = Body[0][0]; X0Y0_小陰唇 = partGroup["小陰唇"].ToPar(); X0Y0_性器基 = partGroup["性器基"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs index b8cf775..478a8c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs @@ -895,7 +895,7 @@ namespace SlaveMatrix { 性器_獣 性器_獣2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.性器["四足性器"]); + Body = new VariantGrid(GlobalState.性器["四足性器"]); PartGroup partGroup = Body[0][0]; X0Y0_小陰唇 = partGroup["小陰唇"].ToPar(); X0Y0_性器基 = partGroup["性器基"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs index df0e247..293904c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix public 性器精液_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 性器精液_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["性器精液垂れ"]); + Body = new VariantGrid(GlobalState.性器付["性器精液垂れ"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); X0Y0_血液1 = partGroup["血液1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs index 80f0372..8332510 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix public 性器精液_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 性器精液_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["四足性器精液垂れ"]); + Body = new VariantGrid(GlobalState.性器付["四足性器精液垂れ"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); X0Y0_血液1 = partGroup["血液1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs index 8072119..791abbd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs @@ -2801,7 +2801,7 @@ namespace SlaveMatrix public 手_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["手"]); + Body = new VariantGrid(GlobalState.腕左["手"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["グローブ"].ToPars(); X0Y0_グローブ_グローブ = pars2["グローブ"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs index 4752c95..8b406cf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs @@ -357,7 +357,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "牛"; - morphVariant.Add(new PartGroup(Sta.腕左["四足手"][1][1])); + morphVariant.Add(new PartGroup(GlobalState.腕左["四足手"][1][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs index b00b7e2..67f99b3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs @@ -361,7 +361,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "獣"; - morphVariant.Add(new PartGroup(Sta.腕左["四足手"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.腕左["四足手"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs index 51ef4fc..9a0f38e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs @@ -737,7 +737,7 @@ namespace SlaveMatrix 飛膜 = new 飛膜_先(DisUnit, 配色指定, 体配色); 飛膜.Par = this; ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["獣翼手"]); + Body = new VariantGrid(GlobalState.腕左["獣翼手"]); PartGroup partGroup = Body[0][0]; X0Y0_獣翼手 = partGroup["獣翼手"].ToPar(); PartGroup pars2 = partGroup["小指"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs index 7e53ba1..6cf744c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs @@ -315,7 +315,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "馬"; - morphVariant.Add(new PartGroup(Sta.腕左["四足手"][1][0])); + morphVariant.Add(new PartGroup(GlobalState.腕左["四足手"][1][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs index 53af8ad..18abb2a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs @@ -2067,7 +2067,7 @@ namespace SlaveMatrix public 手_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_鳥D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["鳥翼手"]); + Body = new VariantGrid(GlobalState.腕左["鳥翼手"]); PartGroup partGroup = Body[0][0]; X0Y0_鳥翼手 = partGroup["鳥翼手"].ToPar(); PartGroup pars2 = partGroup["風切羽"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs index b987a42..719fb1f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs @@ -255,7 +255,7 @@ namespace SlaveMatrix public 拘束鎖(double DisUnit, bool 右, 配色指定 配色指定, BodyColorSet 体配色, bool Xasix) { ThisType = GetType(); - Body = new VariantGrid(Sta.その他["拘束鎖"]); + Body = new VariantGrid(GlobalState.その他["拘束鎖"]); PartGroup partGroup = Body[0][0]; X0Y0_鎖2 = partGroup["鎖2"].ToPar(); X0Y0_鎖1 = partGroup["鎖1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs index 87dfda6..24b5487 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs @@ -398,7 +398,7 @@ namespace SlaveMatrix { if ((0.1 * Player.口挿入度).Lot()) { - switch (RNG.XS.Next(2)) + switch (Rng.XS.Next(2)) { case 0: //Sounds.挿抜口1.Play(); @@ -414,7 +414,7 @@ namespace SlaveMatrix { if ((0.1 * Player.膣挿入度 * Player.Tension.Inverse()).Lot()) { - switch (RNG.XS.Next(2)) + switch (Rng.XS.Next(2)) { case 0: //Sounds.挿抜前1.Play(); @@ -452,7 +452,7 @@ namespace SlaveMatrix { if ((0.1 * Player.糸挿入度 * Player.Tension.Inverse()).Lot()) { - switch (RNG.XS.Next(2)) + switch (Rng.XS.Next(2)) { case 0: //Sounds.挿抜糸1.Play(); @@ -475,7 +475,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.口腔位置.GetAreaPoint(0.05), Sta.口挿.GetVal(clip(Player.変化V_口), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.HotPink.S(Player.変化V_口.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_口, b: true); + 調教UI.擬音.Sound(a, Bod.口腔位置.GetAreaPoint(0.05), GlobalState.口挿.GetVal(clip(Player.変化V_口), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.HotPink.S(Player.変化V_口.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_口, b: true); }); } } @@ -486,7 +486,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.口腔位置.GetAreaPoint(0.05), Sta.口中.GetVal(clip(Player.変化V_口), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.HotPink.S(Player.変化V_口.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_口, b: true); + 調教UI.擬音.Sound(a, Bod.口腔位置.GetAreaPoint(0.05), GlobalState.口中.GetVal(clip(Player.変化V_口), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.HotPink.S(Player.変化V_口.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_口, b: true); }); } } @@ -497,7 +497,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.口腔位置.GetAreaPoint(0.05), Sta.口抜.GetVal(clip(Player.変化V_口), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.HotPink.S(Player.変化V_口.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_口, b: true); + 調教UI.擬音.Sound(a, Bod.口腔位置.GetAreaPoint(0.05), GlobalState.口抜.GetVal(clip(Player.変化V_口), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.HotPink.S(Player.変化V_口.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_口, b: true); }); } } @@ -508,7 +508,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.04), Sta.膣挿.GetVal(clip(Player.変化V_膣), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_膣, b: true); + 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.04), GlobalState.膣挿.GetVal(clip(Player.変化V_膣), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_膣, b: true); }); } } @@ -519,7 +519,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.04), Sta.膣中.GetVal(clip(Player.変化V_膣), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_膣, b: true); + 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.04), GlobalState.膣中.GetVal(clip(Player.変化V_膣), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_膣, b: true); }); } } @@ -530,7 +530,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.04), Sta.膣抜.GetVal(clip(Player.変化V_膣), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_膣, b: true); + 調教UI.擬音.Sound(a, Bod.膣口位置.GetAreaPoint(0.04), GlobalState.膣抜.GetVal(clip(Player.変化V_膣), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.DeepPink.S(Player.変化V_膣.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_膣, b: true); }); } } @@ -541,7 +541,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.肛門位置.GetAreaPoint(0.04), Sta.肛挿.GetVal(clip(Player.変化V_肛), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Coral.S(Player.変化V_肛.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_肛, b: true); + 調教UI.擬音.Sound(a, Bod.肛門位置.GetAreaPoint(0.04), GlobalState.肛挿.GetVal(clip(Player.変化V_肛), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Coral.S(Player.変化V_肛.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_肛, b: true); }); } } @@ -552,7 +552,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.肛門位置.GetAreaPoint(0.04), Sta.肛中.GetVal(clip(Player.変化V_肛), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Coral.S(Player.変化V_肛.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_肛, b: true); + 調教UI.擬音.Sound(a, Bod.肛門位置.GetAreaPoint(0.04), GlobalState.肛中.GetVal(clip(Player.変化V_肛), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Coral.S(Player.変化V_肛.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_肛, b: true); }); } } @@ -563,7 +563,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.肛門位置.GetAreaPoint(0.04), Sta.肛抜.GetVal(clip(Player.変化V_肛), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Coral.S(Player.変化V_肛.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_肛, b: true); + 調教UI.擬音.Sound(a, Bod.肛門位置.GetAreaPoint(0.04), GlobalState.肛抜.GetVal(clip(Player.変化V_肛), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Coral.S(Player.変化V_肛.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_肛, b: true); }); } } @@ -574,7 +574,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.出糸位置.GetAreaPoint(0.04), Sta.糸挿.GetVal(clip(Player.変化V_糸), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.MediumOrchid.S(Player.変化V_糸.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_糸, b: true); + 調教UI.擬音.Sound(a, Bod.出糸位置.GetAreaPoint(0.04), GlobalState.糸挿.GetVal(clip(Player.変化V_糸), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.MediumOrchid.S(Player.変化V_糸.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_糸, b: true); }); } } @@ -585,7 +585,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.出糸位置.GetAreaPoint(0.04), Sta.糸中.GetVal(clip(Player.変化V_糸), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.MediumOrchid.S(Player.変化V_糸.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_糸, b: true); + 調教UI.擬音.Sound(a, Bod.出糸位置.GetAreaPoint(0.04), GlobalState.糸中.GetVal(clip(Player.変化V_糸), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.MediumOrchid.S(Player.変化V_糸.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_糸, b: true); }); } } @@ -596,7 +596,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Bod.出糸位置.GetAreaPoint(0.04), Sta.糸抜.GetVal(clip(Player.変化V_糸), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.MediumOrchid.S(Player.変化V_糸.Clamp(0.5, 1.0)), 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_糸, b: true); + 調教UI.擬音.Sound(a, Bod.出糸位置.GetAreaPoint(0.04), GlobalState.糸抜.GetVal(clip(Player.変化V_糸), Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.MediumOrchid.S(Player.変化V_糸.Clamp(0.5, 1.0)), 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_糸, b: true); }); } } @@ -607,7 +607,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.04), Sta.振動.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.1 + 0.1 * base.強度, b: true); + 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.04), GlobalState.振動.GetVal(1.0, 1.0), new Font("MS Gothic", 1f), ColorHelper.Black, 0.1 + 0.1 * base.強度, b: true); }); } } @@ -777,7 +777,7 @@ namespace SlaveMatrix private void 挿入中1(string str) { - if (!Sta.GameData.ガイド) + if (!GlobalState.GameData.ガイド) { return; } @@ -814,7 +814,7 @@ namespace SlaveMatrix private void 待機時1() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (振動機能) { @@ -833,7 +833,7 @@ namespace SlaveMatrix private void 押付時(ref ContactD cd) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (振動機能) { @@ -856,7 +856,7 @@ namespace SlaveMatrix private void 挿入時(string str) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = str + "\r\nLDo&Mo↑:" + GameText.挿入; } @@ -997,7 +997,7 @@ namespace SlaveMatrix } if (調教UI.ペニス処理.中出し) { - if (Cha.CharacterData.SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL && Cha.CharacterData.Affection > 0.6 && Cha.CharacterData.Lust > 0.5) + if (Cha.CharacterData.SkillL > 0.5 * GlobalState.GameData.TrainingTarget.MaxSkillL && Cha.CharacterData.Affection > 0.6 && Cha.CharacterData.Lust > 0.5) { Cha.Swallow.Start(); } @@ -1344,7 +1344,7 @@ namespace SlaveMatrix } if (Is挿入) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (Is口) { @@ -1438,13 +1438,13 @@ namespace SlaveMatrix { 回転モーション.BaseSpeed = 10.0 * base.強度; } - if (!Sta.GameData.ガイド) + if (!GlobalState.GameData.ガイド) { ip.SubInfoIm = "Wh:" + GameText.強さL + 強さ; } else if (Is挿入) { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (挿入箇所 == ContactType.Mouth) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs index 4929727..3366850 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs @@ -545,7 +545,7 @@ namespace SlaveMatrix public 放尿_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 放尿_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["放尿"]); + Body = new VariantGrid(GlobalState.性器付["放尿"]); PartGroup partGroup = Body[0][0]; X0Y0_尿 = partGroup["尿"].ToPar(); X0Y0_尿散り1 = partGroup["尿散り1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs index 4cce49c..e31f08b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs @@ -545,7 +545,7 @@ namespace SlaveMatrix public 放尿_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 放尿_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["四足放尿"]); + Body = new VariantGrid(GlobalState.性器付["四足放尿"]); PartGroup partGroup = Body[0][0]; X0Y0_尿 = partGroup["尿"].ToPar(); X0Y0_尿散り1 = partGroup["尿散り1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs index 672a005..c925219 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs @@ -619,7 +619,7 @@ namespace SlaveMatrix public 断面_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 断面_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["断面"]); + Body = new VariantGrid(GlobalState.胴体["断面"]); PartGroup partGroup = Body[0][0]; X0Y0_膣基 = partGroup["膣基"].ToPar(); X0Y0_膣壁左 = partGroup["膣壁左"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs index fb5826f..51c0db6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs @@ -619,7 +619,7 @@ namespace SlaveMatrix public 断面_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 断面_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足断面"]); + Body = new VariantGrid(GlobalState.半身["四足断面"]); PartGroup partGroup = Body[0][0]; X0Y0_膣基 = partGroup["膣基"].ToPar(); X0Y0_膣壁左 = partGroup["膣壁左"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs index 37cf610..9033a94 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs @@ -443,7 +443,7 @@ namespace SlaveMatrix public 染み_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 染み_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.その他["染み"]); + Body = new VariantGrid(GlobalState.その他["染み"]); PartGroup partGroup = Body[0][0]; X0Y0_潮1 = partGroup["潮1"].ToPar(); X0Y0_潮2 = partGroup["潮2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs index 880fdbe..0790589 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs @@ -443,7 +443,7 @@ namespace SlaveMatrix public 染み_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 染み_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.その他["四足染み"]); + Body = new VariantGrid(GlobalState.その他["四足染み"]); PartGroup partGroup = Body[0][0]; X0Y0_潮1 = partGroup["潮1"].ToPar(); X0Y0_潮2 = partGroup["潮2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs index 05f62f5..f8883bb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs @@ -1164,7 +1164,7 @@ namespace SlaveMatrix { 植 植2 = this; ThisType = GetType(); - PartGroup partGroup = new PartGroup(Sta.肢左["植"][0][0]); + PartGroup partGroup = new PartGroup(GlobalState.肢左["植"][0][0]); partGroup.Remove("花"); partGroup.Remove("萼"); MorphVariant morphVariant = new MorphVariant(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs index b615e6f..46223fd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs @@ -167,7 +167,7 @@ namespace SlaveMatrix public 汗(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 汗D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.スタンプ["汗"]); + Body = new VariantGrid(GlobalState.スタンプ["汗"]); PartGroup partGroup = Body[0][0]; X0Y0_汗0 = partGroup["汗0"].ToPar(); X0Y0_汗1 = partGroup["汗1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs index 3f1315c..50cd893 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs @@ -110,7 +110,7 @@ namespace SlaveMatrix public 涎_裂け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 涎_裂けD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["涎口裂け左"]); + Body = new VariantGrid(GlobalState.胴体["涎口裂け左"]); PartGroup partGroup = Body[0][0]; X0Y0_涎 = partGroup["涎"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs index 46afbcf..2f2aa5d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs @@ -110,7 +110,7 @@ namespace SlaveMatrix public 涎_通常(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 涎_通常D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["涎左"]); + Body = new VariantGrid(GlobalState.胴体["涎左"]); PartGroup partGroup = Body[0][0]; X0Y0_涎 = partGroup["涎"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs index a51f9ef..de5af4f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs @@ -328,7 +328,7 @@ namespace SlaveMatrix public 涙(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 涙D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["涙左"]); + Body = new VariantGrid(GlobalState.胴体["涙左"]); PartGroup partGroup = Body[0][0]; X0Y0_涙0流れ0 = partGroup["涙0流れ0"].ToPar(); X0Y0_涙0 = partGroup["涙0"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs index e310e9b..417a510 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs @@ -1514,7 +1514,7 @@ namespace SlaveMatrix public 潮吹_大_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_大_人D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.性器付["潮吹"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.性器付["潮吹"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs index e87eaed..c83bbd7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs @@ -1514,7 +1514,7 @@ namespace SlaveMatrix public 潮吹_大_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_大_獣D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.性器付["四足潮吹"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.性器付["四足潮吹"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs index d9966a1..7559767 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs @@ -134,7 +134,7 @@ namespace SlaveMatrix public 潮吹_小_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_小_人D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.性器付["潮吹"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.性器付["潮吹"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs index ee8f23f..6c30a53 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs @@ -134,7 +134,7 @@ namespace SlaveMatrix public 潮吹_小_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_小_獣D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.性器付["四足潮吹"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.性器付["四足潮吹"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs index fe9ba2d..82652ad 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs @@ -219,7 +219,7 @@ namespace SlaveMatrix public 獣耳(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 獣耳D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.肢左["獣耳"]); + Body = new VariantGrid(GlobalState.肢左["獣耳"]); PartGroup partGroup = Body[0][0]; X0Y0_獣耳外 = partGroup["獣耳外"].ToPar(); X0Y0_獣耳内 = partGroup["獣耳内"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs index 7658213..5ff2cf3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs @@ -569,7 +569,7 @@ namespace SlaveMatrix public 玉口枷(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 玉口枷D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["玉口枷"]); + Body = new VariantGrid(GlobalState.胴体["玉口枷"]); PartGroup partGroup = Body[0][0]; X0Y0_金具左上 = partGroup["金具左上"].ToPar(); X0Y0_金具左下 = partGroup["金具左下"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs index d0c543c..2b346ad 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs @@ -169,7 +169,7 @@ namespace SlaveMatrix public 目傷(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目傷D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["目傷左"]); + Body = new VariantGrid(GlobalState.胴体["目傷左"]); PartGroup partGroup = Body[0][0]; X0Y0_傷上 = partGroup["傷上"].ToPar(); X0Y0_傷下 = partGroup["傷下"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs index 641cc59..62e0762 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 目尻影(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目尻影D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["目尻影左"]); + Body = new VariantGrid(GlobalState.胴体["目尻影左"]); PartGroup partGroup = Body[0][0]; X0Y0_目尻影 = partGroup["目尻影"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs index dbc4393..7c38386 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs @@ -527,7 +527,7 @@ namespace SlaveMatrix public 目隠帯(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目隠帯D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["目隠帯"]); + Body = new VariantGrid(GlobalState.胴体["目隠帯"]); PartGroup partGroup = Body[0][0]; X0Y0_革 = partGroup["革"].ToPar(); X0Y0_丸金具上中 = partGroup["丸金具上中"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs index a6ef241..3d4f604 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs @@ -151,7 +151,7 @@ namespace SlaveMatrix public 眉(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 眉D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["眉左"]); + Body = new VariantGrid(GlobalState.胴体["眉左"]); PartGroup partGroup = Body[0][0]; X0Y0_眉 = partGroup["眉"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs index 2d1ac94..21c1c1e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix public 眉D SetRandom() { - サイズY = RNG.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs index a3fdc38..638a818 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs @@ -601,7 +601,7 @@ namespace SlaveMatrix public 瞼_中(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_中D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["魔性中瞼左"]); + Body = new VariantGrid(GlobalState.胴体["魔性中瞼左"]); PartGroup partGroup = Body[0][0]; X0Y0_瞼 = partGroup["瞼"].ToPar(); X0Y0_二重 = partGroup["二重"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs index 09b3d7a..35b22a1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs @@ -35,20 +35,20 @@ namespace SlaveMatrix public 瞼_中D SetRandom() { - サイズ = RNG.XS.NextDouble(); - サイズX = RNG.XS.NextDouble(); - サイズY = RNG.XS.NextDouble(); - 二重_表示 = RNG.XS.NextBool(); - 睫毛_睫毛3_表示 = RNG.XS.NextBool(); - 睫毛_睫毛4_表示 = RNG.XS.NextBool(); - 睫毛_睫毛1_表示 = RNG.XS.NextBool(); - 睫毛_睫毛2_表示 = RNG.XS.NextBool(); - 外線 = RNG.XS.NextDouble(); - 睫毛_睫毛3_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛4_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛1_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛2_長さ = RNG.XS.NextDouble(); - 傾き = RNG.XS.NextDouble(); + サイズ = Rng.XS.NextDouble(); + サイズX = Rng.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 二重_表示 = Rng.XS.NextBool(); + 睫毛_睫毛3_表示 = Rng.XS.NextBool(); + 睫毛_睫毛4_表示 = Rng.XS.NextBool(); + 睫毛_睫毛1_表示 = Rng.XS.NextBool(); + 睫毛_睫毛2_表示 = Rng.XS.NextBool(); + 外線 = Rng.XS.NextDouble(); + 睫毛_睫毛3_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛4_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛1_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛2_長さ = Rng.XS.NextDouble(); + 傾き = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs index 65a817f..0466d11 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs @@ -206,7 +206,7 @@ namespace SlaveMatrix { 瞼_宇 瞼_宇2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["エイリアン目左"]); + Body = new VariantGrid(GlobalState.胴体["エイリアン目左"]); PartGroup partGroup = Body[0][0]; X0Y0_目 = partGroup["目"].ToPar(); X0Y0_ハイライト = partGroup["ハイライト"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs index 1bfaf7f..6c9c916 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs @@ -29,10 +29,10 @@ namespace SlaveMatrix public 瞼_宇D SetRandom() { - サイズ = RNG.XS.NextDouble(); - サイズX = RNG.XS.NextDouble(); - サイズY = RNG.XS.NextDouble(); - 傾き = RNG.XS.NextDouble(); + サイズ = Rng.XS.NextDouble(); + サイズX = Rng.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 傾き = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs index d99287c..b3d9a05 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs @@ -509,7 +509,7 @@ namespace SlaveMatrix public 瞼_弱(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_弱D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["魔性弱瞼左"]); + Body = new VariantGrid(GlobalState.胴体["魔性弱瞼左"]); PartGroup partGroup = Body[0][0]; X0Y0_瞼 = partGroup["瞼"].ToPar(); X0Y0_二重 = partGroup["二重"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs index 9928014..8ff2df2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs @@ -31,18 +31,18 @@ namespace SlaveMatrix public 瞼_弱D SetRandom() { - サイズ = RNG.XS.NextDouble(); - サイズX = RNG.XS.NextDouble(); - サイズY = RNG.XS.NextDouble(); - 二重_表示 = RNG.XS.NextBool(); - 睫毛_睫毛3_表示 = RNG.XS.NextBool(); - 睫毛_睫毛1_表示 = RNG.XS.NextBool(); - 睫毛_睫毛2_表示 = RNG.XS.NextBool(); - 外線 = RNG.XS.NextDouble(); - 睫毛_睫毛3_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛1_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛2_長さ = RNG.XS.NextDouble(); - 傾き = RNG.XS.NextDouble(); + サイズ = Rng.XS.NextDouble(); + サイズX = Rng.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 二重_表示 = Rng.XS.NextBool(); + 睫毛_睫毛3_表示 = Rng.XS.NextBool(); + 睫毛_睫毛1_表示 = Rng.XS.NextBool(); + 睫毛_睫毛2_表示 = Rng.XS.NextBool(); + 外線 = Rng.XS.NextDouble(); + 睫毛_睫毛3_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛1_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛2_長さ = Rng.XS.NextDouble(); + 傾き = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs index fa09e2f..642ae3a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs @@ -601,7 +601,7 @@ namespace SlaveMatrix public 瞼_強(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_強D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["魔性強瞼左"]); + Body = new VariantGrid(GlobalState.胴体["魔性強瞼左"]); PartGroup partGroup = Body[0][0]; X0Y0_瞼 = partGroup["瞼"].ToPar(); X0Y0_二重 = partGroup["二重"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs index 74c77c4..19c770b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs @@ -35,20 +35,20 @@ namespace SlaveMatrix public 瞼_強D SetRandom() { - サイズ = RNG.XS.NextDouble(); - サイズX = RNG.XS.NextDouble(); - サイズY = RNG.XS.NextDouble(); - 二重_表示 = RNG.XS.NextBool(); - 睫毛_睫毛3_表示 = RNG.XS.NextBool(); - 睫毛_睫毛4_表示 = RNG.XS.NextBool(); - 睫毛_睫毛1_表示 = RNG.XS.NextBool(); - 睫毛_睫毛2_表示 = RNG.XS.NextBool(); - 外線 = RNG.XS.NextDouble(); - 睫毛_睫毛3_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛4_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛1_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛2_長さ = RNG.XS.NextDouble(); - 傾き = RNG.XS.NextDouble(); + サイズ = Rng.XS.NextDouble(); + サイズX = Rng.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 二重_表示 = Rng.XS.NextBool(); + 睫毛_睫毛3_表示 = Rng.XS.NextBool(); + 睫毛_睫毛4_表示 = Rng.XS.NextBool(); + 睫毛_睫毛1_表示 = Rng.XS.NextBool(); + 睫毛_睫毛2_表示 = Rng.XS.NextBool(); + 外線 = Rng.XS.NextDouble(); + 睫毛_睫毛3_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛4_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛1_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛2_長さ = Rng.XS.NextDouble(); + 傾き = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs index bea9427..9de427b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs @@ -509,7 +509,7 @@ namespace SlaveMatrix public 瞼_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["獣性瞼左"]); + Body = new VariantGrid(GlobalState.胴体["獣性瞼左"]); PartGroup partGroup = Body[0][0]; X0Y0_瞼 = partGroup["瞼"].ToPar(); X0Y0_二重 = partGroup["二重"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs index 6b5ac15..242d506 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs @@ -31,18 +31,18 @@ namespace SlaveMatrix public 瞼_獣D SetRandom() { - サイズ = RNG.XS.NextDouble(); - サイズX = RNG.XS.NextDouble(); - サイズY = RNG.XS.NextDouble(); - 二重_表示 = RNG.XS.NextBool(); - 睫毛_睫毛3_表示 = RNG.XS.NextBool(); - 睫毛_睫毛1_表示 = RNG.XS.NextBool(); - 睫毛_睫毛2_表示 = RNG.XS.NextBool(); - 外線 = RNG.XS.NextDouble(); - 睫毛_睫毛3_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛1_長さ = RNG.XS.NextDouble(); - 睫毛_睫毛2_長さ = RNG.XS.NextDouble(); - 傾き = RNG.XS.NextDouble(); + サイズ = Rng.XS.NextDouble(); + サイズX = Rng.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 二重_表示 = Rng.XS.NextBool(); + 睫毛_睫毛3_表示 = Rng.XS.NextBool(); + 睫毛_睫毛1_表示 = Rng.XS.NextBool(); + 睫毛_睫毛2_表示 = Rng.XS.NextBool(); + 外線 = Rng.XS.NextDouble(); + 睫毛_睫毛3_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛1_長さ = Rng.XS.NextDouble(); + 睫毛_睫毛2_長さ = Rng.XS.NextDouble(); + 傾き = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs index 407e11b..9c28d73 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs @@ -339,7 +339,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "曳航肢"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs index f9bef6b..572e54f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs @@ -318,7 +318,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鋏"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][6])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][6])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs index 1634507..dfa7abd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs @@ -377,7 +377,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "節足百"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs index 38780c1..9b00344 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs @@ -502,7 +502,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "節足蜘"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs index 2449d1d..3a9db16 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs @@ -460,7 +460,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "節足蠍"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs index cc12538..52063ae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs @@ -406,7 +406,7 @@ namespace SlaveMatrix public 紅潮(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 紅潮D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["紅潮"]); + Body = new VariantGrid(GlobalState.胴体["紅潮"]); PartGroup partGroup = Body[0][0]; X0Y0_紅潮0 = partGroup["紅潮0"].ToPar(); X0Y0_紅潮1 = partGroup["紅潮1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs index c031c39..2eb66dc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs @@ -225,7 +225,7 @@ namespace SlaveMatrix { 縦目 縦目2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["額目"]); + Body = new VariantGrid(GlobalState.胴体["額目"]); PartGroup partGroup = Body[0][0]; X0Y0_白目 = partGroup["白目"].ToPar(); PartGroup pars2 = partGroup["黒目"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs index c2488ed..8c5844f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs @@ -415,7 +415,7 @@ namespace SlaveMatrix public 縦瞼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 縦瞼D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["額瞼"]); + Body = new VariantGrid(GlobalState.胴体["額瞼"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["瞼左"].ToPars(); X0Y0_瞼左_瞼 = pars2["瞼"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs index 9edc973..82102f3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs @@ -35,14 +35,14 @@ namespace SlaveMatrix public 縦瞼D SetRandom() { - サイズX = RNG.XS.NextDouble(); - 瞼左_睫毛1_表示 = RNG.XS.NextBool(); - 瞼左_睫毛2_表示 = RNG.XS.NextBool(); + サイズX = Rng.XS.NextDouble(); + 瞼左_睫毛1_表示 = Rng.XS.NextBool(); + 瞼左_睫毛2_表示 = Rng.XS.NextBool(); 瞼右_睫毛1_表示 = 瞼左_睫毛1_表示; 瞼右_睫毛2_表示 = 瞼左_睫毛2_表示; - 外線 = RNG.XS.NextDouble(); - 瞼左_睫毛1_長さ = RNG.XS.NextDouble(); - 瞼左_睫毛2_長さ = RNG.XS.NextDouble(); + 外線 = Rng.XS.NextDouble(); + 瞼左_睫毛1_長さ = Rng.XS.NextDouble(); + 瞼左_睫毛2_長さ = Rng.XS.NextDouble(); 瞼右_睫毛1_長さ = 瞼左_睫毛1_長さ; 瞼右_睫毛2_長さ = 瞼左_睫毛2_長さ; return this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs index 8ef7774..4b4590f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs @@ -212,7 +212,7 @@ namespace SlaveMatrix public 羽根箒(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 羽根箒D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["羽根箒"]); + Body = new VariantGrid(GlobalState.カーソル["羽根箒"]); PartGroup partGroup = Body[0][0]; X0Y0_羽根1 = partGroup["羽根1"].ToPar(); X0Y0_羽根2 = partGroup["羽根2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs index f2d42d6..3d589f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs @@ -25,7 +25,7 @@ namespace SlaveMatrix private void 移動時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { if (Is擽り) { @@ -130,7 +130,7 @@ namespace SlaveMatrix 調教UI.押し(ref cd); 擽りモーション.Start(); Is擽り = true; - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = 擽り時(); } @@ -161,7 +161,7 @@ namespace SlaveMatrix ハンド右.Body.JoinPA(); } 調教UI.通常放し(); - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = " "; } @@ -179,7 +179,7 @@ namespace SlaveMatrix 擽りモーション.End(); 調教UI.放し(); Is擽り = false; - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = 待機時(); } @@ -196,7 +196,7 @@ namespace SlaveMatrix { 強さ = (強さ + dt.Sign()).Clamp(1, 3); 擽りモーション.BaseSpeed = 10.0 * base.強度; - if (!Sta.GameData.ガイド) + if (!GlobalState.GameData.ガイド) { ip.SubInfoIm = "Wh:" + GameText.強さL + 強さ; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs index 5b70ee5..e83306a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs @@ -122,8 +122,8 @@ namespace SlaveMatrix ThisType = GetType(); Body = new VariantGrid(); Body.Tag = "通"; - Body.Add(new MorphVariant(Sta.肢左["耳"][0])); - Body.Add(new MorphVariant(Sta.肢左["耳"][1])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][0])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][1])); PartGroup partGroup = Body[0][0]; X0Y0_耳 = partGroup["耳"].ToPar(); X0Y0_耳線 = partGroup["耳線"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs index f8b6ece..f66a253 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs @@ -170,8 +170,8 @@ namespace SlaveMatrix ThisType = GetType(); Body = new VariantGrid(); Body.Tag = "尖"; - Body.Add(new MorphVariant(Sta.肢左["耳"][2])); - Body.Add(new MorphVariant(Sta.肢左["耳"][3])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][2])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][3])); PartGroup partGroup = Body[0][0]; X0Y0_耳 = partGroup["耳"].ToPar(); X0Y0_耳線 = partGroup["耳線"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs index 5c328fc..6954d5e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs @@ -221,8 +221,8 @@ namespace SlaveMatrix ThisType = GetType(); Body = new VariantGrid(); Body.Tag = "獣"; - Body.Add(new MorphVariant(Sta.肢左["耳"][10])); - Body.Add(new MorphVariant(Sta.肢左["耳"][11])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][10])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][11])); PartGroup partGroup = Body[0][0]; X0Y0_耳 = partGroup["耳"].ToPar(); X0Y0_耳線1 = partGroup["耳線1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs index 8a44366..908cca0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs @@ -323,8 +323,8 @@ namespace SlaveMatrix ThisType = GetType(); Body = new VariantGrid(); Body.Tag = "羽"; - Body.Add(new MorphVariant(Sta.肢左["耳"][8])); - Body.Add(new MorphVariant(Sta.肢左["耳"][9])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][8])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][9])); PartGroup partGroup = Body[0][0]; X0Y0_羽2 = partGroup["羽2"].ToPar(); X0Y0_羽1 = partGroup["羽1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs index e7bdc67..04d7fae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs @@ -221,8 +221,8 @@ namespace SlaveMatrix ThisType = GetType(); Body = new VariantGrid(); Body.Tag = "長"; - Body.Add(new MorphVariant(Sta.肢左["耳"][4])); - Body.Add(new MorphVariant(Sta.肢左["耳"][5])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][4])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][5])); PartGroup partGroup = Body[0][0]; X0Y0_耳 = partGroup["耳"].ToPar(); X0Y0_耳線1 = partGroup["耳線1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs index 4f0f333..b22999e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs @@ -388,8 +388,8 @@ namespace SlaveMatrix ThisType = GetType(); Body = new VariantGrid(); Body.Tag = "鰭"; - Body.Add(new MorphVariant(Sta.肢左["耳"][6])); - Body.Add(new MorphVariant(Sta.肢左["耳"][7])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][6])); + Body.Add(new MorphVariant(GlobalState.肢左["耳"][7])); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["鰭耳3"].ToPars(); X0Y0_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs index 20f9dbe..e6b74cd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs @@ -134,7 +134,7 @@ namespace SlaveMatrix { 肛門_人 肛門_人2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["肛門"]); + Body = new VariantGrid(GlobalState.胴体["肛門"]); PartGroup partGroup = Body[0][0]; X0Y0_肛門3 = partGroup["肛門3"].ToPar(); X0Y0_肛門2 = partGroup["肛門2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs index 66d1665..c2031fa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs @@ -134,7 +134,7 @@ namespace SlaveMatrix { 肛門_獣 肛門_獣2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足肛門"]); + Body = new VariantGrid(GlobalState.半身["四足肛門"]); PartGroup partGroup = Body[0][0]; X0Y0_肛門3 = partGroup["肛門3"].ToPar(); X0Y0_肛門2 = partGroup["肛門2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs index e0a698b..d53941c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs @@ -116,7 +116,7 @@ namespace SlaveMatrix public 肛門精液_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 肛門精液_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["肛門精液垂れ"]); + Body = new VariantGrid(GlobalState.胴体["肛門精液垂れ"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs index 8feb92e..08e4269 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs @@ -116,7 +116,7 @@ namespace SlaveMatrix public 肛門精液_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 肛門精液_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足肛門精液垂れ"]); + Body = new VariantGrid(GlobalState.半身["四足肛門精液垂れ"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs index e8576bc..6efe622 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs @@ -110,7 +110,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "後光"; - morphVariant.Add(new PartGroup(Sta.肢中["背中"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.肢中["背中"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs index 610d0da..28b44e1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs @@ -859,7 +859,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "甲羅"; - morphVariant.Add(new PartGroup(Sta.肢中["背中"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.肢中["背中"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs index 10f6486..f5be71d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs @@ -109,7 +109,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "羽毛"; - morphVariant.Add(new PartGroup(Sta.肢中["背中"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.肢中["背中"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs index 4844a63..2734782 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix public 胴肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胴肌D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胴肌"]); + Body = new VariantGrid(GlobalState.胴体["胴肌"]); PartGroup partGroup = Body[0][0]["植タトゥ"].ToPars(); X0Y0_植タトゥ_タトゥ花左 = partGroup["タトゥ花左"].ToPar(); X0Y0_植タトゥ_タトゥ花右 = partGroup["タトゥ花右"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs index c27be8c..dbddc29 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs @@ -107,7 +107,7 @@ namespace SlaveMatrix public 胴腹板(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胴腹板D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胴腹板"]); + Body = new VariantGrid(GlobalState.胴体["胴腹板"]); PartGroup partGroup = Body[0][0]; X0Y0_虫性_腹板 = partGroup["腹板"].ToPar(); X0Y0_虫性_縦線 = partGroup["縦線"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs index 970690a..e7dd604 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 胸毛(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胸毛D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胸毛"]); + Body = new VariantGrid(GlobalState.胴体["胸毛"]); PartGroup partGroup = Body[0][0]["獣性"].ToPars(); X0Y0_獣性_胸毛 = partGroup["胸毛"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs index a48981e..3a73dd2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs @@ -821,7 +821,7 @@ namespace SlaveMatrix public 胸肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胸肌D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胸郭肌"]); + Body = new VariantGrid(GlobalState.胴体["胸郭肌"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["甲殻"].ToPars(); X0Y0_虫性_甲殻2 = pars2["甲殻2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs index 3ddfcfc..39bb365 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs @@ -107,7 +107,7 @@ namespace SlaveMatrix public 胸腹板(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胸腹板D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["胸郭腹板"]); + Body = new VariantGrid(GlobalState.胴体["胸郭腹板"]); PartGroup partGroup = Body[0][0]; X0Y0_虫性_腹板 = partGroup["腹板"].ToPar(); X0Y0_虫性_縦線 = partGroup["縦線"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs index fa801c0..2f29d3c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs @@ -1010,7 +1010,7 @@ namespace SlaveMatrix public 腰肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腰肌D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["腰肌"]); + Body = new VariantGrid(GlobalState.胴体["腰肌"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["淫タトゥ"].ToPars(); PartGroup pars3 = pars2["ハート"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs index a6ba470..bdcc61f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs @@ -2829,7 +2829,7 @@ namespace SlaveMatrix { 腿_人 腿_人2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.脚左["腿"]); + Body = new VariantGrid(GlobalState.脚左["腿"]); PartGroup partGroup = Body[0][0]; X0Y0_腿 = partGroup["腿"].ToPar(); X0Y0_筋 = partGroup["筋"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs index 8d554ba..32c8332 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs @@ -154,7 +154,7 @@ namespace SlaveMatrix { 腿_獣 腿_獣2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足腿"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足腿"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs index f625bf0..492c83b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs @@ -322,7 +322,7 @@ namespace SlaveMatrix { 腿_竜 腿_竜2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足腿"][3]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足腿"][3]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs index 0a3c041..d09f139 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs @@ -112,7 +112,7 @@ namespace SlaveMatrix { 腿_蹄 腿_蹄2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足腿"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足腿"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs index 51e1b73..7f908a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs @@ -112,7 +112,7 @@ namespace SlaveMatrix { 腿_鳥 腿_鳥2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.脚左["四足腿"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.脚左["四足腿"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs index 35ecd99..bb5fc92 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs @@ -140,7 +140,7 @@ namespace SlaveMatrix public 膣内精液_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣内精液_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["膣内精液"]); + Body = new VariantGrid(GlobalState.胴体["膣内精液"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); X0Y0_血液1 = partGroup["血液1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs index 85d66bb..f40213a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs @@ -140,7 +140,7 @@ namespace SlaveMatrix public 膣内精液_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣内精液_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足膣内精液"]); + Body = new VariantGrid(GlobalState.半身["四足膣内精液"]); PartGroup partGroup = Body[0][0]; X0Y0_精液 = partGroup["精液"].ToPar(); X0Y0_血液1 = partGroup["血液1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs index 2667617..c3fd097 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 膣基_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣基_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["膣基"]); + Body = new VariantGrid(GlobalState.胴体["膣基"]); PartGroup partGroup = Body[0][0]; X0Y0_膣基 = partGroup["膣基"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs index 65d02d7..06649e5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 膣基_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣基_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.半身["四足膣基"]); + Body = new VariantGrid(GlobalState.半身["四足膣基"]); PartGroup partGroup = Body[0][0]; X0Y0_膣基 = partGroup["膣基"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs index 1ca3af5..4537ca8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs @@ -176,7 +176,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "短"; - morphVariant.Add(new PartGroup(Sta.胴体["舌"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.胴体["舌"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs index 7cd0ed9..3b86696 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs @@ -451,7 +451,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "長"; - morphVariant.Add(new PartGroup(Sta.胴体["舌"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.胴体["舌"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs index f3077e1..c6c321c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs @@ -1497,7 +1497,7 @@ namespace SlaveMatrix ThisType = GetType(); PartGroup partGroup = new PartGroup(); partGroup.Tag = "ユリ"; - PartGroup pars2 = Sta.肢左["植"][0][0]; + PartGroup pars2 = GlobalState.肢左["植"][0][0]; partGroup.Add("ユリ", new PartGroup(pars2["花"].ToPars()["ユリ"].ToPars())); partGroup.Add("萼", new PartGroup(pars2["萼"].ToPars())); MorphVariant morphVariant = new MorphVariant(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs index a589ee7..a7054e1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs @@ -912,7 +912,7 @@ namespace SlaveMatrix ThisType = GetType(); PartGroup partGroup = new PartGroup(); partGroup.Tag = "バラ"; - PartGroup pars2 = Sta.肢左["植"][0][0]; + PartGroup pars2 = GlobalState.肢左["植"][0][0]; partGroup.Add("バラ", new PartGroup(pars2["花"].ToPars()["バラ"].ToPars())); partGroup.Add("萼", new PartGroup(pars2["萼"].ToPars())); MorphVariant morphVariant = new MorphVariant(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs index 8287a0b..f7bb634 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix set { 欠損_ = value; - Body.IndexY = (欠損_ ? RNG.XS.NextM(1, 2) : 0); + Body.IndexY = (欠損_ ? Rng.XS.NextM(1, 2) : 0); } } @@ -145,7 +145,7 @@ namespace SlaveMatrix public 葉_心(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 葉_心D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["葉"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["葉"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs index 0d327ad..db70f31 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix set { 欠損_ = value; - Body.IndexY = (欠損_ ? RNG.XS.NextM(1, 2) : 0); + Body.IndexY = (欠損_ ? Rng.XS.NextM(1, 2) : 0); } } @@ -145,7 +145,7 @@ namespace SlaveMatrix public 葉_披(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 葉_披D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["葉"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["葉"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs index 31c48c7..aec6775 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs @@ -443,7 +443,7 @@ namespace SlaveMatrix public 虫鎌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 虫鎌D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.肢左["虫鎌"]); + Body = new VariantGrid(GlobalState.肢左["虫鎌"]); PartGroup partGroup = Body[0][0]; X0Y0_虫鎌節 = partGroup["虫鎌節"].ToPar(); X0Y0_虫棘1 = partGroup["虫棘1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs index 48b24ab..0fa0296 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs @@ -170,7 +170,7 @@ namespace SlaveMatrix public 虫顎(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 虫顎D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["虫顎"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["虫顎"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs index 0c8d498..4c4b9ec 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 衝撃(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 衝撃D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.その他["衝撃"]); + Body = new VariantGrid(GlobalState.その他["衝撃"]); PartGroup partGroup = Body[0][0]; X0Y0_衝撃 = partGroup["衝撃"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs index e5adb89..9c5aa5f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix { if (!c.body_tree.半身_接続.IsEleD<単足_植D>()) { - return RNG.XS.NextBool(); + return Rng.XS.NextBool(); } return true; } @@ -39,7 +39,7 @@ namespace SlaveMatrix 腿_人D eleD; if (!c.body_tree.半身_接続.IsEleD<長物_魚D>() && !c.body_tree.半身_接続.IsEleD<長物_鯨D>() && !c.body_tree.半身_接続.IsEleD<長物_蛇D>() && !c.body_tree.半身_接続.IsEleD<長物_蟲D>() && !c.body_tree.半身_接続.IsEleD<多足_蛸D>() && !c.body_tree.半身_接続.IsEleD<多足_蜘D>() && !c.body_tree.半身_接続.IsEleD<単足_粘D>() && !c.body_tree.腿左_接続.IsEleD<尾_魚D>() && !c.body_tree.腿左_接続.IsEleD<触手_犬D>() && ((eleD = c.body_tree.腿左_接続.GetEleD<腿_人D>()) == null || (!eleD.植性_葉1_表示 && !eleD.植性_葉2_表示 && !eleD.植性_葉3_表示))) { - return RNG.XS.NextBool(); + return Rng.XS.NextBool(); } return true; } @@ -55,7 +55,7 @@ namespace SlaveMatrix { 髪留2情報 @default = 髪留2情報.GetDefault(); 髪留2情報 横髪 = 髪留2情報.GetDefault(); - switch (RNG.XS.Next(3)) + switch (Rng.XS.Next(3)) { case 0: @default.髪留左.色.SetRandom(); @@ -95,8 +95,8 @@ namespace SlaveMatrix ColorHelper.GetRandomClothesColor(out var c0); ColorHelper.GetRandomClothesColor(out var c1); ColorHelper.GetRandomClothesColor(out var c2); - bool e = RNG.XS.NextBool(); - if (RNG.XS.NextBool()) + bool e = Rng.XS.NextBool(); + if (Rng.XS.NextBool()) { if (t) { @@ -186,12 +186,12 @@ namespace SlaveMatrix public static IEnumerable Getランジェリー(CharacterData c, bool t, bool a) { - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c0); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c1); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c2); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c3); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c4); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c5); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var c0); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var c1); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var c2); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var c3); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var c4); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var c5); if (t) { 下着T_ブラ情報 @default = 下着T_ブラ情報.GetDefault(); @@ -241,7 +241,7 @@ namespace SlaveMatrix public static IEnumerable Getピアス(CharacterData c) { ピアス情報 ピアス中 = ピアス情報.GetDefault(); - ピアス中.色.ピアス = (RNG.XS.NextBool() ? Color.Gold : Color.Silver); + ピアス中.色.ピアス = (Rng.XS.NextBool() ? Color.Gold : Color.Silver); ピアス中.色.SetColor2(); yield return ピアス中; ピアス情報 @default = ピアス情報.GetDefault(); @@ -370,17 +370,17 @@ namespace SlaveMatrix Color c2 = ColorHelper.Empty; if (r) { - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out c0); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out c1); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out c2); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out c0); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out c1); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out c2); } if (b && c.Is下着ボトム条件()) { - if (r && RNG.XS.NextBool()) + if (r && Rng.XS.NextBool()) { - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var ret); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var ret2); - ColorHelper.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var ret3); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var ret); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var ret2); + ColorHelper.GetRandomClothesColor(a ? Rng.XS.Next(32, 256) : 255, out var ret3); 下着B_ノーマル情報 下着B_ノーマル情報2 = ((!c.Is紐付き条件()) ? 下着B_ノーマル情報.Getランジェリー() : 下着B_ノーマル情報.Getランジェリー紐付き()); 下着B_ノーマル情報2.色.生地 = c0; 下着B_ノーマル情報2.色.縁 = c2; @@ -410,7 +410,7 @@ namespace SlaveMatrix yield return 下着B_ノーマル情報3; } } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 下着T_クロス情報 @default = 下着T_クロス情報.GetDefault(); if (r) @@ -424,7 +424,7 @@ namespace SlaveMatrix else { 下着T_チューブ情報 default2 = 下着T_チューブ情報.GetDefault(); - default2.縁 = RNG.XS.NextBool(); + default2.縁 = Rng.XS.NextBool(); if (r) { default2.色.生地 = c0; @@ -481,11 +481,11 @@ namespace SlaveMatrix public static Unit Change衣装(this Unit u) { int num = 0; - if (Sta.GameData.ヴィオラ服) + if (GlobalState.GameData.ヴィオラ服) { do { - num = RNG.XS.Next(10); + num = Rng.XS.Next(10); } while (u.着衣番号 == num); } @@ -493,7 +493,7 @@ namespace SlaveMatrix { do { - num = RNG.XS.Next(8); + num = Rng.XS.Next(8); } while (u.着衣番号 == num); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs index 144f864..155ae88 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs @@ -369,7 +369,7 @@ namespace SlaveMatrix public 角1_一(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角1_一D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["角"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["角"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs index fd01390..9eff37a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs @@ -278,7 +278,7 @@ namespace SlaveMatrix public 角1_虫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角1_虫D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["角"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["角"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs index 0ee1886..54b86ab 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs @@ -252,7 +252,7 @@ namespace SlaveMatrix public 角1_鬼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角1_鬼D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["角"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["角"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs index edf8bb6..4c4130a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs @@ -285,7 +285,7 @@ namespace SlaveMatrix public 角2_山1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_山1D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs index 0d2e436..821986a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs @@ -333,7 +333,7 @@ namespace SlaveMatrix public 角2_山2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_山2D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs index 7015055..de994cc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs @@ -532,7 +532,7 @@ namespace SlaveMatrix public 角2_山3(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_山3D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs index 9db90b9..4ced9a4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs @@ -417,7 +417,7 @@ namespace SlaveMatrix public 角2_巻(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_巻D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][3]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][3]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs index eefc024..402e0c1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs @@ -300,7 +300,7 @@ namespace SlaveMatrix public 角2_牛1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛1D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][4]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][4]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs index 903268d..2f1650e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs @@ -252,7 +252,7 @@ namespace SlaveMatrix public 角2_牛2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛2D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][5]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][5]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs index 213146a..ff00112 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs @@ -264,7 +264,7 @@ namespace SlaveMatrix public 角2_牛3(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛3D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][6]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][6]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs index 57f759c..cb2eb55 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs @@ -321,7 +321,7 @@ namespace SlaveMatrix public 角2_牛4(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛4D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][7]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][7]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs index 530c80c..e35749f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs @@ -351,7 +351,7 @@ namespace SlaveMatrix public 角2_虫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_虫D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][9]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][9]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs index 5c6a709..98264ff 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs @@ -273,7 +273,7 @@ namespace SlaveMatrix public 角2_鬼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_鬼D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["角"][8]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["角"][8]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs index 782ba5f..201d709 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs @@ -6065,7 +6065,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "スキュラ"; - morphVariant.Add(new PartGroup(Sta.肢左["触手"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触手"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs index 927cf27..f681af3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs @@ -3285,7 +3285,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蔦"; - morphVariant.Add(new PartGroup(Sta.肢左["触手"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触手"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); @@ -4272,7 +4272,7 @@ namespace SlaveMatrix X0Y0_節22_節.AngleBase = maxAngle.GetRanAngle(); X0Y0_節23_節.AngleBase = maxAngle.GetRanAngle(); X0Y0_節24_節.AngleBase = maxAngle.GetRanAngle(); - X0Y0_先端_上顎_顎.AngleBase = num * (double)RNG.XS.NextM(15); + X0Y0_先端_上顎_顎.AngleBase = num * (double)Rng.XS.NextM(15); X0Y0_先端_下顎_顎.AngleBase = num * (0.0 - X0Y0_先端_上顎_顎.AngleBase); Body.JoinPAall(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs index 65afc5b..4497df9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs @@ -3776,7 +3776,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "触腕"; - morphVariant.Add(new PartGroup(Sta.肢左["触手"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触手"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs index 257b7ce..69706a2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs @@ -7283,7 +7283,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "軟体"; - morphVariant.Add(new PartGroup(Sta.肢左["触手"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触手"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs index f22a08c..dcefe94 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs @@ -356,7 +356,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "触肢蜘"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs index d24ab83..50439de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs @@ -495,7 +495,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "触肢蠍"; - morphVariant.Add(new PartGroup(Sta.肢左["節足"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs index 432508a..90ee3de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs @@ -299,7 +299,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "甲"; - morphVariant.Add(new PartGroup(Sta.肢左["触覚"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触覚"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs index a51e1d8..3fab2a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs @@ -614,7 +614,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "節"; - morphVariant.Add(new PartGroup(Sta.肢左["触覚"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触覚"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs index 2fc6f73..16416eb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs @@ -1328,7 +1328,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "線"; - morphVariant.Add(new PartGroup(Sta.肢左["触覚"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触覚"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs index 9dc94bb..c6b25f6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs @@ -3239,7 +3239,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蛾"; - morphVariant.Add(new PartGroup(Sta.肢左["触覚"][0][4])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触覚"][0][4])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs index 407a6ea..9134654 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs @@ -803,7 +803,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蝶"; - morphVariant.Add(new PartGroup(Sta.肢左["触覚"][0][3])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触覚"][0][3])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs index e6221f6..0ad1180 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs @@ -487,7 +487,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "蠍"; - morphVariant.Add(new PartGroup(Sta.肢左["触覚"][0][5])); + morphVariant.Add(new PartGroup(GlobalState.肢左["触覚"][0][5])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教背景.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教背景.cs index e00a33b..26443d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教背景.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教背景.cs @@ -24,7 +24,7 @@ namespace SlaveMatrix private static double r = 0.147; - private static Vector2D o = new Vector2D(0.053 - 0.055 * RNG.XS.NextDouble(), 0.07 - 0.0735 * RNG.XS.NextDouble()); + private static Vector2D o = new Vector2D(0.053 - 0.055 * Rng.XS.NextDouble(), 0.07 - 0.0735 * Rng.XS.NextDouble()); public 調教背景() { @@ -35,8 +35,8 @@ namespace SlaveMatrix { for (int i = 0; i < L; i++) { - Yv[i] = RNG.XS.NextDouble(); - An[i] = (double)RNG.XS.Next(4) * 90.0; + Yv[i] = Rng.XS.NextDouble(); + An[i] = (double)Rng.XS.Next(4) * 90.0; } } @@ -47,12 +47,12 @@ namespace SlaveMatrix { for (x = 0; x < 10; x++) { - Sta.タイル.SizeBase = 0.7; - Sta.タイル.JoinRoot.ValueY = Yv[c]; - Sta.タイル.AngleBase = An[c]; - Sta.タイル.JoinRoot.CurJoinRoot.PositionBase = Are.GetPosition(new Vector2D(o.X + (double)x * r / Are.XRatio, o.Y + (double)y * r / Are.YRatio)); - Sta.タイル.JoinPA(); - Sta.タイル.Draw(Are); + GlobalState.タイル.SizeBase = 0.7; + GlobalState.タイル.JoinRoot.ValueY = Yv[c]; + GlobalState.タイル.AngleBase = An[c]; + GlobalState.タイル.JoinRoot.CurJoinRoot.PositionBase = Are.GetPosition(new Vector2D(o.X + (double)x * r / Are.XRatio, o.Y + (double)y * r / Are.YRatio)); + GlobalState.タイル.JoinPA(); + GlobalState.タイル.Draw(Are); c++; } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs index a8613a4..067e1fc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs @@ -968,7 +968,7 @@ namespace SlaveMatrix public 調教鞭(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 調教鞭D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.カーソル["調教鞭"]); + Body = new VariantGrid(GlobalState.カーソル["調教鞭"]); PartGroup partGroup = Body[0][0]; X0Y0_先 = partGroup["先"].ToPar(); X0Y0_柄 = partGroup["柄"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs index 1ebb349..c52e9ab 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs @@ -26,7 +26,7 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.05), Sta.鞭振.GetVal(強さ_, 1.0), new Font("MS Gothic", 1f), ColorHelper.White, 0.2 + 0.2 * 強さ_, b: true); + 調教UI.擬音.Sound(a, 対象.Element.位置.GetAreaPoint(0.05), GlobalState.鞭振.GetVal(強さ_, 1.0), new Font("MS Gothic", 1f), ColorHelper.White, 0.2 + 0.2 * 強さ_, b: true); }); } @@ -34,13 +34,13 @@ namespace SlaveMatrix { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, Sta.GetAreaPoint(ref p, 0.01), Sta.鞭打.GetVal(強さ_, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), Color.Red.S(強さ_.Clamp(0.5, 1.0)), 0.2 + 0.1 * 強さ_, b: true); + 調教UI.擬音.Sound(a, GlobalState.GetAreaPoint(ref p, 0.01), GlobalState.鞭打.GetVal(強さ_, Rng.XS.NextDouble()), new Font("MS Gothic", 1f), Color.Red.S(強さ_.Clamp(0.5, 1.0)), 0.2 + 0.1 * 強さ_, b: true); }); } private void 移動時() { - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = "LCl:" + GameText.左打 + "\r\nRCl:" + GameText.右打 + "\r\nWh:" + GameText.強さL + 強さ + "\r\nMCl:" + GameText.放す; } @@ -100,7 +100,7 @@ namespace SlaveMatrix { 強さ = (強さ + dt.Sign()).Clamp(1, 3); 鞭撃モーション.BaseSpeed = 10.0 * 強さ_; - if (!Sta.GameData.ガイド) + if (!GlobalState.GameData.ガイド) { ip.SubInfoIm = "Wh:" + GameText.強さL + 強さ; } @@ -205,7 +205,7 @@ namespace SlaveMatrix OnStart = delegate { 調鞭処理2.衝撃.表示 = true; - 調鞭処理2.衝撃.角度C = 360.0 * RNG.XS.NextDouble(); + 調鞭処理2.衝撃.角度C = 360.0 * Rng.XS.NextDouble(); 調鞭処理2.衝撃.尺度C = 0.0; //TODO fix? //Sounds.鞭撃.Play(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs index 29d737d..a486eb0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs @@ -3172,7 +3172,7 @@ namespace SlaveMatrix public 足_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.脚左["足"]); + Body = new VariantGrid(GlobalState.脚左["足"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["ヒール0"].ToPars(); X0Y0_ヒール0_靴底 = pars2["靴底"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs index ac19dfb..d126b9e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs @@ -420,7 +420,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "牛"; - morphVariant.Add(new PartGroup(Sta.脚左["四足足"][1][1])); + morphVariant.Add(new PartGroup(GlobalState.脚左["四足足"][1][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs index 5b077b5..34be9b8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs @@ -588,7 +588,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "獣"; - morphVariant.Add(new PartGroup(Sta.脚左["四足足"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.脚左["四足足"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs index b613129..75069b1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs @@ -1281,7 +1281,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "竜"; - morphVariant.Add(new PartGroup(Sta.脚左["四足足"][3][0])); + morphVariant.Add(new PartGroup(GlobalState.脚左["四足足"][3][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs index 427faac..4a680f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs @@ -336,7 +336,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "馬"; - morphVariant.Add(new PartGroup(Sta.脚左["四足足"][1][0])); + morphVariant.Add(new PartGroup(GlobalState.脚左["四足足"][1][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs index aaf3c53..95ee85e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs @@ -1869,7 +1869,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鳥"; - morphVariant.Add(new PartGroup(Sta.脚左["四足足"][2][0])); + morphVariant.Add(new PartGroup(GlobalState.脚左["四足足"][2][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs index e6e551e..d4bbdfe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs @@ -107,7 +107,7 @@ namespace SlaveMatrix public 鎖(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鎖D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.その他["鎖"]); + Body = new VariantGrid(GlobalState.その他["鎖"]); PartGroup partGroup = Body[0][0]; X0Y0_鎖2 = partGroup["鎖2"].ToPar(); X0Y0_鎖1 = partGroup["鎖1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs index 868c966..66b8518 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs @@ -307,7 +307,7 @@ namespace SlaveMatrix ThisType = GetType(); PartGroup partGroup = new PartGroup(); partGroup.Tag = "蛇"; - partGroup.Add(new PartGroup(Sta.半身["長物"][0][2]["胴1"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][2]["胴1"].ToPars())); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = partGroup.Tag; morphVariant.Add(partGroup); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs index 6bd729f..289deac 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs @@ -519,8 +519,8 @@ namespace SlaveMatrix ThisType = GetType(); PartGroup partGroup = new PartGroup(); partGroup.Tag = "蟲"; - partGroup.Add(new PartGroup(Sta.半身["長物"][0][3]["胴1"].ToPars())); - partGroup.Add(new PartGroup(Sta.半身["長物"][0][3]["輪1"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][3]["胴1"].ToPars())); + partGroup.Add(new PartGroup(GlobalState.半身["長物"][0][3]["輪1"].ToPars())); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = partGroup.Tag; morphVariant.Add(partGroup); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs index 913f312..dd3621a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs @@ -1898,7 +1898,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "魚"; - morphVariant.Add(new PartGroup(Sta.半身["長物"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.半身["長物"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs index 47b14ff..756fdec 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs @@ -881,7 +881,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鯨"; - morphVariant.Add(new PartGroup(Sta.半身["長物"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.半身["長物"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs index b8f7765..2a49cab 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix public 鞭痕(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鞭痕D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.スタンプ["鞭痕"]); + Body = new VariantGrid(GlobalState.スタンプ["鞭痕"]); PartGroup partGroup = Body[0][0]; X0Y0_鞭痕 = partGroup["鞭痕"].ToPar(); Body.SetJoints(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs index 6a7f6c1..b7c7452 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs @@ -235,7 +235,7 @@ namespace SlaveMatrix { 頬目 頬目2 = this; ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["頬目左"]); + Body = new VariantGrid(GlobalState.胴体["頬目左"]); PartGroup partGroup = Body[0][0]; X0Y0_白目 = partGroup["白目"].ToPar(); PartGroup pars2 = partGroup["黒目"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs index 330dfe1..2dff154 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs @@ -425,7 +425,7 @@ namespace SlaveMatrix public 頬瞼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頬瞼D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["頬瞼左"]); + Body = new VariantGrid(GlobalState.胴体["頬瞼左"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["瞼左"].ToPars(); X0Y0_瞼左_瞼 = pars2["瞼"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs index cdd35ea..1906e5a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs @@ -37,17 +37,17 @@ namespace SlaveMatrix public 頬瞼D SetRandom() { - サイズY = RNG.XS.NextDouble(); - 瞼左_睫毛1_表示 = RNG.XS.NextBool(); - 瞼左_睫毛2_表示 = RNG.XS.NextBool(); - 瞼右_睫毛1_表示 = RNG.XS.NextBool(); - 瞼右_睫毛2_表示 = RNG.XS.NextBool(); - 外線 = RNG.XS.NextDouble(); - 瞼左_睫毛1_長さ = RNG.XS.NextDouble(); - 瞼左_睫毛2_長さ = RNG.XS.NextDouble(); - 瞼右_睫毛1_長さ = RNG.XS.NextDouble(); - 瞼右_睫毛2_長さ = RNG.XS.NextDouble(); - 傾き = RNG.XS.NextDouble(); + サイズY = Rng.XS.NextDouble(); + 瞼左_睫毛1_表示 = Rng.XS.NextBool(); + 瞼左_睫毛2_表示 = Rng.XS.NextBool(); + 瞼右_睫毛1_表示 = Rng.XS.NextBool(); + 瞼右_睫毛2_表示 = Rng.XS.NextBool(); + 外線 = Rng.XS.NextDouble(); + 瞼左_睫毛1_長さ = Rng.XS.NextDouble(); + 瞼左_睫毛2_長さ = Rng.XS.NextDouble(); + 瞼右_睫毛1_長さ = Rng.XS.NextDouble(); + 瞼右_睫毛2_長さ = Rng.XS.NextDouble(); + 傾き = Rng.XS.NextDouble(); return this; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs index 708427f..c8ace60 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs @@ -737,7 +737,7 @@ namespace SlaveMatrix public 頬肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頬肌D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["頬肌左"]); + Body = new VariantGrid(GlobalState.胴体["頬肌左"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["淫タトゥ"].ToPars(); PartGroup pars3 = pars2["ハート"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs index 127b9f3..6907a0e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs @@ -110,7 +110,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "天輪"; - morphVariant.Add(new PartGroup(Sta.肢中["頭部前"][0][2])); + morphVariant.Add(new PartGroup(GlobalState.肢中["頭部前"][0][2])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs index 6d890a9..ec670f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs @@ -1861,7 +1861,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "エイリアン"; - morphVariant.Add(new PartGroup(Sta.肢中["頭部前"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.肢中["頭部前"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs index dc2bb1e..4d28ac2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs @@ -211,7 +211,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "皿"; - morphVariant.Add(new PartGroup(Sta.肢中["頭部前"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.肢中["頭部前"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs index cd91bf8..2b5141e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs @@ -214,7 +214,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "エイリアン"; - morphVariant.Add(new PartGroup(Sta.肢中["頭部後"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.肢中["頭部後"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs index 1d8ef85..c60a95c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs @@ -107,7 +107,7 @@ namespace SlaveMatrix public 顔ハイライト(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 顔ハイライトD e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["顔ハイライト左"]); + Body = new VariantGrid(GlobalState.胴体["顔ハイライト左"]); PartGroup partGroup = Body[0][0]; X0Y0_ハイライト1 = partGroup["ハイライト1"].ToPar(); X0Y0_ハイライト2 = partGroup["ハイライト2"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs index c09b4ee..3b2172d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs @@ -509,7 +509,7 @@ namespace SlaveMatrix { 顔面_甲 顔面_甲2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["顔面"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["顔面"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs index a7fe9c6..b9ee436 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs @@ -639,7 +639,7 @@ namespace SlaveMatrix { 顔面_虫 顔面_虫2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["顔面"][1]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["顔面"][1]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs index e494c6b..2209336 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs @@ -823,7 +823,7 @@ namespace SlaveMatrix { 顔面_蟲 顔面_蟲2 = this; ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢中["顔面"][2]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢中["顔面"][2]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs index 212e148..2a57045 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs @@ -557,7 +557,7 @@ namespace SlaveMatrix public 飛沫_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 飛沫_人D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["飛沫"]); + Body = new VariantGrid(GlobalState.性器付["飛沫"]); PartGroup partGroup = Body[0][0]; X0Y0_飛沫基 = partGroup["飛沫基"].ToPar(); X0Y0_雫1 = partGroup["雫1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs index 53f86cf..67302db 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs @@ -557,7 +557,7 @@ namespace SlaveMatrix public 飛沫_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 飛沫_獣D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.性器付["四足飛沫"]); + Body = new VariantGrid(GlobalState.性器付["四足飛沫"]); PartGroup partGroup = Body[0][0]; X0Y0_飛沫基 = partGroup["飛沫基"].ToPar(); X0Y0_雫1 = partGroup["雫1"].ToPar(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs index 8aaddc2..8b1e729 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs @@ -106,7 +106,7 @@ namespace SlaveMatrix public 飛膜_先(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色) { ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["飛膜先"]); + Body = new VariantGrid(GlobalState.腕左["飛膜先"]); PartGroup partGroup = Body[0][0]; X0Y0_飛膜 = partGroup["飛膜"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs index df8dc8c..3614075 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs @@ -106,7 +106,7 @@ namespace SlaveMatrix public 飛膜_根(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色) { ThisType = GetType(); - Body = new VariantGrid(Sta.腕左["飛膜根"]); + Body = new VariantGrid(GlobalState.腕左["飛膜根"]); PartGroup partGroup = Body[0][0]; X0Y0_飛膜 = partGroup["飛膜"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs index a38b772..5a1e543 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs @@ -88,7 +88,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "豚鰭"; - morphVariant.Add(new PartGroup(Sta.肢左["鰭"][1][0])); + morphVariant.Add(new PartGroup(GlobalState.肢左["鰭"][1][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs index 9cc483d..ebfd79c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs @@ -174,7 +174,7 @@ namespace SlaveMatrix public 鰭_魚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鰭_魚D e) { ThisType = GetType(); - MorphVariant morphVariant = new MorphVariant(Sta.肢左["鰭"][0]); + MorphVariant morphVariant = new MorphVariant(GlobalState.肢左["鰭"][0]); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs index 0338131..f502cc3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs @@ -88,7 +88,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鯨鰭"; - morphVariant.Add(new PartGroup(Sta.肢左["鰭"][1][1])); + morphVariant.Add(new PartGroup(GlobalState.肢左["鰭"][1][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs index 330974a..cf885fe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs @@ -1404,7 +1404,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "鳳凰"; - morphVariant.Add(new PartGroup(Sta.肢中["尾"][2][0])); + morphVariant.Add(new PartGroup(GlobalState.肢中["尾"][2][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs index 7b1b4e7..6678d3e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs @@ -94,7 +94,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "人"; - morphVariant.Add(new PartGroup(Sta.胴体["鼻"][0][0])); + morphVariant.Add(new PartGroup(GlobalState.胴体["鼻"][0][0])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs index 7ca387d..e011f37 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs @@ -94,7 +94,7 @@ namespace SlaveMatrix ThisType = GetType(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "獣"; - morphVariant.Add(new PartGroup(Sta.胴体["鼻"][0][1])); + morphVariant.Add(new PartGroup(GlobalState.胴体["鼻"][0][1])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs index 5db853e..64a372e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs @@ -124,7 +124,7 @@ namespace SlaveMatrix public 鼻水(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鼻水D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["鼻水左"]); + Body = new VariantGrid(GlobalState.胴体["鼻水左"]); PartGroup partGroup = Body[0][0]; X0Y0_鼻水 = partGroup["鼻水"].ToPar(); partGroup = Body[0][1]; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs index e63a1cb..672b2cb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs @@ -308,7 +308,7 @@ namespace SlaveMatrix public 鼻肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鼻肌D e) { ThisType = GetType(); - Body = new VariantGrid(Sta.胴体["鼻肌"]); + Body = new VariantGrid(GlobalState.胴体["鼻肌"]); PartGroup partGroup = Body[0][0]; PartGroup pars2 = partGroup["紋柄"].ToPars(); PartGroup pars3 = pars2["紋左"].ToPars(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Body.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Body.cs index addc35f..0763870a 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Body.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Body.cs @@ -1482,18 +1482,18 @@ namespace SlaveMatrix { if (value != 0.0) { - 蜘尾.X0Y0_出糸突起後_出糸突起中.SizeYCont = 0.8 + 0.2 * RNG.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起後_出糸突起中.SizeYCont = 0.8 + 0.2 * Rng.XS.NextDouble(); } else { 蜘尾.X0Y0_出糸突起後_出糸突起中.SizeYCont = 1.0; } - 蜘尾.X0Y0_出糸突起後_出糸突起左.AngleCont = value * RNG.XS.NextDouble(); - 蜘尾.X0Y0_出糸突起後_出糸突起右.AngleCont = (0.0 - value) * RNG.XS.NextDouble(); - 蜘尾.X0Y0_出糸突起左_出糸突起1.AngleCont = value * RNG.XS.NextDouble(); - 蜘尾.X0Y0_出糸突起右_出糸突起1.AngleCont = (0.0 - value) * RNG.XS.NextDouble(); - 蜘尾.X0Y0_出糸突起前_出糸突起左.AngleCont = value * RNG.XS.NextDouble(); - 蜘尾.X0Y0_出糸突起前_出糸突起右.AngleCont = (0.0 - value) * RNG.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起後_出糸突起左.AngleCont = value * Rng.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起後_出糸突起右.AngleCont = (0.0 - value) * Rng.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起左_出糸突起1.AngleCont = value * Rng.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起右_出糸突起1.AngleCont = (0.0 - value) * Rng.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起前_出糸突起左.AngleCont = value * Rng.XS.NextDouble(); + 蜘尾.X0Y0_出糸突起前_出糸突起右.AngleCont = (0.0 - value) * Rng.XS.NextDouble(); if (Is髪 && EI髪.ElesH.Contains(蜘尾)) { EI髪.Updatef = true; @@ -2830,7 +2830,7 @@ namespace SlaveMatrix } else { - Set拘束具 = Sta.拘束具初期化; + Set拘束具 = GlobalState.拘束具初期化; } } } @@ -2850,7 +2850,7 @@ namespace SlaveMatrix } else { - Set目隠帯 = Sta.目隠帯初期化; + Set目隠帯 = GlobalState.目隠帯初期化; } } } @@ -2871,7 +2871,7 @@ namespace SlaveMatrix } else { - Set玉口枷 = Sta.玉口枷初期化; + Set玉口枷 = GlobalState.玉口枷初期化; } } } @@ -2892,7 +2892,7 @@ namespace SlaveMatrix } else { - 拘束具情報 拘束具初期化 = Sta.拘束具初期化; + 拘束具情報 拘束具初期化 = GlobalState.拘束具初期化; Neck.拘束 = 拘束具初期化.表示; Neck.首輪配色(拘束具初期化.色); } @@ -2964,7 +2964,7 @@ namespace SlaveMatrix FieldInfo[] fields = current_element.ThisType.GetFields(); foreach (FieldInfo fieldInfo in fields) { - if (fieldInfo.FieldType.ToString() == Sta.拘束鎖t) + if (fieldInfo.FieldType.ToString() == GlobalState.拘束鎖t) { ((拘束鎖)fieldInfo.GetValue(current_element)).SetSize(); } @@ -5298,12 +5298,12 @@ namespace SlaveMatrix Urination = 放尿_獣; 肛門 = 肛門_獣; AnalCum = 肛門精液_獣; - 膣内精液_獣.精液配色(Sta.GameData.配色); + 膣内精液_獣.精液配色(GlobalState.GameData.配色); 膣内精液_獣.精液濃度 = 0.0; - 断面_獣.精液配色(Sta.GameData.配色); + 断面_獣.精液配色(GlobalState.GameData.配色); 断面_獣.精液濃度 = 0.0; - 性器精液_獣.精液配色(Sta.GameData.配色); - 肛門精液_獣.精液配色(Sta.GameData.配色); + 性器精液_獣.精液配色(GlobalState.GameData.配色); + 肛門精液_獣.精液配色(GlobalState.GameData.配色); 染み_獣 = new 染み_獣(disUnit, 配色指定.N0, Cha.ColorSet, Med, new 染み_獣D()); 染み_獣.サイズ = Elements.Sum((Element e) => e.サイズ) / (double)Elements.Length; 染み_獣.Intensity = 0.0; @@ -5341,12 +5341,12 @@ namespace SlaveMatrix Urination = 放尿_人; 肛門 = 肛門_人; AnalCum = 肛門精液_人; - 膣内精液_人.精液配色(Sta.GameData.配色); + 膣内精液_人.精液配色(GlobalState.GameData.配色); 膣内精液_人.精液濃度 = 0.0; - 断面_人.精液配色(Sta.GameData.配色); + 断面_人.精液配色(GlobalState.GameData.配色); 断面_人.精液濃度 = 0.0; - 性器精液_人.精液配色(Sta.GameData.配色); - 肛門精液_人.精液配色(Sta.GameData.配色); + 性器精液_人.精液配色(GlobalState.GameData.配色); + 肛門精液_人.精液配色(GlobalState.GameData.配色); Vector2D positionCont4 = new Vector2D(0.0, 0.006); 染み_人.X0Y0_湯気_湯気左1_湯気2.PositionCont = positionCont4; 染み_人.X0Y0_湯気_湯気左2_湯気2.PositionCont = positionCont4; @@ -5372,7 +5372,7 @@ namespace SlaveMatrix 肛門y = 肛門.尺度YB; 肛門v = 肛門.尺度B; 口i = 0; - MouthCum.精液配色(Sta.GameData.配色); + MouthCum.精液配色(GlobalState.GameData.配色); 頬濃度 = 0.3; 下着B_ノーマル.染み濃度 = 0.0; 下着B_マイクロ.染み濃度 = 0.0; @@ -5380,7 +5380,7 @@ namespace SlaveMatrix if (Is蜘尾 = 蜘尾 != null) { ThreadCum = new 性器精液_人(disUnit, 配色指定.N0, Cha.ColorSet, Med, new 性器精液_人D()); - ThreadCum.精液配色(Sta.GameData.配色); + ThreadCum.精液配色(GlobalState.GameData.配色); ThreadCum.接続(蜘尾.出糸_接続点); } 頬濃度 = 0.0; @@ -8327,7 +8327,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - if (!Sta.GameData.断面) + if (!GlobalState.GameData.断面) { bod.肛門_人.描画0(are); bod.肛門精液_人.描画0(are); @@ -8471,7 +8471,7 @@ namespace SlaveMatrix { bod.EI腕前.描画(are); } - if (Sta.GameData.断面) + if (GlobalState.GameData.断面) { bod.肛門_人.描画0(are); bod.肛門精液_人.描画0(are); @@ -9519,7 +9519,7 @@ namespace SlaveMatrix public void Addぶっかけ(Vector2D cp, Color hc) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ぶっかけ小.Add(cp, hc, ぶっかけr); } @@ -9636,7 +9636,7 @@ namespace SlaveMatrix foreach (Element item in EnumAllEle()) { foreach (FieldInfo item2 in from f in item.GetType().GetFields() - where f.FieldType.ToString() == Sta.cdt + where f.FieldType.ToString() == GlobalState.cdt select f) { ColorD colorD = (ColorD)item2.GetValue(item); @@ -9851,7 +9851,7 @@ namespace SlaveMatrix { Type type = e.GetType(); foreach (FieldInfo item in from e_ in i.GetType().GetFields() - where e_.FieldType.ToString() == Sta.bt + where e_.FieldType.ToString() == GlobalState.bt select e_) { type.GetProperty(item.Name).SetValue(e, item.GetValue(i), null); @@ -9860,28 +9860,28 @@ namespace SlaveMatrix public void 脱衣() { - Set後髪髪留 = Sta.髪留2初期化; - Set横髪髪留 = Sta.髪留2初期化; - Set玉口枷 = Sta.玉口枷初期化; - Set目隠帯 = Sta.目隠帯初期化; - Setピアス = Sta.ピアス初期化; - Setピアス左 = Sta.ピアス初期化; - Setピアス右 = Sta.ピアス初期化; - Setキャップ1 = Sta.キャップ初期化; - Setキャップ2左 = Sta.キャップ初期化; - Setキャップ2右 = Sta.キャップ初期化; - Setドレス首 = Sta.ドレス首初期化; - Set下着T_チューブ = Sta.下着T_チューブ初期化; - Set下着T_クロス = Sta.下着T_クロス初期化; - Set下着T_ビキニ = Sta.下着T_ビキニ初期化; - Set下着T_マイクロ = Sta.下着T_マイクロ初期化; - Set下着T_ブラ = Sta.下着T_ブラ初期化; - Set下着B_ノーマル = Sta.下着B_ノーマル初期化; - Set下着B_マイクロ = Sta.下着B_マイクロ初期化; - Setドレス = Sta.ドレス初期化; - Set上着B_クロス = Sta.上着B_クロス初期化; - Set上着B_前掛け = Sta.上着B_前掛け初期化; - Setブーツ = Sta.ブーツ初期化; + Set後髪髪留 = GlobalState.髪留2初期化; + Set横髪髪留 = GlobalState.髪留2初期化; + Set玉口枷 = GlobalState.玉口枷初期化; + Set目隠帯 = GlobalState.目隠帯初期化; + Setピアス = GlobalState.ピアス初期化; + Setピアス左 = GlobalState.ピアス初期化; + Setピアス右 = GlobalState.ピアス初期化; + Setキャップ1 = GlobalState.キャップ初期化; + Setキャップ2左 = GlobalState.キャップ初期化; + Setキャップ2右 = GlobalState.キャップ初期化; + Setドレス首 = GlobalState.ドレス首初期化; + Set下着T_チューブ = GlobalState.下着T_チューブ初期化; + Set下着T_クロス = GlobalState.下着T_クロス初期化; + Set下着T_ビキニ = GlobalState.下着T_ビキニ初期化; + Set下着T_マイクロ = GlobalState.下着T_マイクロ初期化; + Set下着T_ブラ = GlobalState.下着T_ブラ初期化; + Set下着B_ノーマル = GlobalState.下着B_ノーマル初期化; + Set下着B_マイクロ = GlobalState.下着B_マイクロ初期化; + Setドレス = GlobalState.ドレス初期化; + Set上着B_クロス = GlobalState.上着B_クロス初期化; + Set上着B_前掛け = GlobalState.上着B_前掛け初期化; + Setブーツ = GlobalState.ブーツ初期化; } public void 胸施術() diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs index 7c3ff20..3df8683 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs @@ -774,7 +774,7 @@ namespace SlaveMatrix }, OnLoop = delegate(Motion m) { - m.Interval = 5000.0 * RNG.XS.NextDouble(); + m.Interval = 5000.0 * Rng.XS.NextDouble(); }, OnEnd = delegate { @@ -812,7 +812,7 @@ namespace SlaveMatrix }, OnLoop = delegate(Motion m) { - m.Interval = 5000.0 * RNG.XS.NextDouble(); + m.Interval = 5000.0 * Rng.XS.NextDouble(); }, OnEnd = delegate { @@ -833,7 +833,7 @@ namespace SlaveMatrix cha.Body.MouthCum.Intensity = 1.0 * mouthCumIntensity; cha.Body.MouthCum.精液_表示 = true; o = true; - cha.Body.MouthCum.右 = RNG.XS.NextBool(); + cha.Body.MouthCum.右 = Rng.XS.NextBool(); }, OnUpdate = delegate(Motion m) { @@ -874,7 +874,7 @@ namespace SlaveMatrix cha.Body.GenetalCum.精液_表示 = true; v = true; zd = cha.Body.VaginalCumDrip.精液濃度; - cha.Body.GenetalCum.右 = RNG.XS.NextBool(); + cha.Body.GenetalCum.右 = Rng.XS.NextBool(); }, OnUpdate = delegate(Motion m) { @@ -914,7 +914,7 @@ namespace SlaveMatrix cha.Body.AnalCum.Intensity = 1.0 * analCumIntensity; cha.Body.AnalCum.精液_表示 = true; a = true; - cha.Body.AnalCum.右 = RNG.XS.NextBool(); + cha.Body.AnalCum.右 = Rng.XS.NextBool(); }, OnUpdate = delegate(Motion m) { @@ -953,7 +953,7 @@ namespace SlaveMatrix cha.Body.ThreadCum.Intensity = 1.0 * threadCumIntensity; cha.Body.ThreadCum.精液_表示 = true; z = true; - cha.Body.ThreadCum.右 = RNG.XS.NextBool(); + cha.Body.ThreadCum.右 = Rng.XS.NextBool(); }, OnUpdate = delegate(Motion m) { @@ -1013,7 +1013,7 @@ namespace SlaveMatrix { cha.Body.潮吹_大.Yv = 0.0; cha.Body.潮吹_大.表示 = true; - cha.Body.潮吹_大.右 = RNG.XS.NextBool(); + cha.Body.潮吹_大.右 = Rng.XS.NextBool(); if (cha.潮吹擬音 != null) { cha.潮吹擬音(); @@ -1354,11 +1354,11 @@ namespace SlaveMatrix }, OnUpdate = delegate(Motion m) { - d = 5.0 * (0.15 + cha.ClimaxIntensity) * m.Value.Sin() * RNG.XS.NextDouble() * l; + d = 5.0 * (0.15 + cha.ClimaxIntensity) * m.Value.Sin() * Rng.XS.NextDouble() * l; cha.ApplyMorphMotions(d, false); - cha.Body.HipMotionValue = d * RNG.XS.NextDouble(); + cha.Body.HipMotionValue = d * Rng.XS.NextDouble(); cha.Body.Waist.位置C = new Vector2D(0.0, 0.0005 * d); cha.Body.乳房左.位置C = cha.Body.Waist.位置C; cha.Body.乳房右.位置C = cha.Body.Waist.位置C; @@ -1403,7 +1403,7 @@ namespace SlaveMatrix }, OnUpdate = delegate(Motion m) { - cha.Body.肛門C = 0.5 + m.Value.Sin() * RNG.XS.NextDouble() * 0.5; + cha.Body.肛門C = 0.5 + m.Value.Sin() * Rng.XS.NextDouble() * 0.5; if (肛sw.ElapsedMilliseconds > 5000) { m.End(); @@ -1432,7 +1432,7 @@ namespace SlaveMatrix }, OnUpdate = delegate(Motion m) { - cha.Body.膣腔C = 1.0 + m.Value.Sin() * RNG.XS.NextDouble() * 0.5; + cha.Body.膣腔C = 1.0 + m.Value.Sin() * Rng.XS.NextDouble() * 0.5; if (膣sw.ElapsedMilliseconds > 5000) { m.End(); @@ -1594,22 +1594,22 @@ namespace SlaveMatrix cha.UpdateExpression(); if (cha.Body.IsDualEyes) { - cha.両瞼_1(RNG.XS.Next(1, 4), RNG.XS.Next(1, 4)); + cha.両瞼_1(Rng.XS.Next(1, 4), Rng.XS.Next(1, 4)); } else if (cha.Body.IsSingleEye) { - cha.単瞼_1(RNG.XS.Next(1, 4)); + cha.単瞼_1(Rng.XS.Next(1, 4)); } if (cha.Body.IsCheekEyes) { - cha.両頬瞼_1(RNG.XS.Next(1, 4), RNG.XS.Next(1, 4)); + cha.両頬瞼_1(Rng.XS.Next(1, 4), Rng.XS.Next(1, 4)); } if (cha.Body.IsForeheadEye) { - cha.額瞼_1(RNG.XS.Next(1, 4)); + cha.額瞼_1(Rng.XS.Next(1, 4)); } c_ = 0; - CoughCount = RNG.XS.NextM(1, 2) + Player.UI.ペニス処理.中出しCount / 2; + CoughCount = Rng.XS.NextM(1, 2) + Player.UI.ペニス処理.中出しCount / 2; }, OnUpdate = delegate(Motion m) { @@ -1665,7 +1665,7 @@ namespace SlaveMatrix }, OnEnd = delegate { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { //Sounds.挿抜口1.Play(); } @@ -1716,7 +1716,7 @@ namespace SlaveMatrix continue; } dictionary.Add(type, 0); - dictionary2.Add(type, (from e in Sta.Bodt.GetProperties() + dictionary2.Add(type, (from e in GlobalState.Bodt.GetProperties() where e.PropertyType.ToString() == ts select e).ToArray()); dictionary2[type][dictionary[type]].SetValue(Body, item, null); @@ -1724,12 +1724,12 @@ namespace SlaveMatrix } if (!CharacterData.股施術 && Body.Is股防御()) { - Body.Setピアス = Sta.ピアス初期化; + Body.Setピアス = GlobalState.ピアス初期化; } if (!CharacterData.胸施術 && Body.Is胸甲殻()) { - Body.Setピアス左 = Sta.ピアス初期化; - Body.Setピアス右 = Sta.ピアス初期化; + Body.Setピアス左 = GlobalState.ピアス初期化; + Body.Setピアス右 = GlobalState.ピアス初期化; } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs index 5311f40..80b0736 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs @@ -133,130 +133,130 @@ namespace SlaveMatrix { this.body_tree = 構成; this.body_color = 体色; - Pride = RNG.XS.NextDouble(); - Lust = RNG.XS.NextDouble(0.6); - Affection = RNG.XS.NextDouble(0.6); - Taming = RNG.XS.NextDouble(0.6); - SkillL = RNG.XS.NextDouble(0.6); + Pride = Rng.XS.NextDouble(); + Lust = Rng.XS.NextDouble(0.6); + Affection = Rng.XS.NextDouble(0.6); + Taming = Rng.XS.NextDouble(0.6); + SkillL = Rng.XS.NextDouble(0.6); Sesnsitivities = new Dictionary { { ContactType.Head, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Face, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Ear, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Mouth, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Hair, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Neck, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Shoulder, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Chest, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Milk, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Side, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Stomache, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Crotch, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Sex, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Vagina, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Nucleus, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Anal, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Thread, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Thigh, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Feet, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Hand, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Awareness, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Touch, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Tail, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Wing, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Fin, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) }, { ContactType.Other, - RNG.XS.NextDouble(0.6) + Rng.XS.NextDouble(0.6) } }; - 最乳首 = RNG.XS.NextDouble(); + 最乳首 = Rng.XS.NextDouble(); 最乳房 = 構成.EnumEleD().GetEleD<乳房D>().バスト; - 最陰核 = RNG.XS.NextDouble(); - 素乳首濃度 = 0.3 + RNG.XS.NextDouble(0.5); - 最乳首濃度 = RNG.XS.NextDouble(0.19999999999999996); - 素性器濃度 = 0.3 + RNG.XS.NextDouble(0.5); - 最性器濃度 = RNG.XS.NextDouble(0.19999999999999996); - 素肛門濃度 = 0.3 + RNG.XS.NextDouble(0.5); - 最肛門濃度 = RNG.XS.NextDouble(0.19999999999999996); - 最陰毛濃度 = RNG.XS.NextDouble(); - 固有値 = RNG.XS.NextDouble(); - 魔力濃度 = RNG.XS.NextDouble(); + 最陰核 = Rng.XS.NextDouble(); + 素乳首濃度 = 0.3 + Rng.XS.NextDouble(0.5); + 最乳首濃度 = Rng.XS.NextDouble(0.19999999999999996); + 素性器濃度 = 0.3 + Rng.XS.NextDouble(0.5); + 最性器濃度 = Rng.XS.NextDouble(0.19999999999999996); + 素肛門濃度 = 0.3 + Rng.XS.NextDouble(0.5); + 最肛門濃度 = Rng.XS.NextDouble(0.19999999999999996); + 最陰毛濃度 = Rng.XS.NextDouble(); + 固有値 = Rng.XS.NextDouble(); + 魔力濃度 = Rng.XS.NextDouble(); 腰肌D eleD = 構成.EnumEleD().GetEleD<腰肌D>(); if (!eleD.陰毛_表示 && !eleD.獣性_獣毛_表示) { @@ -396,29 +396,29 @@ namespace SlaveMatrix public void 娼婦調教(double max_skillL) { - Lust = (Lust + 0.01 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); - Taming = (Taming + 0.01 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); - SkillL = (SkillL + 0.01 * RNG.XS.NextDouble()).Clamp(0.0, max_skillL); + Lust = (Lust + 0.01 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); + Taming = (Taming + 0.01 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); + SkillL = (SkillL + 0.01 * Rng.XS.NextDouble()).Clamp(0.0, max_skillL); } public void 欲望補正() { - Lust = (Lust + RNG.XS.NextDouble(Lust)).Clamp(0.0, 1.0); + Lust = (Lust + Rng.XS.NextDouble(Lust)).Clamp(0.0, 1.0); } public void 情愛補正() { - Affection = (Affection + RNG.XS.NextDouble(Affection)).Clamp(0.0, 1.0); + Affection = (Affection + Rng.XS.NextDouble(Affection)).Clamp(0.0, 1.0); } public void 卑屈補正() { - Taming = (Taming + RNG.XS.NextDouble(Taming)).Clamp(0.0, 1.0); + Taming = (Taming + Rng.XS.NextDouble(Taming)).Clamp(0.0, 1.0); } public void 技巧補正() { - SkillL = (SkillL + RNG.XS.NextDouble(SkillL)).Clamp(0.0, 1.0); + SkillL = (SkillL + Rng.XS.NextDouble(SkillL)).Clamp(0.0, 1.0); } } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs index de2ab5c..2954005 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs @@ -78,7 +78,7 @@ namespace SlaveMatrix.GameClasses BaseSpeed = 3.0, OnStart = delegate { - useLeftNose = RNG.XS.NextBool(); + useLeftNose = Rng.XS.NextBool(); if (!CanUpdateSingleDrip(body.LeftNoseDrip, body.RightNoseDrip)) return; @@ -142,7 +142,7 @@ namespace SlaveMatrix.GameClasses BaseSpeed = 3.0, OnStart = delegate { - useLeftDrool = RNG.XS.NextBool(); + useLeftDrool = Rng.XS.NextBool(); if (!CanUpdateSingleDrip(body.LeftDrool, body.RightDrool)) return; @@ -205,7 +205,7 @@ namespace SlaveMatrix.GameClasses { body.Splash.Yv = 0.0; body.Splash.表示 = true; - body.Splash.右 = RNG.XS.NextBool(); + body.Splash.右 = Rng.XS.NextBool(); }, OnUpdate = delegate (Motion m) { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/ColorHelper.cs b/SlaveMatrix/SlaveMatrix/GameClasses/ColorHelper.cs index dd74deb..88c38e4 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/ColorHelper.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/ColorHelper.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix public static void GetAlpha(this ShapePart p, out int ret) { - ret = (int)(100.0 + (double)abj * 255.0 * (p.GetArea() / Sta.MaxAre)); + ret = (int)(100.0 + (double)abj * 255.0 * (p.GetArea() / GlobalState.MaxAre)); ret = ((ret > 160) ? 160 : ret); } @@ -150,22 +150,22 @@ namespace SlaveMatrix public static void GetRandomColor(out Color ret) { - HSV.ToRGB(RNG.XS.NextM(359), RNG.XS.NextM(0, 223), RNG.XS.NextM(128, 255), out ret); + HSV.ToRGB(Rng.XS.NextM(359), Rng.XS.NextM(0, 223), Rng.XS.NextM(128, 255), out ret); } public static void GetRandomSkinColor(out Color ret) { - HSV.ToRGB(RNG.XS.NextM(359), 100, 200, out ret); + HSV.ToRGB(Rng.XS.NextM(359), 100, 200, out ret); } public static void GetRandomClothesColor(out Color ret) { - HSV.ToRGB(RNG.XS.NextM(359), RNG.XS.NextM(0, 255), RNG.XS.NextM(0, 255), out ret); + HSV.ToRGB(Rng.XS.NextM(359), Rng.XS.NextM(0, 255), Rng.XS.NextM(0, 255), out ret); } public static void GetRandomClothesColor(int a, out Color ret) { - HSV.ToRGB(RNG.XS.NextM(359), RNG.XS.NextM(0, 255), RNG.XS.NextM(0, 255), a, out ret); + HSV.ToRGB(Rng.XS.NextM(359), Rng.XS.NextM(0, 255), Rng.XS.NextM(0, 255), a, out ret); } public static void GetLimit(ref Color c, out Color ret) @@ -186,7 +186,7 @@ namespace SlaveMatrix public static void GetSkinColor(out Color ret) { - HSV.ToRGB(RNG.XS.Next(15, 40), RNG.XS.Next(34, 163), RNG.XS.Next(100, 247), out ret); + HSV.ToRGB(Rng.XS.Next(15, 40), Rng.XS.Next(34, 163), Rng.XS.Next(100, 247), out ret); } } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Element.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Element.cs index 6dfc597..0dd35a7 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Element.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Element.cs @@ -1017,7 +1017,7 @@ namespace SlaveMatrix { yield return this; foreach (FieldInfo item in from e in ThisType.GetFields() - where e.FieldType.ToString() == Sta.at + where e.FieldType.ToString() == GlobalState.at select e) { Element[] array = (Element[])item.GetValue(this); @@ -1052,7 +1052,7 @@ namespace SlaveMatrix public ColorP GetParOfColorP(ShapePart p) { return (from e in ThisType.GetFields() - where e.FieldType.ToString() == Sta.cpt + where e.FieldType.ToString() == GlobalState.cpt select e.GetValue(this)).Cast().FirstOrDefault((ColorP e) => e.ShapePart == p); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/ElementData.cs b/SlaveMatrix/SlaveMatrix/GameClasses/ElementData.cs index de4f5bd..640241f 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/ElementData.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/ElementData.cs @@ -115,7 +115,7 @@ namespace SlaveMatrix { yield return this; foreach (FieldInfo item in from e in ThisType.GetFields() - where e.FieldType.ToString() == Sta.lt + where e.FieldType.ToString() == GlobalState.lt select e) { List list = (List)item.GetValue(this); @@ -140,7 +140,7 @@ namespace SlaveMatrix ElementData ec; foreach (FieldInfo fieldInfo in fields) { - if (fieldInfo.FieldType.ToString() == Sta.lt) + if (fieldInfo.FieldType.ToString() == GlobalState.lt) { List list = (List)fieldInfo.GetValue(this); if (list != null) diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/GameState.cs b/SlaveMatrix/SlaveMatrix/GameClasses/GameState.cs index dddc310..431eb0e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/GameState.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/GameState.cs @@ -157,7 +157,7 @@ namespace SlaveMatrix break; } } - if (Sta.AutoSort) + if (GlobalState.AutoSort) { Array.Sort(Slaves, (Unit e1, Unit e2) => (e1 != null) ? ((e2 != null) ? e1.Race.CompareTo(e2.Race) : int.MinValue) : int.MaxValue); } @@ -178,7 +178,7 @@ namespace SlaveMatrix { Refresh = true; /* - Parallel.ForEach(Gen, Sta.po3, delegate(Generator g) + Parallel.ForEach(Gen, GlobalState.po3, delegate(Generator g) { g.Refresh(3); });*/ @@ -284,321 +284,321 @@ namespace SlaveMatrix { { GameText.サキュバス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.バイコーン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ドワーフ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.アルラウネ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.スキュラ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.アラクネ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ユニコーン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.エキドナ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ムカデジョウロウ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.オールドスキュラ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ドラゴニュート, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.カッパ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.エルフ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.リザードマン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.オーグリス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.デビル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.オールドマーメイド, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ラミア, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.シーラミア, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.サイクロプス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ミノタウロス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.エイリアン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ゴルゴン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ギルタブリル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウロボロス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.フェニックス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ドラゴン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.リュウ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.リリン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.セイレーン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ハルピュイア, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.オノケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.カプラケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.チータケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.エンジェル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.マーメイド, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ドルフィンマーメイド, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアキャット, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアウルフ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアフォックス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ヒュドラ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.クラーケン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ヒッポケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ブケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.レオントケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ティグリスケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.パンテーラケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.イクテュオケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.デルピヌスケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ギルタブルル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.スフィンクス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ペガサス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.アリコーン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.キマイラ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.グリフォン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ヒッポグリフ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.モノケロス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.カリュブディス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ドラコケンタウレ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.カーバンクル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.スライム, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.フェアリー, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ハーピー, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.アフール, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアマンティス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアドラゴンフライ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.カトブレパス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.バジリスク, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.コカトリス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ワーム, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ワイバーン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアビートル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ウェアスタッグビートル, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.サンドワーム, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ヴィオランテ, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ヒューマン, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) }, { GameText.ミックス, - NextNormal(RNG.XS, ModuleRegistry.DemandMax) + NextNormal(Rng.XS, ModuleRegistry.DemandMax) } }; } public void 需給更新() { - string[] array = Sta.GameData.需給.Keys.ToArray(); + string[] array = GlobalState.GameData.需給.Keys.ToArray(); foreach (string key in array) { - Sta.GameData.需給[key] = NextNormal(RNG.XS, ModuleRegistry.DemandMax); + GlobalState.GameData.需給[key] = NextNormal(Rng.XS, ModuleRegistry.DemandMax); } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs b/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs index 9d46a4f..73de903 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs @@ -7,79 +7,79 @@ namespace SlaveMatrix { public static class GameText { - private static string[] Race = (from e in Path.Combine(Sta.CurrentDirectory, "text", "System", "Race.txt").ReadLines() + private static string[] Race = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "System", "Race.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Attr = (from e in Path.Combine(Sta.CurrentDirectory, "text", "System", "Attribute.txt").ReadLines() + private static string[] Attr = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "System", "Attribute.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Comm = (from e in Path.Combine(Sta.CurrentDirectory, "text", "System", "Common.txt").ReadLines() + private static string[] Comm = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "System", "Common.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Base = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Basement", "Basement.txt").ReadLines() + private static string[] Base = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Basement", "Basement.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Trai = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Basement", "Training", "Training.txt").ReadLines() + private static string[] Trai = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Basement", "Training", "Training.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Targ = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Basement", "Target.txt").ReadLines() + private static string[] Targ = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Basement", "Target.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Bles = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Basement", "Blessing.txt").ReadLines() + private static string[] Bles = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Basement", "Blessing.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Offi = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Office", "Office.txt").ReadLines() + private static string[] Offi = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Office", "Office.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Bebt = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Office", "Bebt.txt").ReadLines() + private static string[] Bebt = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Office", "Bebt.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Slav = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Office", "Slave.txt").ReadLines() + private static string[] Slav = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Office", "Slave.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Tool = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Office", "Tool.txt").ReadLines() + private static string[] Tool = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Office", "Tool.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] OP0 = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "OP0.txt").ReadLines() + private static string[] OP0 = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "OP0.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] OP1 = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "OP1.txt").ReadLines() + private static string[] OP1 = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "OP1.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Desc = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "Description.txt").ReadLines() + private static string[] Desc = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "Description.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Firs = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "First office.txt").ReadLines() + private static string[] Firs = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "First office.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Repa1 = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "Repayment1.txt").ReadLines() + private static string[] Repa1 = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "Repayment1.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Repa2 = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "Repayment2.txt").ReadLines() + private static string[] Repa2 = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "Repayment2.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] Repa3 = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "Repayment3.txt").ReadLines() + private static string[] Repa3 = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "Repayment3.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); - private static string[] VBle = (from e in Path.Combine(Sta.CurrentDirectory, "text", "Event", "Blessing.txt").ReadLines() + private static string[] VBle = (from e in Path.Combine(GlobalState.CurrentDirectory, "text", "Event", "Blessing.txt").ReadLines() where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToArray(); @@ -1166,7 +1166,7 @@ namespace SlaveMatrix { this.Med = Med; this.ip = ip; - string[] array = Path.Combine(Sta.CurrentDirectory, "text", "System", "SubInnfo.txt").FromText().Split(','); + string[] array = Path.Combine(GlobalState.CurrentDirectory, "text", "System", "SubInnfo.txt").FromText().Split(','); List list = (from e in array[0].Replace("\r", "").Split('\n') where !string.IsNullOrWhiteSpace(e) && !e.StartsWith("//") select e).ToList(); @@ -1245,10 +1245,10 @@ namespace SlaveMatrix } if (ss != null) { - string text = ss[RNG.XS.Next(1, ss.Length)]; + string text = ss[Rng.XS.Next(1, ss.Length)]; while (text == ss[0]) { - text = ss[RNG.XS.Next(1, ss.Length)]; + text = ss[Rng.XS.Next(1, ss.Length)]; } ss[0] = text; ip.SubInfo = text; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs index 17ee363..ccf1237 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs @@ -98,7 +98,7 @@ namespace SlaveMatrix unit.Set原種素質(); unit.Set種族特性(); unit.Set構成特性(); - unit.Price = (ulong)((double)unit.GetPrice() * ((Sta.GameData.祝福 == Sta.GameData.ヴィオラ) ? 0.6 : 1.0)); + unit.Price = (ulong)((double)unit.GetPrice() * ((GlobalState.GameData.祝福 == GlobalState.GameData.ヴィオラ) ? 0.6 : 1.0)); return unit; } @@ -110,7 +110,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getヒューマン(), SpeciesDefaults.Getヒューマン(), 2, GameText.ヒューマン); case 1: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getオーグリス(b), SpeciesDefaults.Getオーグリス(b), 2, GameText.オーグリス); } case 2: @@ -195,7 +195,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getドルフィンマーメイド(), SpeciesDefaults.Getドルフィンマーメイド(), 2, GameText.ドルフィンマーメイド); case 4: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getイクテュオケンタウレ(b), SpeciesDefaults.Getイクテュオケンタウレ(b), 3, GameText.イクテュオケンタウレ); } case 5: @@ -204,7 +204,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getシーラミア(), SpeciesDefaults.Getシーラミア(), 2, GameText.シーラミア); case 7: { - int num = RNG.XS.Next(3); + int num = Rng.XS.Next(3); return Generate(SpeciesDefaults.Getセイレーン(num), SpeciesDefaults.Getセイレーン(num), 2, GameText.セイレーン); } case 8: @@ -215,7 +215,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getクラーケン(), SpeciesDefaults.Getクラーケン(), 3, GameText.クラーケン); case 11: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getオールドスキュラ(b), SpeciesDefaults.Getオールドスキュラ(b), 4, GameText.オールドスキュラ); } default: @@ -237,7 +237,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getウェアスタッグビートル(), SpeciesDefaults.Getウェアスタッグビートル(), 1, GameText.ウェアスタッグビートル); case 4: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getアラクネ(b), SpeciesDefaults.Getアラクネ(b), 2, GameText.アラクネ); } case 5: @@ -250,8 +250,8 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getサンドワーム(), SpeciesDefaults.Getサンドワーム(), 2, GameText.サンドワーム); case 9: { - bool b = RNG.XS.NextBool(); - bool b2 = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); + bool b2 = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getフェアリー(b, b2), SpeciesDefaults.Getフェアリー(b, b2), 1, GameText.フェアリー); } default: @@ -271,7 +271,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getドワーフ(), SpeciesDefaults.Getドワーフ(), 2, GameText.ドワーフ); case 3: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getオーグリス(b), SpeciesDefaults.Getオーグリス(b), 2, GameText.オーグリス); } case 4: @@ -280,7 +280,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getデビル(), SpeciesDefaults.Getデビル(), 2, GameText.デビル); case 6: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getエンジェル(b), SpeciesDefaults.Getエンジェル(b), 2, GameText.エンジェル); } case 7: @@ -320,7 +320,7 @@ namespace SlaveMatrix return Generate(SpeciesDefaults.Getキマイラ(), SpeciesDefaults.Getキマイラ(), 3, GameText.キマイラ); case 1: { - bool b = RNG.XS.NextBool(); + bool b = Rng.XS.NextBool(); return Generate(SpeciesDefaults.Getスフィンクス(b), SpeciesDefaults.Getスフィンクス(b), 3, GameText.スフィンクス); } case 2: @@ -360,7 +360,7 @@ namespace SlaveMatrix for (int i = 0; i < Capacity; i++) a[i] = gen(); /* - Parallel.For(0, Capacity, Sta.po3, delegate(int i) + Parallel.For(0, Capacity, GlobalState.po3, delegate(int i) { a[i] = g(); });*/ @@ -377,7 +377,7 @@ namespace SlaveMatrix for (int i = 0; i < Capacity; i++) a[i] = gen(); /* - Parallel.For(0, Capacity, Sta.po3, delegate(int i) + Parallel.For(0, Capacity, GlobalState.po3, delegate(int i) { a[i] = g(); });*/ diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/GlobalState.cs similarity index 96% rename from SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs rename to SlaveMatrix/SlaveMatrix/GameClasses/GlobalState.cs index 8b9d2f7..38cd12b 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/GlobalState.cs @@ -14,7 +14,9 @@ using SlaveMatrix.Properties; namespace SlaveMatrix { - public static class Sta + // We now have GlobalState and GameState. I should probably find better names. + // TODO: Find better name for this and GameState. + public static class GlobalState { public static BodyTemplate 胴体; //胴体 @@ -555,7 +557,7 @@ namespace SlaveMatrix public static double GetRanAngle(this double MaxAngle) { - return MaxAngle * RNG.XS.NextDouble() * (double)(RNG.XS.NextBool() ? 1 : (-1)); + return MaxAngle * Rng.XS.NextDouble() * (double)(Rng.XS.NextBool() ? 1 : (-1)); } public static T GetEleD(this IEnumerable src) where T : ElementData @@ -958,15 +960,15 @@ namespace SlaveMatrix double num5 = Base.Y + num; double num6 = num3 - num2; double num7 = num5 - num4; - return RNG.XS.Next(7) switch + return Rng.XS.Next(7) switch { - 0 => new Vector2D(RNG.XS.NextDouble(num2 - num6, num2), RNG.XS.NextDouble(num4, num5)), - 1 => new Vector2D(RNG.XS.NextDouble(num2 - num6, num2), RNG.XS.NextDouble(num4, num5)), - 2 => new Vector2D(RNG.XS.NextDouble(num2 - num6, num2), RNG.XS.NextDouble(num5, num5 + num7)), - 3 => new Vector2D(RNG.XS.NextDouble(num2, num3), RNG.XS.NextDouble(num5, num5 + num7)), - 4 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num5, num5 + num7)), - 5 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)), - 6 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)), + 0 => new Vector2D(Rng.XS.NextDouble(num2 - num6, num2), Rng.XS.NextDouble(num4, num5)), + 1 => new Vector2D(Rng.XS.NextDouble(num2 - num6, num2), Rng.XS.NextDouble(num4, num5)), + 2 => new Vector2D(Rng.XS.NextDouble(num2 - num6, num2), Rng.XS.NextDouble(num5, num5 + num7)), + 3 => new Vector2D(Rng.XS.NextDouble(num2, num3), Rng.XS.NextDouble(num5, num5 + num7)), + 4 => new Vector2D(Rng.XS.NextDouble(num3, num3 + num6), Rng.XS.NextDouble(num5, num5 + num7)), + 5 => new Vector2D(Rng.XS.NextDouble(num3, num3 + num6), Rng.XS.NextDouble(num4, num5)), + 6 => new Vector2D(Rng.XS.NextDouble(num3, num3 + num6), Rng.XS.NextDouble(num4, num5)), _ => DataConsts.Vec2DZero, }; } @@ -980,15 +982,15 @@ namespace SlaveMatrix double num5 = Base.Y + num; double num6 = num3 - num2; double num7 = num5 - num4; - return RNG.XS.Next(7) switch + return Rng.XS.Next(7) switch { - 0 => new Vector2D(RNG.XS.NextDouble(num2 - num6, num2), RNG.XS.NextDouble(num4, num5)), - 1 => new Vector2D(RNG.XS.NextDouble(num2 - num6, num2), RNG.XS.NextDouble(num4, num5)), - 2 => new Vector2D(RNG.XS.NextDouble(num2 - num6, num2), RNG.XS.NextDouble(num5, num5 + num7)), - 3 => new Vector2D(RNG.XS.NextDouble(num2, num3), RNG.XS.NextDouble(num5, num5 + num7)), - 4 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num5, num5 + num7)), - 5 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)), - 6 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)), + 0 => new Vector2D(Rng.XS.NextDouble(num2 - num6, num2), Rng.XS.NextDouble(num4, num5)), + 1 => new Vector2D(Rng.XS.NextDouble(num2 - num6, num2), Rng.XS.NextDouble(num4, num5)), + 2 => new Vector2D(Rng.XS.NextDouble(num2 - num6, num2), Rng.XS.NextDouble(num5, num5 + num7)), + 3 => new Vector2D(Rng.XS.NextDouble(num2, num3), Rng.XS.NextDouble(num5, num5 + num7)), + 4 => new Vector2D(Rng.XS.NextDouble(num3, num3 + num6), Rng.XS.NextDouble(num5, num5 + num7)), + 5 => new Vector2D(Rng.XS.NextDouble(num3, num3 + num6), Rng.XS.NextDouble(num4, num5)), + 6 => new Vector2D(Rng.XS.NextDouble(num3, num3 + num6), Rng.XS.NextDouble(num4, num5)), _ => DataConsts.Vec2DZero, }; } @@ -1082,7 +1084,7 @@ namespace SlaveMatrix } } - static Sta() + static GlobalState() { var obj = Resources.胴体.ObjLoad(); obj.MigrateKeys(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/ModuleRegistry.cs b/SlaveMatrix/SlaveMatrix/GameClasses/ModuleRegistry.cs index 826744a..1710ec5 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/ModuleRegistry.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/ModuleRegistry.cs @@ -203,10 +203,10 @@ namespace SlaveMatrix public static Dictionary GetMods(ModeEventDispatcher Med) { - Sta.LoadConfig(); - Sta.タイル準備(); - Sta.Set擬音(); - Sta.Set喘ぎ(); + GlobalState.LoadConfig(); + GlobalState.タイル準備(); + GlobalState.Set擬音(); + GlobalState.Set喘ぎ(); //setup buffers drawArea = new RenderArea(Med, Hit: false); @@ -241,13 +241,13 @@ namespace SlaveMatrix double y = 0.9075; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { y = 0.932; } double x = 0.699; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.77; } @@ -255,7 +255,7 @@ namespace SlaveMatrix dbs.Add("プレイヤー", MyUI.Button(Med, DrawBuffer, "Player", new Vector2D(-0.001, y), delegate { - if (Sta.GameData.所持金 < 10000000) + if (GlobalState.GameData.所持金 < 10000000) { ip.SubInfoIm = GameText.所持金が足りません; } @@ -263,7 +263,7 @@ namespace SlaveMatrix { //TODO fix? //Sounds.精算.Play(); - Sta.GameData.所持金 -= 10000000uL; + GlobalState.GameData.所持金 -= 10000000uL; ip.UpdateSub2(); //note: removed 50ms timeout -- could add back with mot... @@ -302,7 +302,7 @@ namespace SlaveMatrix x = 0.895; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.92; } @@ -322,7 +322,7 @@ namespace SlaveMatrix x = 0.797; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.845; } @@ -574,15 +574,15 @@ namespace SlaveMatrix public static void SetDemandMaximum() { - if (Sta.GameData.RepaymentStage == 0) + if (GlobalState.GameData.RepaymentStage == 0) { DemandMax = 88.0; } - else if (Sta.GameData.RepaymentStage == 1) + else if (GlobalState.GameData.RepaymentStage == 1) { DemandMax = 99.0; } - else if (Sta.GameData.RepaymentStage == 2) + else if (GlobalState.GameData.RepaymentStage == 2) { DemandMax = 110.0; } @@ -604,7 +604,7 @@ namespace SlaveMatrix private static IEnumerable sllv(ModeEventDispatcher Med) { int j = 0; - string[] array = Sta.SDPaths(); + string[] array = GlobalState.SDPaths(); foreach (string text in array) { string path = text; @@ -628,14 +628,14 @@ namespace SlaveMatrix private static void AutoSave() { - string s = Path.Combine(Sta.SavePath, "0: "); - foreach (string item in from e in Directory.EnumerateFiles(Sta.SavePath) + string s = Path.Combine(GlobalState.SavePath, "0: "); + foreach (string item in from e in Directory.EnumerateFiles(GlobalState.SavePath) where e.StartsWith(s) select e) { System.IO.File.Delete(item); } - Sta.GDSave(0); + GlobalState.GDSave(0); } private static void Save(string Path, int i, ModeEventDispatcher Med) @@ -646,10 +646,10 @@ namespace SlaveMatrix { System.IO.File.Delete(Path); } - Sta.GDSave(i); + GlobalState.GDSave(i); SetSLlv(Med); SDShow = false; - ip.SubInfoIm = i + ": " + Sta.GameData.GetSaveDateString() + "\r\n" + GameText.セーブしました; + ip.SubInfoIm = i + ": " + GlobalState.GameData.GetSaveDateString() + "\r\n" + GameText.セーブしました; //Med.InvokeL(Sounds.完了.Play); } @@ -657,10 +657,10 @@ namespace SlaveMatrix { ip.SubInfoIm = GameText.ロード中です + "\r\n" + GameText.しばらくお待ちください; - Sta.GameData = Path.LoadExMod(); + GlobalState.GameData = Path.LoadExMod(); Character d = Viola; - Viola = new Character(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); - Viola.Set衣装(Sta.GameData.ヴィオラ.着衣); + Viola = new Character(Med, DrawBuffer, GlobalState.GameData.ヴィオラ.ChaD); + Viola.Set衣装(GlobalState.GameData.ヴィオラ.着衣); ViolaTextBubble.接続(Viola.Body.頭.口_接続点); Initialize(); @@ -681,14 +681,14 @@ namespace SlaveMatrix else { Med.Mode = "メインフォーム"; - ip.SubInfoIm = i + ": " + Sta.GameData.GetSaveDateString() + "\r\n" + GameText.ロードしました; + ip.SubInfoIm = i + ": " + GlobalState.GameData.GetSaveDateString() + "\r\n" + GameText.ロードしました; } SetDemandMaximum(); - if (Sta.GameData.Slaves.Length < MaxRoomNumber) + if (GlobalState.GameData.Slaves.Length < MaxRoomNumber) { Unit[] array = new Unit[MaxRoomNumber]; - Array.Copy(Sta.GameData.Slaves, array, Sta.GameData.Slaves.Length); - Sta.GameData.Slaves = array; + Array.Copy(GlobalState.GameData.Slaves, array, GlobalState.GameData.Slaves.Length); + GlobalState.GameData.Slaves = array; } //Med.InvokeL(Sounds.完了.Play); @@ -702,7 +702,7 @@ namespace SlaveMatrix private static IEnumerable jsllv(ModeEventDispatcher med) { int k = 0; - string[] array = Sta.JSDPaths(); + string[] array = GlobalState.JSDPaths(); foreach (string text in array) { string path = text; @@ -732,33 +732,33 @@ namespace SlaveMatrix { System.IO.File.Delete(Path); } - Sta.GDSaveJson(i); + GlobalState.GDSaveJson(i); SetJSLlv(med); SDShow = false; - ip.SubInfoIm = i + ": " + Sta.GameData.GetSaveDateString() + "\r\n" + GameText.セーブしました; + ip.SubInfoIm = i + ": " + GlobalState.GameData.GetSaveDateString() + "\r\n" + GameText.セーブしました; //Sounds.完了.Play(); } private static void JsonLoad(string Path, int i, ModeEventDispatcher med) { ip.SubInfoIm = GameText.ロード中です + "\r\n" + GameText.しばらくお待ちください; - Sta.DontScar = true; - if (Sta.TranslateJson) + GlobalState.DontScar = true; + if (GlobalState.TranslateJson) { - string text = Sta.CurrentDirectory + "temp.json"; - string contents = Sta.Translate(Path, 1); + string text = GlobalState.CurrentDirectory + "temp.json"; + string contents = GlobalState.Translate(Path, 1); File.WriteAllText(text, contents); - Sta.GameData = Serializer.UnJson(text); + GlobalState.GameData = Serializer.UnJson(text); System.IO.File.Delete(text); } else { - Sta.GameData = Serializer.UnJson(Path); + GlobalState.GameData = Serializer.UnJson(Path); } - Sta.DontScar = false; + GlobalState.DontScar = false; Character d = Viola; - Viola = new Character(med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); - Viola.Set衣装(Sta.GameData.ヴィオラ.着衣); + Viola = new Character(med, DrawBuffer, GlobalState.GameData.ヴィオラ.ChaD); + Viola.Set衣装(GlobalState.GameData.ヴィオラ.着衣); ViolaTextBubble.接続(Viola.Body.頭.口_接続点); Initialize(); @@ -779,23 +779,23 @@ namespace SlaveMatrix else { med.Mode = "メインフォーム"; - ip.SubInfoIm = i + ": " + Sta.GameData.GetSaveDateString() + "\r\n" + GameText.ロードしました; + ip.SubInfoIm = i + ": " + GlobalState.GameData.GetSaveDateString() + "\r\n" + GameText.ロードしました; } SetDemandMaximum(); - if (Sta.GameData.Slaves.Length < MaxRoomNumber) + if (GlobalState.GameData.Slaves.Length < MaxRoomNumber) { Unit[] array = new Unit[MaxRoomNumber]; - Array.Copy(Sta.GameData.Slaves, array, Sta.GameData.Slaves.Length); - Sta.GameData.Slaves = array; + Array.Copy(GlobalState.GameData.Slaves, array, GlobalState.GameData.Slaves.Length); + GlobalState.GameData.Slaves = array; } - Sta.GameData.Gen = new Generator[9]; - Sta.GameData.GenInstance(); + GlobalState.GameData.Gen = new Generator[9]; + GlobalState.GameData.GenInstance(); //Sounds.完了.Play(); } private static void Initialize() { - Sta.GameData.Refresh = false; + GlobalState.GameData.Refresh = false; 対象UI初期化(); 奴隷UI初期化(); } @@ -807,19 +807,19 @@ namespace SlaveMatrix } public static void Setnpl(Unit u) { - npl.Text = GameText.収容番号 + u.Number + "\r\n" + (Sta.AlwaysUseName ? u.Name : (u.Trained ? u.Name : u.Race)); + npl.Text = GameText.収容番号 + u.Number + "\r\n" + (GlobalState.AlwaysUseName ? u.Name : (u.Trained ? u.Name : u.Race)); } public static void EndDay() { Player.RecoverPlayerStamina(); - Sta.GameData.日借金額 = 0uL; + GlobalState.GameData.日借金額 = 0uL; 労働利益 = 0uL; 日利益額 = 0uL; - 日利子額 = Sta.GameData.利子額; + 日利子額 = GlobalState.GameData.利子額; DayEndLog = new string[MaxRoomNumber]; int num = 0; - Unit[] Slaves = Sta.GameData.Slaves; + Unit[] Slaves = GlobalState.GameData.Slaves; foreach (Unit unit in Slaves) { if (unit != null) @@ -828,7 +828,7 @@ namespace SlaveMatrix unit.RecoverStamina(); unit.ChaD.現陰毛 = (unit.ChaD.現陰毛 + 0.05).Clamp(0.0, 1.0); int num2 = ((unit.妊娠進行期間 <= 0) ? 1 : unit.妊娠進行期間); - bool flag = Sta.GameData.日数 % (ulong)(num2 * 2) == 0; + bool flag = GlobalState.GameData.日数 % (ulong)(num2 * 2) == 0; if (unit.発情フラグ && flag && !unit.ChaD.タトゥ) { unit.発情フラグ = false; @@ -846,7 +846,7 @@ namespace SlaveMatrix DayLog(GameText.収容番号 + unit.Number + "/" + unit.Name + GameText.が妊娠しました + ((unit.Laboror || unit.Prostitute) ? ("\r\n" + GameText.労働が解除されます) : ""), num); unit.非妊娠 = false; } - if (unchecked(Sta.GameData.日数 % (ulong)num2) == 0L) + if (unchecked(GlobalState.GameData.日数 % (ulong)num2) == 0L) { if (unit.妊娠状態変数 == 4) { @@ -854,7 +854,7 @@ namespace SlaveMatrix unit.体力消費(); unit.体力消費(); DayLog(GameText.収容番号 + unit.Number + "/" + unit.Name + GameText.が出産しました, num); - if (Sta.GameData.Is地下室一杯()) + if (GlobalState.GameData.Is地下室一杯()) { ulong price = unit.Child.GetPrice(); DayLog(GameText.収容できないので子は売却されます + "+" + price.ToString("#,0"), num); @@ -870,7 +870,7 @@ namespace SlaveMatrix else { DayLog(GameText.子を奴隷として収容します, num); - Sta.GameData.Add地下室(unit.Child); + GlobalState.GameData.Add地下室(unit.Child); } unit.Child = null; unit.妊娠状態変数 = -1; @@ -894,7 +894,7 @@ namespace SlaveMatrix unit.体力消費(); unit.体力消費(); DayLog(GameText.収容番号 + unit.Number + "/" + unit.Name + GameText.が増殖しました, num); - if (Sta.GameData.Is地下室一杯()) + if (GlobalState.GameData.Is地下室一杯()) { ulong price2 = unit.GetPrice(); DayLog(GameText.収容できないので子は売却されます + "+" + price2.ToString("#,0"), num); @@ -910,7 +910,7 @@ namespace SlaveMatrix else { DayLog(GameText.子を奴隷として収容します, num); - Sta.GameData.Add地下室(unit.DeepCopy().増殖時Reset()); + GlobalState.GameData.Add地下室(unit.DeepCopy().増殖時Reset()); } } if (unit.非妊娠) @@ -947,15 +947,15 @@ namespace SlaveMatrix { 日利益額 = 9999999999999uL; } - Sta.GameData.新日 = true; + GlobalState.GameData.新日 = true; } } public static bool PassTime(ModeEventDispatcher Med) { - bool flag = Sta.GameData.時間帯 == GameText.夜; + bool flag = GlobalState.GameData.時間帯 == GameText.夜; Player.RecoverPlayerStamina(); - foreach (Unit u in Sta.GameData.Slaves) + foreach (Unit u in GlobalState.GameData.Slaves) { if (u != null) { @@ -985,7 +985,7 @@ namespace SlaveMatrix } if (flag) { - Sta.GameData.Refresh = false; + GlobalState.GameData.Refresh = false; EndDay(); AutoSave(); @@ -994,7 +994,7 @@ namespace SlaveMatrix } else { - Sta.GameData.時間進行(); + GlobalState.GameData.時間進行(); } return flag; } @@ -1009,13 +1009,13 @@ namespace SlaveMatrix public static void 妊娠状態反映() { - if (Sta.GameData.TrainingTarget.妊娠状態変数 > -1) + if (GlobalState.GameData.TrainingTarget.妊娠状態変数 > -1) { - TrainingTarget.Body.ボテ腹i = Sta.GameData.TrainingTarget.妊娠状態変数; + TrainingTarget.Body.ボテ腹i = GlobalState.GameData.TrainingTarget.妊娠状態変数; TrainingTarget.Body.ボテ腹_表示 = true; if (!TrainingTarget.Body.Is獣) { - TrainingTarget.Body.ボテ腹_人.ハイライト表示 = Sta.GameData.TrainingTarget.妊娠状態変数 > 2; + TrainingTarget.Body.ボテ腹_人.ハイライト表示 = GlobalState.GameData.TrainingTarget.妊娠状態変数 > 2; } } else @@ -1039,7 +1039,7 @@ namespace SlaveMatrix TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); TrainingTarget.口修正(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Body.拘束具_表示 = false; TrainingTarget.Body.首輪_表示 = true; @@ -1050,21 +1050,21 @@ namespace SlaveMatrix TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } - if (Sta.GameData.TrainingTarget.ChaD.胸施術) + if (GlobalState.GameData.TrainingTarget.ChaD.胸施術) { TrainingTarget.Body.胸施術(); } - if (Sta.GameData.TrainingTarget.ChaD.股施術) + if (GlobalState.GameData.TrainingTarget.ChaD.股施術) { TrainingTarget.Body.股施術(); } - if (Sta.GameData.TrainingTarget.ChaD.タトゥ) + if (GlobalState.GameData.TrainingTarget.ChaD.タトゥ) { TrainingTarget.Body.タトゥ(); } - if (Sta.GameData.TrainingTarget.着衣 != null) + if (GlobalState.GameData.TrainingTarget.着衣 != null) { - TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); + TrainingTarget.Set衣装(GlobalState.GameData.TrainingTarget.着衣); } TrainingTarget.Body.Join(); TrainingTarget.Body.Update(); @@ -1072,15 +1072,15 @@ namespace SlaveMatrix public static void SetTrainingTarget(ModeEventDispatcher Med, Unit u) { - Sta.GameData.TrainingTarget = u; + GlobalState.GameData.TrainingTarget = u; if (TrainingTarget != null) { TrainingTarget.Dispose(); } - TrainingTarget = new Character(Med, DrawBuffer, Sta.GameData.TrainingTarget.ChaD); + TrainingTarget = new Character(Med, DrawBuffer, GlobalState.GameData.TrainingTarget.ChaD); SlaveTextBubble.接続(TrainingTarget.Body.頭.口_接続点); Setnpl(u); - double d = ((u.Trained && Sta.MoveInsectMask) ? 1.0 : 0.0); + double d = ((u.Trained && GlobalState.MoveInsectMask) ? 1.0 : 0.0); if (TrainingTarget.Body.Is顔面) { TrainingTarget.Body.頭.顔面_接続.SetEle(delegate(顔面 顔面) @@ -1121,7 +1121,7 @@ namespace SlaveMatrix TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Set基本姿勢(); } @@ -1255,7 +1255,7 @@ namespace SlaveMatrix new TA("Start", delegate { ////Sounds.操作.Play(); - Sta.GameData.SetDefault(); + GlobalState.GameData.SetDefault(); Viola?.Dispose(); TrainingTarget?.Dispose(); @@ -1430,12 +1430,12 @@ namespace SlaveMatrix bs.Add("ボタン7", MyUI.Button2(Med, DrawBuffer, GameText.チェンジ, new Vector2D(0.85, 0.58), delegate { Unit unit = null; - unit = ((Sta.GameData.TrainingTarget == null) ? (from e in Sta.GameData.Slaves + unit = ((GlobalState.GameData.TrainingTarget == null) ? (from e in GlobalState.GameData.Slaves where e != null - orderby RNG.XS.Next() - select e).First() : (from e in Sta.GameData.Slaves - where e != null && e != Sta.GameData.TrainingTarget - orderby RNG.XS.Next() + orderby Rng.XS.Next() + select e).First() : (from e in GlobalState.GameData.Slaves + where e != null && e != GlobalState.GameData.TrainingTarget + orderby Rng.XS.Next() select e).FirstOrDefault()); if (unit != null) { @@ -1590,17 +1590,17 @@ namespace SlaveMatrix ip.Mai2Show = false; ip.SubShow = true; ip.Sub2Show = true; - Player.UI.ステート描画 = Sta.GameData.心眼; - if (TrainingTarget == null && Sta.GameData.TrainingTarget != null) + Player.UI.ステート描画 = GlobalState.GameData.心眼; + if (TrainingTarget == null && GlobalState.GameData.TrainingTarget != null) { - SetTrainingTarget(Med, Sta.GameData.TrainingTarget); + SetTrainingTarget(Med, GlobalState.GameData.TrainingTarget); } - bs["ボタン2"].Dra = Sta.GameData.TrainingTarget != null; - bs["ボタン3"].Dra = !Sta.GameData.初事務所フラグ && Sta.GameData.Slaves.Count((Unit e) => e != null) > 0; - bs["ボタン4"].Dra = !Sta.GameData.初事務所フラグ; - bs["ボタン5"].Dra = !Sta.GameData.初事務所フラグ; - bs["ボタン6"].Dra = !Sta.GameData.初事務所フラグ; - bs["ボタン7"].Dra = !Sta.GameData.初事務所フラグ && Sta.GameData.Slaves.Count((Unit e) => e != null) > 0; + bs["ボタン2"].Dra = GlobalState.GameData.TrainingTarget != null; + bs["ボタン3"].Dra = !GlobalState.GameData.初事務所フラグ && GlobalState.GameData.Slaves.Count((Unit e) => e != null) > 0; + bs["ボタン4"].Dra = !GlobalState.GameData.初事務所フラグ; + bs["ボタン5"].Dra = !GlobalState.GameData.初事務所フラグ; + bs["ボタン6"].Dra = !GlobalState.GameData.初事務所フラグ; + bs["ボタン7"].Dra = !GlobalState.GameData.初事務所フラグ && GlobalState.GameData.Slaves.Count((Unit e) => e != null) > 0; si.Set(bre: false); Color HitColor = ColorHelper.Empty; ip.Up(ref HitColor); @@ -1729,22 +1729,22 @@ namespace SlaveMatrix ip.SubShow = true; ip.Sub2Show = false; Med.CursorHide(); - Player.UI.ディルCM.Show = Sta.GameData.PurchasedTools[0]; - Player.UI.コモンCM.Show = Sta.GameData.PurchasedTools[1]; - Player.UI.ドリルCM.Show = Sta.GameData.PurchasedTools[2]; - Player.UI.デンマCM.Show = Sta.GameData.PurchasedTools[3]; - Player.UI.アナルCM.Show = Sta.GameData.PurchasedTools[4]; - Player.UI.調教鞭CM.Show = Sta.GameData.PurchasedTools[5]; - Player.UI.羽根箒CM.Show = Sta.GameData.PurchasedTools[6]; - Player.UI.T剃刀CM.Show = Sta.GameData.PurchasedTools[7]; - Player.UI.キャップ1CharacterElement.Show = Sta.GameData.PurchasedTools[8]; - Player.UI.キャップ2CharacterElement.Show = Sta.GameData.PurchasedTools[8]; - Player.UI.キャップ3CharacterElement.Show = Sta.GameData.PurchasedTools[8]; - Player.UI.ロータCM.Show = Sta.GameData.PurchasedTools[9]; - Player.UI.パールCM.Show = Sta.GameData.PurchasedTools[10]; - Player.UI.目隠帯.Dra = Sta.GameData.PurchasedTools[11]; - Player.UI.玉口枷.Dra = Sta.GameData.PurchasedTools[12]; - Player.UI.撮影.Dra = Sta.GameData.PurchasedTools[13]; + Player.UI.ディルCM.Show = GlobalState.GameData.PurchasedTools[0]; + Player.UI.コモンCM.Show = GlobalState.GameData.PurchasedTools[1]; + Player.UI.ドリルCM.Show = GlobalState.GameData.PurchasedTools[2]; + Player.UI.デンマCM.Show = GlobalState.GameData.PurchasedTools[3]; + Player.UI.アナルCM.Show = GlobalState.GameData.PurchasedTools[4]; + Player.UI.調教鞭CM.Show = GlobalState.GameData.PurchasedTools[5]; + Player.UI.羽根箒CM.Show = GlobalState.GameData.PurchasedTools[6]; + Player.UI.T剃刀CM.Show = GlobalState.GameData.PurchasedTools[7]; + Player.UI.キャップ1CharacterElement.Show = GlobalState.GameData.PurchasedTools[8]; + Player.UI.キャップ2CharacterElement.Show = GlobalState.GameData.PurchasedTools[8]; + Player.UI.キャップ3CharacterElement.Show = GlobalState.GameData.PurchasedTools[8]; + Player.UI.ロータCM.Show = GlobalState.GameData.PurchasedTools[9]; + Player.UI.パールCM.Show = GlobalState.GameData.PurchasedTools[10]; + Player.UI.目隠帯.Dra = GlobalState.GameData.PurchasedTools[11]; + Player.UI.玉口枷.Dra = GlobalState.GameData.PurchasedTools[12]; + Player.UI.撮影.Dra = GlobalState.GameData.PurchasedTools[13]; Player.表示ステート更新(); Player.ModBox(); Player.SensBox(); @@ -1761,8 +1761,8 @@ namespace SlaveMatrix SlaveTextBubble.接続(); TrainingTarget.Body.汗染み濃度 = 1.0; 調教済みチェック = true; - TrainingTargetTrained = Sta.GameData.TrainingTarget.Trained; - if (調教完了 = Sta.GameData.TrainingTarget.IsTrained()) + TrainingTargetTrained = GlobalState.GameData.TrainingTarget.Trained; + if (調教完了 = GlobalState.GameData.TrainingTarget.IsTrained()) { 調教完了表情(); } @@ -1838,7 +1838,7 @@ namespace SlaveMatrix { TrainingTarget.Body.脱衣(); } - Player.UI.SetTarget(Sta.GameData.TrainingTarget, TrainingTarget); + Player.UI.SetTarget(GlobalState.GameData.TrainingTarget, TrainingTarget); Player.SetStateTraining(); Player.表示ステート更新(); Player.ModBox(); @@ -1871,9 +1871,9 @@ namespace SlaveMatrix { Player.Result2(); Result2 = true; - b1 = Sta.GameData.TrainingTarget.Pregnant && Sta.GameData.TrainingTarget.非妊娠; - b2 = !TrainingTargetTrained && Sta.GameData.TrainingTarget.Trained; - b3 = Sta.GameData.TrainingTarget.Trained && Sta.GameData.祝福 == null; + b1 = GlobalState.GameData.TrainingTarget.Pregnant && GlobalState.GameData.TrainingTarget.非妊娠; + b2 = !TrainingTargetTrained && GlobalState.GameData.TrainingTarget.Trained; + b3 = GlobalState.GameData.TrainingTarget.Trained && GlobalState.GameData.祝福 == null; Result3 = !(b1 || b2 || b3); } else if (!Result3) @@ -1882,19 +1882,19 @@ namespace SlaveMatrix if (b1) { InfoPanel 情報パネル2 = ip; - 情報パネル2.TextIm = 情報パネル2.TextIm + GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "/" + Sta.GameData.TrainingTarget.Name + GameText.が妊娠しました + ((Sta.GameData.TrainingTarget.Laboror || Sta.GameData.TrainingTarget.Prostitute) ? ("\r\n" + GameText.労働が解除されます) : "") + "\r\n"; - Sta.GameData.TrainingTarget.非妊娠 = false; + 情報パネル2.TextIm = 情報パネル2.TextIm + GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "/" + GlobalState.GameData.TrainingTarget.Name + GameText.が妊娠しました + ((GlobalState.GameData.TrainingTarget.Laboror || GlobalState.GameData.TrainingTarget.Prostitute) ? ("\r\n" + GameText.労働が解除されます) : "") + "\r\n"; + GlobalState.GameData.TrainingTarget.非妊娠 = false; } if (b2) { InfoPanel 情報パネル2 = ip; - 情報パネル2.TextIm = 情報パネル2.TextIm + GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "/" + Sta.GameData.TrainingTarget.Name + GameText.の調教が完了しました + "\r\n"; + 情報パネル2.TextIm = 情報パネル2.TextIm + GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "/" + GlobalState.GameData.TrainingTarget.Name + GameText.の調教が完了しました + "\r\n"; } if (b3) { - Sta.GameData.祝福 = Sta.GameData.TrainingTarget; + GlobalState.GameData.祝福 = GlobalState.GameData.TrainingTarget; InfoPanel 情報パネル2 = ip; - 情報パネル2.TextIm = 情報パネル2.TextIm + GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "/" + Sta.GameData.TrainingTarget.Name + GameText.から祝福を受けました; + 情報パネル2.TextIm = 情報パネル2.TextIm + GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "/" + GlobalState.GameData.TrainingTarget.Name + GameText.から祝福を受けました; //Sounds.祝福.Play(); } Result3 = true; @@ -1918,9 +1918,9 @@ namespace SlaveMatrix Player.Result1(); if (Player.UI.強制拘束) { - Sta.GameData.拘束具 = Player.UI.拘束bu; + GlobalState.GameData.拘束具 = Player.UI.拘束bu; } - Sta.GameData.TrainingTarget.発情フラグ = Player.UI.発情bu; + GlobalState.GameData.TrainingTarget.発情フラグ = Player.UI.発情bu; Player.調教終了時(); TrainingTarget.Climax.End(); TrainingTarget.BodySway.End(); @@ -1950,7 +1950,7 @@ namespace SlaveMatrix TrainingTarget.AnalCumDrip.End(); TrainingTarget.ThreadCumDrip.End(); TrainingTarget.Body.SetWaist(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Body.拘束具_表示 = false; TrainingTarget.Body.首輪_表示 = true; @@ -1965,7 +1965,7 @@ namespace SlaveMatrix TrainingTarget.SetInitialExpression(); TrainingTarget.口修正(); TrainingTarget.舌_無し(); - TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); + TrainingTarget.Set衣装(GlobalState.GameData.TrainingTarget.着衣); Player.SetState(); Player.表示ステート更新(); Player.ModBox(); @@ -1978,10 +1978,10 @@ namespace SlaveMatrix Result2 = false; Result3 = false; si.Set(bre: false); - Sta.GameData.目隠帯 = false; - Sta.GameData.玉口枷 = false; - Sta.GameData.拘束具 = false; - Sta.GameData.断面 = false; + GlobalState.GameData.目隠帯 = false; + GlobalState.GameData.玉口枷 = false; + GlobalState.GameData.拘束具 = false; + GlobalState.GameData.断面 = false; }, Draw = delegate (FpsCounter FPS) { @@ -2023,10 +2023,10 @@ namespace SlaveMatrix if (u != null) { ip.TextIm = u.GetStatus(); - bs["MoveRoomDown"].Dra = Sta.MoveButton; - bs["MoveRoomUp"].Dra = Sta.MoveButton; - bs["MoveFloorDown"].Dra = Sta.MoveButton; - bs["MoveFloorUp"].Dra = Sta.MoveButton; + bs["MoveRoomDown"].Dra = GlobalState.MoveButton; + bs["MoveRoomUp"].Dra = GlobalState.MoveButton; + bs["MoveFloorDown"].Dra = GlobalState.MoveButton; + bs["MoveFloorUp"].Dra = GlobalState.MoveButton; bs["子"].Dra = true; bs["親形質1"].Dra = true; bs["親形質2"].Dra = true; @@ -2037,10 +2037,10 @@ namespace SlaveMatrix bs["一般労働"].Dra = u.非妊娠 && u.Trained; bs["娼婦労働"].Dra = u.非妊娠 && u.Trained; bs["売却"].Dra = !u.保守; - bs["胸施術"].Dra = Sta.GameData.施術 && !u.ChaD.胸施術 && u.ChaD.Is胸甲殻(); - bs["股施術"].Dra = Sta.GameData.施術 && !u.ChaD.股施術 && u.ChaD.Is股防御(); - bs["淫紋"].Dra = Sta.GameData.淫紋 && u.Trained && !u.ChaD.タトゥ && !u.ChaD.Isタトゥ(); - bs["衣装"].Dra = Sta.GameData.衣装 && u.Trained; + bs["胸施術"].Dra = GlobalState.GameData.施術 && !u.ChaD.胸施術 && u.ChaD.Is胸甲殻(); + bs["股施術"].Dra = GlobalState.GameData.施術 && !u.ChaD.股施術 && u.ChaD.Is股防御(); + bs["淫紋"].Dra = GlobalState.GameData.淫紋 && u.Trained && !u.ChaD.タトゥ && !u.ChaD.Isタトゥ(); + bs["衣装"].Dra = GlobalState.GameData.衣装 && u.Trained; } else { @@ -2070,7 +2070,7 @@ namespace SlaveMatrix { }), 15).Select(delegate(TA e) { - Unit u = Sta.GameData.Slaves[n + i]; + Unit u = GlobalState.GameData.Slaves[n + i]; if (u == null) { e.Text = "No Slave"; @@ -2078,7 +2078,7 @@ namespace SlaveMatrix { lv縁色初期化(); b.PartGroup.Values.First().ToParT().PenColor = Color.Red; - Sta.GameData.TrainingTarget = null; + GlobalState.GameData.TrainingTarget = null; if (TrainingTarget != null) { TrainingTarget.Dispose(); @@ -2094,11 +2094,11 @@ namespace SlaveMatrix { lv縁色初期化(); b.PartGroup.Values.First().ToParT().PenColor = Color.Red; - Sta.GameData.TrainingTarget = u; + GlobalState.GameData.TrainingTarget = u; bs["子"].Action(bs["子"]); if (ip.Mai2Show) { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { ip.Mai2Im = " "; ip.選択肢表示 = false; @@ -2144,9 +2144,9 @@ namespace SlaveMatrix Action 部屋選択 = delegate { lv縁色初期化(); - if (Sta.GameData.TrainingTarget != null && f == Sta.GameData.TrainingTarget.階層位置 * 15) + if (GlobalState.GameData.TrainingTarget != null && f == GlobalState.GameData.TrainingTarget.階層位置 * 15) { - lv.bs[Sta.GameData.TrainingTarget.RoomNumber.ToString()].PartGroup.Values.First().ToParT().PenColor = Color.Red; + lv.bs[GlobalState.GameData.TrainingTarget.RoomNumber.ToString()].PartGroup.Values.First().ToParT().PenColor = Color.Red; } }; @@ -2371,7 +2371,7 @@ namespace SlaveMatrix but3.Action(but3); num4 = 14; } - else if (num4 > 14 && num2 < Sta.GameData.フロア数 - 1) + else if (num4 > 14 && num2 < GlobalState.GameData.フロア数 - 1) { ButtonBase but4 = bs["ボタン" + (num2 + 2)]; but4.Action(but4); @@ -2382,7 +2382,7 @@ namespace SlaveMatrix but5.Action(but5); if (ip.Mai2Show) { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { ip.Mai2Im = " "; ip.選択肢表示 = false; @@ -2403,7 +2403,7 @@ namespace SlaveMatrix { bs["ボタン" + j].Dra = false; } - for (int k = 1; k <= Sta.GameData.フロア数; k++) + for (int k = 1; k <= GlobalState.GameData.フロア数; k++) { bs["ボタン" + k].Dra = true; } @@ -2415,12 +2415,12 @@ namespace SlaveMatrix ip.Sub2Show = true; d = false; Player.UI.ステート描画 = false; - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { - ButtonBase buttonBase = bs["ボタン" + (Sta.GameData.TrainingTarget.階層位置 + 1)]; + ButtonBase buttonBase = bs["ボタン" + (GlobalState.GameData.TrainingTarget.階層位置 + 1)]; buttonBase.Action(buttonBase); lv縁色初期化(); - lv.bs[Sta.GameData.TrainingTarget.RoomNumber.ToString()].PartGroup.Values.First().ToParT().PenColor = Color.Red; + lv.bs[GlobalState.GameData.TrainingTarget.RoomNumber.ToString()].PartGroup.Values.First().ToParT().PenColor = Color.Red; bs["子"].Action(bs["子"]); } else @@ -2441,7 +2441,7 @@ namespace SlaveMatrix } d = true; si.Set(bre: false); - if (Sta.BigWindow) + if (GlobalState.BigWindow) { npl.ShapePartT.PositionBase = new Vector2D(0.095, 0.035); } @@ -2465,10 +2465,10 @@ namespace SlaveMatrix bs.Add("ボタン0", MyUI.Button2(Med, DrawBuffer, GameText.戻る, new Vector2D(0.85, 0.02), delegate { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null && bs["子"].PartGroup.Values.First().ToParT().PenColor != Color.Red) + if (GlobalState.GameData.TrainingTarget != null && bs["子"].PartGroup.Values.First().ToParT().PenColor != Color.Red) { - SetTrainingTarget(Med, Sta.GameData.TrainingTarget); - SetUI(Sta.GameData.TrainingTarget); + SetTrainingTarget(Med, GlobalState.GameData.TrainingTarget); + SetUI(GlobalState.GameData.TrainingTarget); } Med.Mode = "メインフォーム"; })); @@ -2483,17 +2483,17 @@ namespace SlaveMatrix } bs縁色初期化(); b.PartGroup.Values.First().ToParT().PenColor = Color.Red; - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { - if (TrainingTarget == null || TrainingTarget.CharacterData != Sta.GameData.TrainingTarget.ChaD) + if (TrainingTarget == null || TrainingTarget.CharacterData != GlobalState.GameData.TrainingTarget.ChaD) { - SetTrainingTarget(Med, Sta.GameData.TrainingTarget); + SetTrainingTarget(Med, GlobalState.GameData.TrainingTarget); } - SetUI(Sta.GameData.TrainingTarget); - bs["胸施術"].Dra = Sta.GameData.施術 && !Sta.GameData.TrainingTarget.ChaD.胸施術 && Sta.GameData.TrainingTarget.ChaD.Is胸甲殻(); - bs["股施術"].Dra = Sta.GameData.施術 && !Sta.GameData.TrainingTarget.ChaD.股施術 && Sta.GameData.TrainingTarget.ChaD.Is股防御(); - bs["淫紋"].Dra = Sta.GameData.淫紋 && Sta.GameData.TrainingTarget.Trained && !Sta.GameData.TrainingTarget.ChaD.タトゥ && !Sta.GameData.TrainingTarget.ChaD.Isタトゥ(); - bs["衣装"].Dra = Sta.GameData.衣装 && Sta.GameData.TrainingTarget.Trained; + SetUI(GlobalState.GameData.TrainingTarget); + bs["胸施術"].Dra = GlobalState.GameData.施術 && !GlobalState.GameData.TrainingTarget.ChaD.胸施術 && GlobalState.GameData.TrainingTarget.ChaD.Is胸甲殻(); + bs["股施術"].Dra = GlobalState.GameData.施術 && !GlobalState.GameData.TrainingTarget.ChaD.股施術 && GlobalState.GameData.TrainingTarget.ChaD.Is股防御(); + bs["淫紋"].Dra = GlobalState.GameData.淫紋 && GlobalState.GameData.TrainingTarget.Trained && !GlobalState.GameData.TrainingTarget.ChaD.タトゥ && !GlobalState.GameData.TrainingTarget.ChaD.Isタトゥ(); + bs["衣装"].Dra = GlobalState.GameData.衣装 && GlobalState.GameData.TrainingTarget.Trained; } })); @@ -2502,13 +2502,13 @@ namespace SlaveMatrix ////Sounds.操作.Play(); bs縁色初期化(); b.PartGroup.Values.First().ToParT().PenColor = Color.Red; - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { if (TrainingTarget != null) { TrainingTarget.Dispose(); } - TrainingTarget = new Character(Med, DrawBuffer, Sta.GameData.TrainingTarget.Mother.ChaD); + TrainingTarget = new Character(Med, DrawBuffer, GlobalState.GameData.TrainingTarget.Mother.ChaD); if (TrainingTarget.Body.IsDualEyes) { TrainingTarget.両目_見つめ(); @@ -2525,15 +2525,15 @@ namespace SlaveMatrix { TrainingTarget.額目_見つめ(); } - if (Sta.GameData.TrainingTarget.Mother.Race == GameText.ヴィオランテ) + if (GlobalState.GameData.TrainingTarget.Mother.Race == GameText.ヴィオランテ) { TrainingTarget.両瞼_卑(); TrainingTarget.両瞼_半1(); } TrainingTarget.口_閉笑(); TrainingTarget.Set基本姿勢(); - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + GameText.親形質1; - ip.TextIm = Sta.GameData.TrainingTarget.Mother.GetStatus(); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GameText.親形質1; + ip.TextIm = GlobalState.GameData.TrainingTarget.Mother.GetStatus(); bs["胸施術"].Dra = false; bs["股施術"].Dra = false; bs["淫紋"].Dra = false; @@ -2546,13 +2546,13 @@ namespace SlaveMatrix ////Sounds.操作.Play(); bs縁色初期化(); b.PartGroup.Values.First().ToParT().PenColor = Color.Red; - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { if (TrainingTarget != null) { TrainingTarget.Dispose(); } - TrainingTarget = new Character(Med, DrawBuffer, Sta.GameData.TrainingTarget.Father.ChaD); + TrainingTarget = new Character(Med, DrawBuffer, GlobalState.GameData.TrainingTarget.Father.ChaD); if (TrainingTarget.Body.IsDualEyes) { TrainingTarget.両目_見つめ(); @@ -2569,15 +2569,15 @@ namespace SlaveMatrix { TrainingTarget.額目_見つめ(); } - if (Sta.GameData.TrainingTarget.Father.Race == GameText.ヴィオランテ) + if (GlobalState.GameData.TrainingTarget.Father.Race == GameText.ヴィオランテ) { TrainingTarget.両瞼_卑(); TrainingTarget.両瞼_半1(); } TrainingTarget.口_閉笑(); TrainingTarget.Set基本姿勢(); - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + GameText.親形質2; - ip.TextIm = Sta.GameData.TrainingTarget.Father.GetStatus(); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GameText.親形質2; + ip.TextIm = GlobalState.GameData.TrainingTarget.Father.GetStatus(); bs["胸施術"].Dra = false; bs["股施術"].Dra = false; bs["淫紋"].Dra = false; @@ -2588,56 +2588,56 @@ namespace SlaveMatrix bs.Add("保守", MyUI.Button2(Med, DrawBuffer, GameText.保守, new Vector2D(0.85, 0.34), delegate(ButtonBase b) { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { 保守sw.OnOff(b); - Sta.GameData.TrainingTarget.保守 = 保守sw.Flag; - bs["売却"].Dra = !Sta.GameData.TrainingTarget.保守; - ip.SubInfoIm = (Sta.GameData.TrainingTarget.保守 ? GameText.奴隷を保守対象に設定しました : GameText.奴隷の保守設定を解除しました); + GlobalState.GameData.TrainingTarget.保守 = 保守sw.Flag; + bs["売却"].Dra = !GlobalState.GameData.TrainingTarget.保守; + ip.SubInfoIm = (GlobalState.GameData.TrainingTarget.保守 ? GameText.奴隷を保守対象に設定しました : GameText.奴隷の保守設定を解除しました); } })); bs.Add("一般労働", MyUI.Button2(Med, DrawBuffer, GameText.一般労働, new Vector2D(0.85, 0.42), delegate(ButtonBase b) { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { 一般sw.OnOff(b); - Sta.GameData.TrainingTarget.Laboror = 一般sw.Flag; + GlobalState.GameData.TrainingTarget.Laboror = 一般sw.Flag; if (一般sw.Flag && 娼婦sw.Flag) { 娼婦sw.SetFlag(bs["娼婦労働"], On: false); } - Sta.GameData.TrainingTarget.Prostitute = 娼婦sw.Flag; - ip.SubInfoIm = (Sta.GameData.TrainingTarget.Laboror ? GameText.奴隷を一般労働に設定しました : GameText.奴隷の一般労働を解除しました); + GlobalState.GameData.TrainingTarget.Prostitute = 娼婦sw.Flag; + ip.SubInfoIm = (GlobalState.GameData.TrainingTarget.Laboror ? GameText.奴隷を一般労働に設定しました : GameText.奴隷の一般労働を解除しました); } })); bs.Add("娼婦労働", MyUI.Button2(Med, DrawBuffer, GameText.娼婦労働, new Vector2D(0.85, 0.5), delegate (ButtonBase b) { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { 娼婦sw.OnOff(b); - Sta.GameData.TrainingTarget.Prostitute = 娼婦sw.Flag; + GlobalState.GameData.TrainingTarget.Prostitute = 娼婦sw.Flag; if (娼婦sw.Flag && 一般sw.Flag) { 一般sw.SetFlag(bs["一般労働"], On: false); } - Sta.GameData.TrainingTarget.Laboror = 一般sw.Flag; - ip.SubInfoIm = (Sta.GameData.TrainingTarget.Prostitute ? GameText.奴隷を娼婦労働に設定しました : GameText.奴隷の娼婦労働を解除しました); + GlobalState.GameData.TrainingTarget.Laboror = 一般sw.Flag; + ip.SubInfoIm = (GlobalState.GameData.TrainingTarget.Prostitute ? GameText.奴隷を娼婦労働に設定しました : GameText.奴隷の娼婦労働を解除しました); } })); bs.Add("全一般", MyUI.Button2(Med, DrawBuffer, GameText.全一般, new Vector2D(0.75, 0.405), delegate { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { 一般sw.SetFlag(bs["一般労働"], On: true); 娼婦sw.SetFlag(bs["娼婦労働"], On: false); } - Unit[] 地下室3 = Sta.GameData.Slaves; + Unit[] 地下室3 = GlobalState.GameData.Slaves; foreach (Unit unit3 in 地下室3) { if (unit3 != null && unit3.Trained && unit3.非妊娠) @@ -2652,12 +2652,12 @@ namespace SlaveMatrix bs.Add("全娼婦", MyUI.Button2(Med, DrawBuffer, GameText.全娼婦, new Vector2D(0.75, 0.485), delegate { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { 一般sw.SetFlag(bs["一般労働"], On: false); 娼婦sw.SetFlag(bs["娼婦労働"], On: true); } - Unit[] 地下室2 = Sta.GameData.Slaves; + Unit[] 地下室2 = GlobalState.GameData.Slaves; foreach (Unit unit2 in 地下室2) { if (unit2 != null && unit2.Trained && unit2.非妊娠) @@ -2672,12 +2672,12 @@ namespace SlaveMatrix bs.Add("全解除", MyUI.Button2(Med, DrawBuffer, GameText.全解除, new Vector2D(0.75, 0.565), delegate { ////Sounds.操作.Play(); - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { 一般sw.SetFlag(bs["一般労働"], On: false); 娼婦sw.SetFlag(bs["娼婦労働"], On: false); } - Unit[] 地下室 = Sta.GameData.Slaves; + Unit[] 地下室 = GlobalState.GameData.Slaves; foreach (Unit unit in 地下室) { if (unit != null && unit.Trained) @@ -2696,9 +2696,9 @@ namespace SlaveMatrix //TODO fix? ////Sounds.操作.Play(); } - ip.Mai2Im = Sta.GameData.TrainingTarget.GetPriceInfo(); + ip.Mai2Im = GlobalState.GameData.TrainingTarget.GetPriceInfo(); ip.Mai2Show = true; - if (!Sta.GameData.TrainingTarget.保守) + if (!GlobalState.GameData.TrainingTarget.保守) { ip.TextIm = GameText.売却しますか; } @@ -2706,27 +2706,27 @@ namespace SlaveMatrix { Color HitColor4 = ColorHelper.Empty; bs.Move(ref HitColor4); - ulong price = Sta.GameData.TrainingTarget.GetPrice(); - Sta.GameData.所持金 = Sta.GameData.所持金.overflow_add(price); + ulong price = GlobalState.GameData.TrainingTarget.GetPrice(); + GlobalState.GameData.所持金 = GlobalState.GameData.所持金.overflow_add(price); //Sounds.精算.Play(); ip.UpdateSub2(); - for (int m = 0; m < Sta.GameData.Slaves.Length; m++) + for (int m = 0; m < GlobalState.GameData.Slaves.Length; m++) { - if (Sta.GameData.Slaves[m] == Sta.GameData.TrainingTarget) + if (GlobalState.GameData.Slaves[m] == GlobalState.GameData.TrainingTarget) { - Sta.GameData.Slaves[m] = null; + GlobalState.GameData.Slaves[m] = null; break; } } - Sta.GameData.地下室詰め(); + GlobalState.GameData.地下室詰め(); set(f); - ip.SubInfoIm = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + GameText.を売却しました + " \r\n+" + price.ToString("#,0"); + ip.SubInfoIm = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + GameText.を売却しました + " \r\n+" + price.ToString("#,0"); d = false; - ButtonBase but8 = bs["ボタン" + (Sta.GameData.TrainingTarget.階層位置 + 1)]; + ButtonBase but8 = bs["ボタン" + (GlobalState.GameData.TrainingTarget.階層位置 + 1)]; but8.Action(but8); - ButtonBase but9 = lv.bs.EnumBut.ToArray()[Sta.GameData.TrainingTarget.RoomNumber]; + ButtonBase but9 = lv.bs.EnumBut.ToArray()[GlobalState.GameData.TrainingTarget.RoomNumber]; but9.Action(but9); - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { ip.Mai2Im = " "; ip.選択肢表示 = false; @@ -2744,25 +2744,25 @@ namespace SlaveMatrix Color HitColor3 = ColorHelper.Empty; bs.Move(ref HitColor3); ip.Mai2Show = false; - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { ip.TextIm = " "; } else { - ip.TextIm = Sta.GameData.TrainingTarget.GetStatus(); + ip.TextIm = GlobalState.GameData.TrainingTarget.GetStatus(); } ip.SubInfoIm = GameText.売却をキャンセルしました; ip.選択肢表示 = false; }; - ip.選択肢表示 = !Sta.GameData.TrainingTarget.保守; + ip.選択肢表示 = !GlobalState.GameData.TrainingTarget.保守; })); bs.Add("全売却", MyUI.Button2(Med, DrawBuffer, GameText.全売却, new Vector2D(0.75, 0.645), delegate { //Sounds.操作.Play(); string tb = ip.TextIm; - ip.Mai2Im = Sta.GameData.GetPriceInfo(out var p); + ip.Mai2Im = GlobalState.GameData.GetPriceInfo(out var p); ip.Mai2Show = true; ip.TextIm = GameText.保守以外の全ての奴隷を売却しますか; ip.選択yAct = delegate @@ -2770,36 +2770,36 @@ namespace SlaveMatrix Color HitColor2 = ColorHelper.Empty; bs.Move(ref HitColor2); ip.Mai2Show = false; - Sta.GameData.所持金 = Sta.GameData.所持金.overflow_add(p); + GlobalState.GameData.所持金 = GlobalState.GameData.所持金.overflow_add(p); //TODO fix? ////Sounds.精算.Play(); ip.UpdateSub2(); - for (int l = 0; l < Sta.GameData.Slaves.Length; l++) + for (int l = 0; l < GlobalState.GameData.Slaves.Length; l++) { - if (Sta.GameData.Slaves[l] != null && !Sta.GameData.Slaves[l].保守) + if (GlobalState.GameData.Slaves[l] != null && !GlobalState.GameData.Slaves[l].保守) { - Sta.GameData.Slaves[l] = null; + GlobalState.GameData.Slaves[l] = null; } } - Sta.GameData.地下室詰め(); + GlobalState.GameData.地下室詰め(); set(f); d = false; - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { - if (!Sta.GameData.TrainingTarget.保守) + if (!GlobalState.GameData.TrainingTarget.保守) { - ButtonBase but6 = bs["ボタン" + (Sta.GameData.TrainingTarget.階層位置 + 1)]; + ButtonBase but6 = bs["ボタン" + (GlobalState.GameData.TrainingTarget.階層位置 + 1)]; but6.Action(but6); - ButtonBase but7 = lv.bs.EnumBut.ToArray()[Sta.GameData.TrainingTarget.RoomNumber]; + ButtonBase but7 = lv.bs.EnumBut.ToArray()[GlobalState.GameData.TrainingTarget.RoomNumber]; but7.Action(but7); } - else if (Sta.AlwaysUseName) + else if (GlobalState.AlwaysUseName) { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + Sta.GameData.TrainingTarget.Name; + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GlobalState.GameData.TrainingTarget.Name; } else { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + (Sta.GameData.TrainingTarget.Trained ? ("\r\n" + Sta.GameData.TrainingTarget.Name) : Sta.GameData.TrainingTarget.Race); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + (GlobalState.GameData.TrainingTarget.Trained ? ("\r\n" + GlobalState.GameData.TrainingTarget.Name) : GlobalState.GameData.TrainingTarget.Race); } } ip.SubInfoIm = GameText.保守以外の全ての奴隷を売却しました + " \r\n+" + p.ToString("#,0"); @@ -3047,30 +3047,30 @@ namespace SlaveMatrix //parT22.OP.Rotation(shapePartT8.OP.GetCenter(), -26.0); bs.Add("胸施術", MyUI.Button2(Med, DrawBuffer, GameText.胸施術, new Vector2D(0.75, 0.085), delegate { - if (Sta.GameData.所持金 < 胸施術価格) + if (GlobalState.GameData.所持金 < 胸施術価格) { //Sounds.操作.Play(); ip.SubInfoIm = GameText.所持金が足りません; } else { - Sta.GameData.所持金 -= 胸施術価格; + GlobalState.GameData.所持金 -= 胸施術価格; //TODO fix? ////Sounds.精算.Play(); ip.UpdateSub2(); - Sta.GameData.TrainingTarget.ChaD.胸施術 = true; + GlobalState.GameData.TrainingTarget.ChaD.胸施術 = true; TrainingTarget.Body.胸施術(); - if (Sta.GameData.TrainingTarget.着衣 != null) + if (GlobalState.GameData.TrainingTarget.着衣 != null) { - TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); + TrainingTarget.Set衣装(GlobalState.GameData.TrainingTarget.着衣); } - Sta.GameData.TrainingTarget.体力消費(); + GlobalState.GameData.TrainingTarget.体力消費(); bs["胸施術"].Dra = false; ip.SubInfoIm = GameText.胸の甲殻を切除しました; TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Body.拘束具_表示 = false; TrainingTarget.Body.首輪_表示 = true; @@ -3089,29 +3089,29 @@ namespace SlaveMatrix //parT23.OP.Rotation(shapePartT8.OP.GetCenter(), -26.0); bs.Add("股施術", MyUI.Button2(Med, DrawBuffer, GameText.股施術, new Vector2D(0.75, 0.165), delegate { - if (Sta.GameData.所持金 < 股施術価格) + if (GlobalState.GameData.所持金 < 股施術価格) { //Sounds.操作.Play(); ip.SubInfoIm = GameText.所持金が足りません; } else { - Sta.GameData.所持金 -= 股施術価格; + GlobalState.GameData.所持金 -= 股施術価格; //Sounds.精算.Play(); ip.UpdateSub2(); - Sta.GameData.TrainingTarget.ChaD.股施術 = true; + GlobalState.GameData.TrainingTarget.ChaD.股施術 = true; TrainingTarget.Body.股施術(); - if (Sta.GameData.TrainingTarget.着衣 != null) + if (GlobalState.GameData.TrainingTarget.着衣 != null) { - TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); + TrainingTarget.Set衣装(GlobalState.GameData.TrainingTarget.着衣); } - Sta.GameData.TrainingTarget.体力消費(); + GlobalState.GameData.TrainingTarget.体力消費(); bs["股施術"].Dra = false; ip.SubInfoIm = GameText.股の + (TrainingTarget.Body.Is蠍 ? GameText.甲殻 : GameText.鱗) + GameText.を切除しました; TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Body.拘束具_表示 = false; TrainingTarget.Body.首輪_表示 = true; @@ -3129,26 +3129,26 @@ namespace SlaveMatrix //parT24.OP.Rotation(shapePartT8.OP.GetCenter(), -26.0); bs.Add("淫紋", MyUI.Button2(Med, DrawBuffer, GameText.淫紋, new Vector2D(0.75, 0.245), delegate { - if (Sta.GameData.所持金 < 淫紋価格) + if (GlobalState.GameData.所持金 < 淫紋価格) { //Sounds.操作.Play(); ip.SubInfoIm = GameText.所持金が足りません; } else { - Sta.GameData.所持金 -= 淫紋価格; + GlobalState.GameData.所持金 -= 淫紋価格; //Sounds.精算.Play(); ip.UpdateSub2(); - Sta.GameData.TrainingTarget.ChaD.タトゥ = true; + GlobalState.GameData.TrainingTarget.ChaD.タトゥ = true; TrainingTarget.Body.タトゥ(); - Sta.GameData.TrainingTarget.発情フラグ = true; - Sta.GameData.TrainingTarget.体力消費(); + GlobalState.GameData.TrainingTarget.発情フラグ = true; + GlobalState.GameData.TrainingTarget.体力消費(); bs["淫紋"].Dra = false; ip.SubInfoIm = GameText.淫紋を刻みました; TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Body.拘束具_表示 = false; TrainingTarget.Body.首輪_表示 = true; @@ -3170,7 +3170,7 @@ namespace SlaveMatrix //parT25.OP.Rotation(shapePartT9.OP.GetCenter(), -26.0); bs.Add("衣装", MyUI.Button2(Med, DrawBuffer, GameText.衣装, new Vector2D(0.75, 0.325), delegate { - if (Sta.GameData.所持金 < 衣装変更価格) + if (GlobalState.GameData.所持金 < 衣装変更価格) { //TODO fix? ////Sounds.操作.Play(); @@ -3178,17 +3178,17 @@ namespace SlaveMatrix } else { - Sta.GameData.所持金 -= 衣装変更価格; + GlobalState.GameData.所持金 -= 衣装変更価格; //TODO fix? ////Sounds.精算.Play(); ip.UpdateSub2(); - Sta.GameData.TrainingTarget.Change衣装(); - TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); + GlobalState.GameData.TrainingTarget.Change衣装(); + TrainingTarget.Set衣装(GlobalState.GameData.TrainingTarget.着衣); ip.SubInfoIm = GameText.衣装を変更しました; TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); - if (Sta.GameData.TrainingTarget.Trained) + if (GlobalState.GameData.TrainingTarget.Trained) { TrainingTarget.Body.拘束具_表示 = false; TrainingTarget.Body.首輪_表示 = true; @@ -3202,63 +3202,63 @@ namespace SlaveMatrix } })); - bs.Add("MoveRoomDown", MyUI.Button(Med, DrawBuffer, "Room ▼", Sta.BigWindow ? new Vector2D(0.146, 0.14) : new Vector2D(0.195, 0.1625), delegate + bs.Add("MoveRoomDown", MyUI.Button(Med, DrawBuffer, "Room ▼", GlobalState.BigWindow ? new Vector2D(0.146, 0.14) : new Vector2D(0.195, 0.1625), delegate { //Sounds.操作.Play(); MoveRoomDown(); mod.Setting(); - if (Sta.AlwaysUseName) + if (GlobalState.AlwaysUseName) { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + Sta.GameData.TrainingTarget.Name; + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GlobalState.GameData.TrainingTarget.Name; } else { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + (Sta.GameData.TrainingTarget.Trained ? ("\r\n" + Sta.GameData.TrainingTarget.Name) : ("\r\n" + Sta.GameData.TrainingTarget.Race)); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + (GlobalState.GameData.TrainingTarget.Trained ? ("\r\n" + GlobalState.GameData.TrainingTarget.Name) : ("\r\n" + GlobalState.GameData.TrainingTarget.Race)); } })); - bs.Add("MoveRoomUp", MyUI.Button(Med, DrawBuffer, "Room ▲", Sta.BigWindow ? new Vector2D(0.146, 0.11) : new Vector2D(0.195, 0.12), delegate + bs.Add("MoveRoomUp", MyUI.Button(Med, DrawBuffer, "Room ▲", GlobalState.BigWindow ? new Vector2D(0.146, 0.11) : new Vector2D(0.195, 0.12), delegate { //Sounds.操作.Play(); MoveRoomUp(); mod.Setting(); - if (Sta.AlwaysUseName) + if (GlobalState.AlwaysUseName) { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + Sta.GameData.TrainingTarget.Name; + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GlobalState.GameData.TrainingTarget.Name; } else { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + (Sta.GameData.TrainingTarget.Trained ? ("\r\n" + Sta.GameData.TrainingTarget.Name) : ("\r\n" + Sta.GameData.TrainingTarget.Race)); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + (GlobalState.GameData.TrainingTarget.Trained ? ("\r\n" + GlobalState.GameData.TrainingTarget.Name) : ("\r\n" + GlobalState.GameData.TrainingTarget.Race)); } })); - bs.Add("MoveFloorDown", MyUI.Button(Med, DrawBuffer, "Floor ▼", Sta.BigWindow ? new Vector2D(0.146, 0.2) : new Vector2D(0.195, 0.2475), delegate + bs.Add("MoveFloorDown", MyUI.Button(Med, DrawBuffer, "Floor ▼", GlobalState.BigWindow ? new Vector2D(0.146, 0.2) : new Vector2D(0.195, 0.2475), delegate { //Sounds.操作.Play(); MoveFloorDown(); mod.Setting(); - if (Sta.AlwaysUseName) + if (GlobalState.AlwaysUseName) { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + Sta.GameData.TrainingTarget.Name; + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GlobalState.GameData.TrainingTarget.Name; } else { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + (Sta.GameData.TrainingTarget.Trained ? ("\r\n" + Sta.GameData.TrainingTarget.Name) : ("\r\n" + Sta.GameData.TrainingTarget.Race)); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + (GlobalState.GameData.TrainingTarget.Trained ? ("\r\n" + GlobalState.GameData.TrainingTarget.Name) : ("\r\n" + GlobalState.GameData.TrainingTarget.Race)); } })); - bs.Add("MoveFloorUp", MyUI.Button(Med, DrawBuffer, "Floor ▲", Sta.BigWindow ? new Vector2D(0.146, 0.17) : new Vector2D(0.195, 0.205), delegate + bs.Add("MoveFloorUp", MyUI.Button(Med, DrawBuffer, "Floor ▲", GlobalState.BigWindow ? new Vector2D(0.146, 0.17) : new Vector2D(0.195, 0.205), delegate { //Sounds.操作.Play(); MoveFloorUp(); mod.Setting(); - if (Sta.AlwaysUseName) + if (GlobalState.AlwaysUseName) { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + "\r\n" + Sta.GameData.TrainingTarget.Name; + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + "\r\n" + GlobalState.GameData.TrainingTarget.Name; } else { - npl.Text = GameText.収容番号 + Sta.GameData.TrainingTarget.Number + (Sta.GameData.TrainingTarget.Trained ? ("\r\n" + Sta.GameData.TrainingTarget.Name) : ("\r\n" + Sta.GameData.TrainingTarget.Race)); + npl.Text = GameText.収容番号 + GlobalState.GameData.TrainingTarget.Number + (GlobalState.GameData.TrainingTarget.Trained ? ("\r\n" + GlobalState.GameData.TrainingTarget.Name) : ("\r\n" + GlobalState.GameData.TrainingTarget.Race)); } })); @@ -3346,15 +3346,15 @@ namespace SlaveMatrix } rs1(bs); bu.PartGroup.Values.First().ToParT().PenColor = Color.Red; - if (Sta.GameData.祝福 != null) + if (GlobalState.GameData.祝福 != null) { - l.Text = Sta.GameData.祝福.Name; - ip.TextIm = Sta.GameData.祝福.GetStatus(); + l.Text = GlobalState.GameData.祝福.Name; + ip.TextIm = GlobalState.GameData.祝福.GetStatus(); if (祝福 != null) { 祝福.Dispose(); } - 祝福 = new Character(Med, DrawBuffer, Sta.GameData.祝福.ChaD); + 祝福 = new Character(Med, DrawBuffer, GlobalState.GameData.祝福.ChaD); if (祝福.Body.IsDualEyes) { 祝福.両目_見つめ(); @@ -3371,7 +3371,7 @@ namespace SlaveMatrix { 祝福.額目_見つめ(); } - if (Sta.GameData.祝福.Race == GameText.ヴィオランテ) + if (GlobalState.GameData.祝福.Race == GameText.ヴィオランテ) { 祝福.両瞼_卑(); 祝福.両瞼_半1(); @@ -3386,15 +3386,15 @@ namespace SlaveMatrix //Sounds.操作.Play(); rs1(bs); bu.PartGroup.Values.First().ToParT().PenColor = Color.Red; - if (Sta.GameData.祝福 != null) + if (GlobalState.GameData.祝福 != null) { l.Text = GameText.親形質1; - ip.TextIm = Sta.GameData.祝福.Mother.GetStatus(); + ip.TextIm = GlobalState.GameData.祝福.Mother.GetStatus(); if (祝福 != null) { 祝福.Dispose(); } - 祝福 = new Character(Med, DrawBuffer, Sta.GameData.祝福.Mother.ChaD); + 祝福 = new Character(Med, DrawBuffer, GlobalState.GameData.祝福.Mother.ChaD); if (祝福.Body.IsDualEyes) { 祝福.両目_見つめ(); @@ -3411,7 +3411,7 @@ namespace SlaveMatrix { 祝福.額目_見つめ(); } - if (Sta.GameData.祝福.Mother.Race == GameText.ヴィオランテ) + if (GlobalState.GameData.祝福.Mother.Race == GameText.ヴィオランテ) { 祝福.両瞼_卑(); 祝福.両瞼_半1(); @@ -3426,15 +3426,15 @@ namespace SlaveMatrix //Sounds.操作.Play(); rs1(bs); bu.PartGroup.Values.First().ToParT().PenColor = Color.Red; - if (Sta.GameData.祝福 != null) + if (GlobalState.GameData.祝福 != null) { l.Text = GameText.親形質2; - ip.TextIm = Sta.GameData.祝福.Father.GetStatus(); + ip.TextIm = GlobalState.GameData.祝福.Father.GetStatus(); if (祝福 != null) { 祝福.Dispose(); } - 祝福 = new Character(Med, DrawBuffer, Sta.GameData.祝福.Father.ChaD); + 祝福 = new Character(Med, DrawBuffer, GlobalState.GameData.祝福.Father.ChaD); if (祝福.Body.IsDualEyes) { 祝福.両目_見つめ(); @@ -3451,7 +3451,7 @@ namespace SlaveMatrix { 祝福.額目_見つめ(); } - if (Sta.GameData.祝福.Father.Race == GameText.ヴィオランテ) + if (GlobalState.GameData.祝福.Father.Race == GameText.ヴィオランテ) { 祝福.両瞼_卑(); 祝福.両瞼_半1(); @@ -3465,7 +3465,7 @@ namespace SlaveMatrix { //TODO fix? //Sounds.解除.Play(); - Sta.GameData.祝福 = null; + GlobalState.GameData.祝福 = null; 祝福なし(); ip.SubInfoIm = GameText.祝福を解除しました; })); @@ -3473,9 +3473,9 @@ namespace SlaveMatrix bs.SetHitColor(Med); Action subinfo = delegate { - if (Sta.GameData.祝福 != null) + if (GlobalState.GameData.祝福 != null) { - ip.SubInfoIm = Sta.GameData.祝福.Name + GameText.から祝福を受けています; + ip.SubInfoIm = GlobalState.GameData.祝福.Name + GameText.から祝福を受けています; } else { @@ -3600,7 +3600,7 @@ namespace SlaveMatrix ip.Mai2Show = false; ip.SubShow = true; ip.Sub2Show = true; - if (Sta.GameData.祝福 != null) + if (GlobalState.GameData.祝福 != null) { bs["子"].Dra = true; bs["親形質1"].Dra = true; @@ -3819,12 +3819,12 @@ namespace SlaveMatrix ip.SubShow = true; ip.Sub2Show = true; ViolaTextBubble.TextBlock.Feed.Dra = false; - 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1"].Dra = !GlobalState.GameData.初事務所フラグ; + bs["ボタン3"].Dra = GlobalState.GameData.RepaymentStage == 3; Viola.両目_見つめ(); Viola.表情_基本0(); Viola.Set基本姿勢(); - if (Sta.GameData.初事務所フラグ) + if (GlobalState.GameData.初事務所フラグ) { Viola.表情_不敵1(); ViolaText.Set(); @@ -3834,36 +3834,36 @@ namespace SlaveMatrix ViolaText.Set(); } si.Set(bre: false); - if (Sta.GameData.RepaymentStage < 3) + if (GlobalState.GameData.RepaymentStage < 3) { - if (Sta.GameData.RepaymentStage == 0 && Sta.GameData.借金 < 単位返済段階額 * 2) + if (GlobalState.GameData.RepaymentStage == 0 && GlobalState.GameData.借金 < 単位返済段階額 * 2) { - Sta.GameData.RepaymentStage = 1; - Sta.GameData.系統開放[2] = true; - Sta.GameData.系統開放[3] = true; - Sta.GameData.心眼 = true; + GlobalState.GameData.RepaymentStage = 1; + GlobalState.GameData.系統開放[2] = true; + GlobalState.GameData.系統開放[3] = true; + GlobalState.GameData.心眼 = true; Med.SwitchMode("RepaymentEvent1", DrawBuffer, 返済イベント描画); SetDemandMaximum(); } - else if (Sta.GameData.RepaymentStage == 1 && Sta.GameData.借金 < 単位返済段階額) + else if (GlobalState.GameData.RepaymentStage == 1 && GlobalState.GameData.借金 < 単位返済段階額) { - Sta.GameData.RepaymentStage = 2; - Sta.GameData.系統開放[4] = true; - Sta.GameData.系統開放[5] = true; - Sta.GameData.媚薬 = true; - Sta.GameData.施術 = true; - Sta.GameData.淫紋 = true; - Sta.GameData.衣装 = true; + GlobalState.GameData.RepaymentStage = 2; + GlobalState.GameData.系統開放[4] = true; + GlobalState.GameData.系統開放[5] = true; + GlobalState.GameData.媚薬 = true; + GlobalState.GameData.施術 = true; + GlobalState.GameData.淫紋 = true; + GlobalState.GameData.衣装 = true; Med.SwitchMode("RepaymentEvent2", DrawBuffer, 返済イベント描画); SetDemandMaximum(); } - else if (Sta.GameData.RepaymentStage == 2 && Sta.GameData.借金 == 0L) + else if (GlobalState.GameData.RepaymentStage == 2 && GlobalState.GameData.借金 == 0L) { - Sta.GameData.RepaymentStage = 3; - Sta.GameData.系統開放[6] = true; - Sta.GameData.系統開放[7] = true; - Sta.GameData.系統開放[8] = true; - Sta.GameData.ヴィオラ服 = true; + GlobalState.GameData.RepaymentStage = 3; + GlobalState.GameData.系統開放[6] = true; + GlobalState.GameData.系統開放[7] = true; + GlobalState.GameData.系統開放[8] = true; + GlobalState.GameData.ヴィオラ服 = true; Med.SwitchMode("RepaymentEvent3", DrawBuffer, 返済イベント描画); SetDemandMaximum(); } @@ -4176,20 +4176,20 @@ namespace SlaveMatrix shapePartT14.StringFormat.LineAlignment = StringAlignment.Center; bs.Add("nb", new Button(shapePartT14, delegate { - if (Sta.GameData.日借金可能額 != 0) + if (GlobalState.GameData.日借金可能額 != 0) { ulong num3 = ulong.Parse(ip.Text, NumberStyles.AllowThousands); if (num3 != 0) { - if (num3 > Sta.GameData.日借金可能額) + if (num3 > GlobalState.GameData.日借金可能額) { - num3 = Sta.GameData.日借金可能額; + num3 = GlobalState.GameData.日借金可能額; ip.SubInfo = GameText.借金可能額以上は無視されます; } - Sta.GameData.日借金額 += num3; - Sta.GameData.所持金 = Sta.GameData.所持金.overflow_add(num3); - Sta.GameData.借金 = Sta.GameData.借金.overflow_add(num3); - bs["nr"].Dra = Sta.GameData.借金 != 0; + GlobalState.GameData.日借金額 += num3; + GlobalState.GameData.所持金 = GlobalState.GameData.所持金.overflow_add(num3); + GlobalState.GameData.借金 = GlobalState.GameData.借金.overflow_add(num3); + bs["nr"].Dra = GlobalState.GameData.借金 != 0; ip.TextIm = "0"; //Sounds.精算.Play(); ip.UpdateSub2(); @@ -4223,28 +4223,28 @@ namespace SlaveMatrix shapePartT15.StringFormat.LineAlignment = StringAlignment.Center; bs.Add("nr", new Button(shapePartT15, delegate { - if (Sta.GameData.所持金 != 0) + if (GlobalState.GameData.所持金 != 0) { ulong num2 = ulong.Parse(ip.Text, NumberStyles.AllowThousands); if (num2 != 0) { - if (num2 > Sta.GameData.所持金) + if (num2 > GlobalState.GameData.所持金) { - num2 = Sta.GameData.所持金; + num2 = GlobalState.GameData.所持金; ip.SubInfo = GameText.返済可能額以上は無視されます; } - if (num2 > Sta.GameData.借金) + if (num2 > GlobalState.GameData.借金) { - Sta.GameData.所持金 = Sta.GameData.所持金.underflow_subtract(Sta.GameData.借金); - Sta.GameData.借金 = 0uL; + GlobalState.GameData.所持金 = GlobalState.GameData.所持金.underflow_subtract(GlobalState.GameData.借金); + GlobalState.GameData.借金 = 0uL; ip.SubInfo = GameText.返済可能額以上は無視されます; } else { - Sta.GameData.所持金 = Sta.GameData.所持金.underflow_subtract(num2); - Sta.GameData.借金 = Sta.GameData.借金.underflow_subtract(num2); + GlobalState.GameData.所持金 = GlobalState.GameData.所持金.underflow_subtract(num2); + GlobalState.GameData.借金 = GlobalState.GameData.借金.underflow_subtract(num2); } - bs["nr"].Dra = Sta.GameData.借金 != 0; + bs["nr"].Dra = GlobalState.GameData.借金 != 0; ip.TextIm = "0"; //Sounds.精算.Play(); ip.UpdateSub2(); @@ -4374,8 +4374,8 @@ namespace SlaveMatrix Viola.SetSymmetry(); ViolaText.Set(); si.Set(bre: false); - bs["nr"].Dra = Sta.GameData.借金 != 0; - //bs["nr"].Dra = Sta.GameData.借金 != 0; + bs["nr"].Dra = GlobalState.GameData.借金 != 0; + //bs["nr"].Dra = GlobalState.GameData.借金 != 0; } }; DrawDebt = delegate(RenderArea a, FpsCounter FPS) @@ -4435,7 +4435,7 @@ namespace SlaveMatrix bs.Add("ボタン0", new Button(shapePartT, delegate { //Sounds.操作.Play(); - if (Sta.GameData.初事務所フラグ) + if (GlobalState.GameData.初事務所フラグ) { Med.SwitchMode("初事務所", DrawBuffer, 初事務所描画); } @@ -4714,38 +4714,38 @@ namespace SlaveMatrix { if (bs["対象0"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - if ((Sta.GameData.鳥系.Count != 0 && Sta.GameData.系統開放[0]) || (Sta.GameData.蛇系.Count != 0 && Sta.GameData.系統開放[1]) || (Sta.GameData.獣系.Count != 0 && Sta.GameData.系統開放[2]) || (Sta.GameData.水系.Count != 0 && Sta.GameData.系統開放[3]) || (Sta.GameData.虫系.Count != 0 && Sta.GameData.系統開放[4]) || (Sta.GameData.人型.Count != 0 && Sta.GameData.系統開放[5]) || (Sta.GameData.幻獣.Count != 0 && Sta.GameData.系統開放[6]) || (Sta.GameData.魔獣.Count != 0 && Sta.GameData.系統開放[7]) || (Sta.GameData.竜系.Count != 0 && Sta.GameData.系統開放[8])) + if ((GlobalState.GameData.鳥系.Count != 0 && GlobalState.GameData.系統開放[0]) || (GlobalState.GameData.蛇系.Count != 0 && GlobalState.GameData.系統開放[1]) || (GlobalState.GameData.獣系.Count != 0 && GlobalState.GameData.系統開放[2]) || (GlobalState.GameData.水系.Count != 0 && GlobalState.GameData.系統開放[3]) || (GlobalState.GameData.虫系.Count != 0 && GlobalState.GameData.系統開放[4]) || (GlobalState.GameData.人型.Count != 0 && GlobalState.GameData.系統開放[5]) || (GlobalState.GameData.幻獣.Count != 0 && GlobalState.GameData.系統開放[6]) || (GlobalState.GameData.魔獣.Count != 0 && GlobalState.GameData.系統開放[7]) || (GlobalState.GameData.竜系.Count != 0 && GlobalState.GameData.系統開放[8])) { do { - switch (RNG.XS.Next(Sta.GameData.系統開放.Count((bool e) => e))) + switch (Rng.XS.Next(GlobalState.GameData.系統開放.Count((bool e) => e))) { case 0: - g = Sta.GameData.鳥系; + g = GlobalState.GameData.鳥系; break; case 1: - g = Sta.GameData.蛇系; + g = GlobalState.GameData.蛇系; break; case 2: - g = Sta.GameData.獣系; + g = GlobalState.GameData.獣系; break; case 3: - g = Sta.GameData.水系; + g = GlobalState.GameData.水系; break; case 4: - g = Sta.GameData.虫系; + g = GlobalState.GameData.虫系; break; case 5: - g = Sta.GameData.人型; + g = GlobalState.GameData.人型; break; case 6: - g = Sta.GameData.幻獣; + g = GlobalState.GameData.幻獣; break; case 7: - g = Sta.GameData.魔獣; + g = GlobalState.GameData.魔獣; break; case 8: - g = Sta.GameData.竜系; + g = GlobalState.GameData.竜系; break; } } @@ -4753,73 +4753,73 @@ namespace SlaveMatrix } else { - switch (RNG.XS.Next(Sta.GameData.系統開放.Count((bool e) => e))) + switch (Rng.XS.Next(GlobalState.GameData.系統開放.Count((bool e) => e))) { case 0: - g = Sta.GameData.鳥系; + g = GlobalState.GameData.鳥系; break; case 1: - g = Sta.GameData.蛇系; + g = GlobalState.GameData.蛇系; break; case 2: - g = Sta.GameData.獣系; + g = GlobalState.GameData.獣系; break; case 3: - g = Sta.GameData.水系; + g = GlobalState.GameData.水系; break; case 4: - g = Sta.GameData.虫系; + g = GlobalState.GameData.虫系; break; case 5: - g = Sta.GameData.人型; + g = GlobalState.GameData.人型; break; case 6: - g = Sta.GameData.幻獣; + g = GlobalState.GameData.幻獣; break; case 7: - g = Sta.GameData.魔獣; + g = GlobalState.GameData.魔獣; break; case 8: - g = Sta.GameData.竜系; + g = GlobalState.GameData.竜系; break; } } } else if (bs["対象1"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.鳥系; + g = GlobalState.GameData.鳥系; } else if (bs["対象2"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.蛇系; + g = GlobalState.GameData.蛇系; } else if (bs["対象3"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.獣系; + g = GlobalState.GameData.獣系; } else if (bs["対象4"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.水系; + g = GlobalState.GameData.水系; } else if (bs["対象5"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.虫系; + g = GlobalState.GameData.虫系; } else if (bs["対象6"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.人型; + g = GlobalState.GameData.人型; } else if (bs["対象7"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.幻獣; + g = GlobalState.GameData.幻獣; } else if (bs["対象8"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.魔獣; + g = GlobalState.GameData.魔獣; } else if (bs["対象9"].PartGroup.Values.First().ToParT().PenColor == Color.Red) { - g = Sta.GameData.竜系; + g = GlobalState.GameData.竜系; } }; Reload = delegate @@ -4888,7 +4888,7 @@ namespace SlaveMatrix ulong 買値; bs.Add("購入", new Button(shapePartT15, delegate { - if (Sta.GameData.Is地下室一杯()) + if (GlobalState.GameData.Is地下室一杯()) { //TODO fix? //Sounds.操作.Play(); @@ -4900,7 +4900,7 @@ namespace SlaveMatrix //Sounds.操作.Play(); ip.Mai.TextIm = GameText.売り切れです; } - else if (Sta.GameData.所持金 < (買値 = (ulong)((double)u.GetPrice() * ((Sta.GameData.祝福 == Sta.GameData.ヴィオラ) ? 0.6 : 1.0)))) + else if (GlobalState.GameData.所持金 < (買値 = (ulong)((double)u.GetPrice() * ((GlobalState.GameData.祝福 == GlobalState.GameData.ヴィオラ) ? 0.6 : 1.0)))) { //TODO fix? //Sounds.操作.Play(); @@ -4909,11 +4909,11 @@ namespace SlaveMatrix else { u.Price = 買値; - Sta.GameData.所持金 -= 買値; + GlobalState.GameData.所持金 -= 買値; //TODO fix? ////Sounds.精算.Play(); ip.UpdateSub2(); - Sta.GameData.Add地下室(g.GetCharacter()); + GlobalState.GameData.Add地下室(g.GetCharacter()); Reload(); } })); @@ -5015,7 +5015,7 @@ namespace SlaveMatrix num3++; } } - int num4 = Sta.GameData.系統開放.Count((bool e) => e) + 1; + int num4 = GlobalState.GameData.系統開放.Count((bool e) => e) + 1; int num5 = num3 - dt.Sign(); if (num5 < 0) { @@ -5035,23 +5035,23 @@ namespace SlaveMatrix ip.Mai2Show = false; ip.SubShow = true; ip.Sub2Show = true; - bs["対象1"].Dra = Sta.GameData.系統開放[0]; - bs["対象2"].Dra = Sta.GameData.系統開放[1]; - bs["対象3"].Dra = Sta.GameData.系統開放[2]; - bs["対象4"].Dra = Sta.GameData.系統開放[3]; - bs["対象5"].Dra = Sta.GameData.系統開放[4]; - bs["対象6"].Dra = Sta.GameData.系統開放[5]; - bs["対象7"].Dra = Sta.GameData.系統開放[6]; - bs["対象8"].Dra = Sta.GameData.系統開放[7]; - bs["対象9"].Dra = Sta.GameData.系統開放[8]; - if (Sta.RefreshStoreEveryTime) + bs["対象1"].Dra = GlobalState.GameData.系統開放[0]; + bs["対象2"].Dra = GlobalState.GameData.系統開放[1]; + bs["対象3"].Dra = GlobalState.GameData.系統開放[2]; + bs["対象4"].Dra = GlobalState.GameData.系統開放[3]; + bs["対象5"].Dra = GlobalState.GameData.系統開放[4]; + bs["対象6"].Dra = GlobalState.GameData.系統開放[5]; + bs["対象7"].Dra = GlobalState.GameData.系統開放[6]; + bs["対象8"].Dra = GlobalState.GameData.系統開放[7]; + bs["対象9"].Dra = GlobalState.GameData.系統開放[8]; + if (GlobalState.RefreshStoreEveryTime) { - Sta.GameData.新日 = true; + GlobalState.GameData.新日 = true; } - if (Sta.GameData.新日) + if (GlobalState.GameData.新日) { - Sta.GameData.GenRefresh(); - Sta.GameData.新日 = false; + GlobalState.GameData.GenRefresh(); + GlobalState.GameData.新日 = false; } Reload(); si.Set(bre: false); @@ -5107,7 +5107,7 @@ namespace SlaveMatrix bs.Add("ボタン0", MyUI.Button2(Med, DrawBuffer, GameText.戻る, new Vector2D(0.85, 0.02), delegate { //Sounds.操作.Play(); - if (Sta.GameData.初事務所フラグ) + if (GlobalState.GameData.初事務所フラグ) { Med.SwitchMode("初事務所", DrawBuffer, 初事務所描画); } @@ -5135,11 +5135,11 @@ namespace SlaveMatrix ListView lv = null; Action buy = delegate(ButtonBase ButtonBase, int ind, ulong pri) { - if (Sta.GameData.所持金 >= pri) + if (GlobalState.GameData.所持金 >= pri) { ButtonBase.Dra = false; - Sta.GameData.PurchasedTools[ind] = true; - Sta.GameData.所持金 -= pri; + GlobalState.GameData.PurchasedTools[ind] = true; + GlobalState.GameData.所持金 -= pri; //Sounds.精算.Play(); ip.UpdateSub2(); ip.TextIm = " "; @@ -5202,14 +5202,14 @@ namespace SlaveMatrix }), new TA(GameText.フロア増設 + " 300,000,000", delegate(ButtonBase b) { ulong num = 300000000uL; - if (Sta.GameData.所持金 >= num) + if (GlobalState.GameData.所持金 >= num) { - Sta.GameData.フロア数++; - if (Sta.GameData.フロア数 == 9) + GlobalState.GameData.フロア数++; + if (GlobalState.GameData.フロア数 == 9) { b.Dra = false; } - Sta.GameData.所持金 -= num; + GlobalState.GameData.所持金 -= num; //Sounds.精算.Play(); ip.UpdateSub2(); ip.TextIm = " "; @@ -5398,22 +5398,22 @@ namespace SlaveMatrix ip.Mai2Show = false; ip.SubShow = true; ip.Sub2Show = true; - lv.bs["0"].Dra = !Sta.GameData.PurchasedTools[0]; - lv.bs["1"].Dra = !Sta.GameData.PurchasedTools[1]; - lv.bs["2"].Dra = !Sta.GameData.PurchasedTools[2]; - lv.bs["3"].Dra = !Sta.GameData.PurchasedTools[3]; - lv.bs["4"].Dra = !Sta.GameData.PurchasedTools[4]; - lv.bs["5"].Dra = !Sta.GameData.PurchasedTools[5]; - lv.bs["6"].Dra = !Sta.GameData.PurchasedTools[6]; - lv.bs["7"].Dra = !Sta.GameData.PurchasedTools[7]; - lv.bs["8"].Dra = !Sta.GameData.PurchasedTools[8]; - lv.bs["9"].Dra = !Sta.GameData.PurchasedTools[9]; - lv.bs["10"].Dra = !Sta.GameData.PurchasedTools[10]; - lv.bs["11"].Dra = !Sta.GameData.PurchasedTools[11]; - lv.bs["12"].Dra = !Sta.GameData.PurchasedTools[12]; - lv.bs["13"].Dra = !Sta.GameData.PurchasedTools[13]; - lv.bs["14"].Dra = Sta.GameData.フロア数 < 9; - if (Sta.GameData.PurchasedTools.All((bool e) => e) && Sta.GameData.フロア数 == 9) + lv.bs["0"].Dra = !GlobalState.GameData.PurchasedTools[0]; + lv.bs["1"].Dra = !GlobalState.GameData.PurchasedTools[1]; + lv.bs["2"].Dra = !GlobalState.GameData.PurchasedTools[2]; + lv.bs["3"].Dra = !GlobalState.GameData.PurchasedTools[3]; + lv.bs["4"].Dra = !GlobalState.GameData.PurchasedTools[4]; + lv.bs["5"].Dra = !GlobalState.GameData.PurchasedTools[5]; + lv.bs["6"].Dra = !GlobalState.GameData.PurchasedTools[6]; + lv.bs["7"].Dra = !GlobalState.GameData.PurchasedTools[7]; + lv.bs["8"].Dra = !GlobalState.GameData.PurchasedTools[8]; + lv.bs["9"].Dra = !GlobalState.GameData.PurchasedTools[9]; + lv.bs["10"].Dra = !GlobalState.GameData.PurchasedTools[10]; + lv.bs["11"].Dra = !GlobalState.GameData.PurchasedTools[11]; + lv.bs["12"].Dra = !GlobalState.GameData.PurchasedTools[12]; + lv.bs["13"].Dra = !GlobalState.GameData.PurchasedTools[13]; + lv.bs["14"].Dra = GlobalState.GameData.フロア数 < 9; + if (GlobalState.GameData.PurchasedTools.All((bool e) => e) && GlobalState.GameData.フロア数 == 9) { ip.TextIm = GameText.売り切れです; } @@ -5460,25 +5460,25 @@ namespace SlaveMatrix { Down = delegate { - Sta.GameData.時間進行(); + GlobalState.GameData.時間進行(); if (日利益額 != 0 || 日利子額 != 0) { if (日利益額 != 0) { - Sta.GameData.所持金 = Sta.GameData.所持金.overflow_add(日利益額); + GlobalState.GameData.所持金 = GlobalState.GameData.所持金.overflow_add(日利益額); } if (日利子額 != 0) { - Sta.GameData.借金 = Sta.GameData.借金.overflow_add(日利子額); + GlobalState.GameData.借金 = GlobalState.GameData.借金.overflow_add(日利子額); } //Sounds.精算.Play(); ip.UpdateSub2(); } - if (Sta.GameData.日数 >= 10) + if (GlobalState.GameData.日数 >= 10) { - Sta.GameData.利子 = 0.002; + GlobalState.GameData.利子 = 0.002; } - Sta.GameData.需給更新(); + GlobalState.GameData.需給更新(); Med.SwitchMode("メインフォーム", DrawBuffer, メインフォーム描画); }, Up = delegate @@ -5505,7 +5505,7 @@ namespace SlaveMatrix where !string.IsNullOrWhiteSpace(e) select e.Substring(0, e.Length - 2)).Join("\r\n") + ((労働利益 != 0) ? ("\r\n" + GameText.労働利益 + " + " + 労働利益.ToString("#,0")) : ""); ip.TextIm = ((日利益額 != 0) ? (GameText.利益 + " + " + 日利益額.ToString("#,0") + "\r\n") : "") + ((日利子額 != 0) ? (GameText.利子 + " + " + 日利子額.ToString("#,0") + "\r\n") : "") + ">> Next days."; - if (TrainingTarget != null && Sta.GameData.TrainingTarget != null) + if (TrainingTarget != null && GlobalState.GameData.TrainingTarget != null) { InitializeTrainingTarget(); 妊娠状態反映(); @@ -5546,12 +5546,12 @@ namespace SlaveMatrix double num3 = 0.15; Button 完了 = MyUI.Button(Med, DrawBuffer, GameText.完了, new Vector2D(num2 + 0.19, num3 + 0.72), delegate { - Sta.GameData.配色 = new 主人公配色(Sta.GameData.色); - Player.UI.ハンド右.再配色(Sta.GameData.配色); - Player.UI.ハンド左.再配色(Sta.GameData.配色); - Player.UI.ペニス.再配色(Sta.GameData.配色); - Player.UI.マウス.再配色(Sta.GameData.配色); - Sta.GameData.プレーヤー = Generator.プレーヤー(); + GlobalState.GameData.配色 = new 主人公配色(GlobalState.GameData.色); + Player.UI.ハンド右.再配色(GlobalState.GameData.配色); + Player.UI.ハンド左.再配色(GlobalState.GameData.配色); + Player.UI.ペニス.再配色(GlobalState.GameData.配色); + Player.UI.マウス.再配色(GlobalState.GameData.配色); + GlobalState.GameData.プレーヤー = Generator.プレーヤー(); //Sounds.完了.Play(); if (start) { @@ -5658,38 +5658,38 @@ namespace SlaveMatrix 体重.Frame1.PenColor = ColorHelper.White; 体重.Knob.PenColor = ColorHelper.White; 体重.Knob.HitColor = Med.GetUniqueColor(); - Hsv hsv = HSV.ToHSV(ref Sta.GameData.色.肌色); + Hsv hsv = HSV.ToHSV(ref GlobalState.GameData.色.肌色); H肌.Value = (double)hsv.H / 360.0; S肌.Value = (double)hsv.S / 255.0; V肌.Value = (double)hsv.V / 255.0; - H肌.Base.BrushColor = Sta.GameData.色.肌色; - S肌.Base.BrushColor = Sta.GameData.色.肌色; - V肌.Base.BrushColor = Sta.GameData.色.肌色; + H肌.Base.BrushColor = GlobalState.GameData.色.肌色; + S肌.Base.BrushColor = GlobalState.GameData.色.肌色; + V肌.Base.BrushColor = GlobalState.GameData.色.肌色; ls["ラベル2"].Text = "H:" + hsv.H; ls["ラベル3"].Text = "S:" + hsv.S; ls["ラベル4"].Text = "V:" + hsv.V; - hsv = HSV.ToHSV(ref Sta.GameData.色.髪色); + hsv = HSV.ToHSV(ref GlobalState.GameData.色.髪色); H髪.Value = (double)hsv.H / 360.0; S髪.Value = (double)hsv.S / 255.0; V髪.Value = (double)hsv.V / 255.0; - H髪.Base.BrushColor = Sta.GameData.色.髪色; - S髪.Base.BrushColor = Sta.GameData.色.髪色; - V髪.Base.BrushColor = Sta.GameData.色.髪色; + H髪.Base.BrushColor = GlobalState.GameData.色.髪色; + S髪.Base.BrushColor = GlobalState.GameData.色.髪色; + V髪.Base.BrushColor = GlobalState.GameData.色.髪色; ls["ラベル6"].Text = "H:" + hsv.H; ls["ラベル7"].Text = "S:" + hsv.S; ls["ラベル8"].Text = "V:" + hsv.V; - hsv = HSV.ToHSV(ref Sta.GameData.色.瞳色); + hsv = HSV.ToHSV(ref GlobalState.GameData.色.瞳色); H瞳.Value = (double)hsv.H / 360.0; S瞳.Value = (double)hsv.S / 255.0; V瞳.Value = (double)hsv.V / 255.0; - H瞳.Base.BrushColor = Sta.GameData.色.瞳色; - S瞳.Base.BrushColor = Sta.GameData.色.瞳色; - V瞳.Base.BrushColor = Sta.GameData.色.瞳色; + H瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; + S瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; + V瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; ls["ラベル10"].Text = "H:" + hsv.H; ls["ラベル11"].Text = "S:" + hsv.S; ls["ラベル12"].Text = "V:" + hsv.V; - 身長.Value = Sta.GameData.身長; - 体重.Value = Sta.GameData.体重; + 身長.Value = GlobalState.GameData.身長; + 体重.Value = GlobalState.GameData.体重; ls["ラベル14"].Text = "H:" + $"{身長.Value:0.00}"; ls["ラベル15"].Text = "W:" + $"{体重.Value:0.00}"; mod.Down = delegate(MouseButtons mb, Vector2D cp, Color hc) @@ -5741,10 +5741,10 @@ namespace SlaveMatrix h = (int)(360.0 * H肌.Value); s = (int)(255.0 * S肌.Value); v = (int)(255.0 * V肌.Value); - HSV.ToRGB(h, s, v, out Sta.GameData.色.肌色); - H肌.Base.BrushColor = Sta.GameData.色.肌色; - S肌.Base.BrushColor = Sta.GameData.色.肌色; - V肌.Base.BrushColor = Sta.GameData.色.肌色; + HSV.ToRGB(h, s, v, out GlobalState.GameData.色.肌色); + H肌.Base.BrushColor = GlobalState.GameData.色.肌色; + S肌.Base.BrushColor = GlobalState.GameData.色.肌色; + V肌.Base.BrushColor = GlobalState.GameData.色.肌色; ls["ラベル2"].Text = "H:" + h; ls["ラベル3"].Text = "S:" + s; ls["ラベル4"].Text = "V:" + v; @@ -5754,10 +5754,10 @@ namespace SlaveMatrix h = (int)(360.0 * H髪.Value); s = (int)(255.0 * S髪.Value); v = (int)(255.0 * V髪.Value); - HSV.ToRGB(h, s, v, out Sta.GameData.色.髪色); - H髪.Base.BrushColor = Sta.GameData.色.髪色; - S髪.Base.BrushColor = Sta.GameData.色.髪色; - V髪.Base.BrushColor = Sta.GameData.色.髪色; + HSV.ToRGB(h, s, v, out GlobalState.GameData.色.髪色); + H髪.Base.BrushColor = GlobalState.GameData.色.髪色; + S髪.Base.BrushColor = GlobalState.GameData.色.髪色; + V髪.Base.BrushColor = GlobalState.GameData.色.髪色; ls["ラベル6"].Text = "H:" + h; ls["ラベル7"].Text = "S:" + s; ls["ラベル8"].Text = "V:" + v; @@ -5767,10 +5767,10 @@ namespace SlaveMatrix h = (int)(360.0 * H瞳.Value); s = (int)(255.0 * S瞳.Value); v = (int)(255.0 * V瞳.Value); - HSV.ToRGB(h, s, v, out Sta.GameData.色.瞳色); - H瞳.Base.BrushColor = Sta.GameData.色.瞳色; - S瞳.Base.BrushColor = Sta.GameData.色.瞳色; - V瞳.Base.BrushColor = Sta.GameData.色.瞳色; + HSV.ToRGB(h, s, v, out GlobalState.GameData.色.瞳色); + H瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; + S瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; + V瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; ls["ラベル10"].Text = "H:" + h; ls["ラベル11"].Text = "S:" + s; ls["ラベル12"].Text = "V:" + v; @@ -5802,38 +5802,38 @@ namespace SlaveMatrix mod.Setting = delegate { ls["ラベル0"].Text = GameText.プレイヤーの遺伝情報を設定してください + (start ? ("(" + GameText.後から変更できます + ")") : ""); - hsv = HSV.ToHSV(ref Sta.GameData.色.肌色); + hsv = HSV.ToHSV(ref GlobalState.GameData.色.肌色); H肌.Value = (double)hsv.H / 360.0; S肌.Value = (double)hsv.S / 255.0; V肌.Value = (double)hsv.V / 255.0; - H肌.Base.BrushColor = Sta.GameData.色.肌色; - S肌.Base.BrushColor = Sta.GameData.色.肌色; - V肌.Base.BrushColor = Sta.GameData.色.肌色; + H肌.Base.BrushColor = GlobalState.GameData.色.肌色; + S肌.Base.BrushColor = GlobalState.GameData.色.肌色; + V肌.Base.BrushColor = GlobalState.GameData.色.肌色; ls["ラベル2"].Text = "H:" + hsv.H; ls["ラベル3"].Text = "S:" + hsv.S; ls["ラベル4"].Text = "V:" + hsv.V; - hsv = HSV.ToHSV(ref Sta.GameData.色.髪色); + hsv = HSV.ToHSV(ref GlobalState.GameData.色.髪色); H髪.Value = (double)hsv.H / 360.0; S髪.Value = (double)hsv.S / 255.0; V髪.Value = (double)hsv.V / 255.0; - H髪.Base.BrushColor = Sta.GameData.色.髪色; - S髪.Base.BrushColor = Sta.GameData.色.髪色; - V髪.Base.BrushColor = Sta.GameData.色.髪色; + H髪.Base.BrushColor = GlobalState.GameData.色.髪色; + S髪.Base.BrushColor = GlobalState.GameData.色.髪色; + V髪.Base.BrushColor = GlobalState.GameData.色.髪色; ls["ラベル6"].Text = "H:" + hsv.H; ls["ラベル7"].Text = "S:" + hsv.S; ls["ラベル8"].Text = "V:" + hsv.V; - hsv = HSV.ToHSV(ref Sta.GameData.色.瞳色); + hsv = HSV.ToHSV(ref GlobalState.GameData.色.瞳色); H瞳.Value = (double)hsv.H / 360.0; S瞳.Value = (double)hsv.S / 255.0; V瞳.Value = (double)hsv.V / 255.0; - H瞳.Base.BrushColor = Sta.GameData.色.瞳色; - S瞳.Base.BrushColor = Sta.GameData.色.瞳色; - V瞳.Base.BrushColor = Sta.GameData.色.瞳色; + H瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; + S瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; + V瞳.Base.BrushColor = GlobalState.GameData.色.瞳色; ls["ラベル10"].Text = "H:" + hsv.H; ls["ラベル11"].Text = "S:" + hsv.S; ls["ラベル12"].Text = "V:" + hsv.V; - 身長.Value = Sta.GameData.身長; - 体重.Value = Sta.GameData.体重; + 身長.Value = GlobalState.GameData.身長; + 体重.Value = GlobalState.GameData.体重; ls["ラベル14"].Text = "H:" + $"{身長.Value:0.00}"; ls["ラベル15"].Text = "W:" + $"{体重.Value:0.00}"; }; @@ -6085,7 +6085,7 @@ namespace SlaveMatrix ViolaTextBubble.TextBlock.Done = delegate { //Sounds.精算.Play(); - Sta.GameData.借金 = 5000000000uL; + GlobalState.GameData.借金 = 5000000000uL; ip.UpdateSub2(); }; Viola.表情_不敵0眉上(); @@ -6109,7 +6109,7 @@ namespace SlaveMatrix ViolaTextBubble.TextBlock.Done = delegate { //Sounds.精算.Play(); - Sta.GameData.借金 = 5000000000uL; + GlobalState.GameData.借金 = 5000000000uL; ip.UpdateSub2(); }; Viola.表情_素1(); @@ -6184,10 +6184,10 @@ namespace SlaveMatrix { ip.Mai.Feed.Dra = false; //Sounds.日常BGM.Play(); - Sta.GameData.ヴィオラ = new Unit(); - Sta.GameData.ヴィオラ.SetViola(Med, DrawBuffer); - Viola = new Character(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); - Viola.Set衣装(Sta.GameData.ヴィオラ.着衣); + GlobalState.GameData.ヴィオラ = new Unit(); + GlobalState.GameData.ヴィオラ.SetViola(Med, DrawBuffer); + Viola = new Character(Med, DrawBuffer, GlobalState.GameData.ヴィオラ.ChaD); + Viola.Set衣装(GlobalState.GameData.ヴィオラ.着衣); ViolaTextBubble.接続(Viola.Body.頭.口_接続点); i = 0; wi = 0; @@ -6432,7 +6432,7 @@ namespace SlaveMatrix "", GameText.お金がなければ借りればいいじゃない, GameText.借金と返済は事務所つまりここで出来るわ, - GameText.借金には1日 + Sta.GameData.利子 * 100.0 + GameText.の利子がつくわよ + " \r\n" + GameText.良心的よねうふふ, + GameText.借金には1日 + GlobalState.GameData.利子 * 100.0 + GameText.の利子がつくわよ + " \r\n" + GameText.良心的よねうふふ, GameText.そうそう言い忘れていたけどあなたは調教師として必要な拘束術が使えるようになっているはずよ, "", GameText.点6, @@ -6532,7 +6532,7 @@ namespace SlaveMatrix ip.SubInfo = GameText.あなたの鎖は弾け飛ぶ; 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; ViolaTextBubble.TextBlock.Feed.Dra = true; - Sta.GameData.利子 *= 2.0; + GlobalState.GameData.利子 *= 2.0; }; ViolaTextBubble.TextBlock.Feed.Dra = false; Viola.Body.拘束具_表示 = true; @@ -6617,7 +6617,7 @@ namespace SlaveMatrix } else { - Sta.GameData.初事務所フラグ = false; + GlobalState.GameData.初事務所フラグ = false; Med.SwitchMode("Office", DrawBuffer, DrawOffice); } } @@ -7109,7 +7109,7 @@ namespace SlaveMatrix } else { - Sta.GameData.初事務所フラグ = false; + GlobalState.GameData.初事務所フラグ = false; Med.SwitchMode("Office", DrawBuffer, DrawOffice); } } @@ -7280,7 +7280,7 @@ namespace SlaveMatrix ViolaTextBubble.Text = tsc[i]; ip.Text = tsp[i]; ip.SubInfo = sub[i]; - Sta.GameData.祝福 = Sta.GameData.ヴィオラ; + GlobalState.GameData.祝福 = GlobalState.GameData.ヴィオラ; }; mod.Draw = delegate(FpsCounter FPS) { @@ -7313,11 +7313,11 @@ namespace SlaveMatrix //buttons added by the other guy public static void NewButtons(ModeEventDispatcher med) { - if (Sta.SensesButton) + if (GlobalState.SensesButton) { double x = 0.6; double y = 0.9075; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.695; y = 0.932; @@ -7326,24 +7326,24 @@ namespace SlaveMatrix dbs.Add("Senses", MyUI.Button(med, DrawBuffer, "Senses", new Vector2D(x, y), delegate { //Sounds.操作.Play(); - Sta.ShowSenses = !Sta.ShowSenses; + GlobalState.ShowSenses = !GlobalState.ShowSenses; })); } - if (Sta.JsonButton) + if (GlobalState.JsonButton) { { double x = 0.6; double y = 0.9075; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.695; y = 0.932; - if (Sta.SensesButton) + if (GlobalState.SensesButton) { x = 0.62; } } - if (!Sta.BigWindow && Sta.SensesButton) + if (!GlobalState.BigWindow && GlobalState.SensesButton) { x = 0.5; } @@ -7364,16 +7364,16 @@ namespace SlaveMatrix { double y = 0.9075; double x = 0.5; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.62; y = 0.932; - if (Sta.SensesButton) + if (GlobalState.SensesButton) { x = 0.545; } } - if (!Sta.BigWindow && Sta.SensesButton) + if (!GlobalState.BigWindow && GlobalState.SensesButton) { x = 0.4; } @@ -7397,13 +7397,13 @@ namespace SlaveMatrix //room buttons or smthn? public static void MoveRoomDown() { - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { - int num = int.Parse(Sta.GameData.TrainingTarget.Number) - 1; - if (Sta.GameData.Slaves[num + 1] != null) + int num = int.Parse(GlobalState.GameData.TrainingTarget.Number) - 1; + if (GlobalState.GameData.Slaves[num + 1] != null) { - Unit unit = Sta.GameData.Slaves[num]; - Unit unit2 = Sta.GameData.Slaves[num + 1]; + Unit unit = GlobalState.GameData.Slaves[num]; + Unit unit2 = GlobalState.GameData.Slaves[num + 1]; int[] array = new int[3] { int.Parse(unit.Number), @@ -7416,22 +7416,22 @@ namespace SlaveMatrix unit2.Number = array[0].ToString().PadLeft(3, '0'); unit2.階層位置 = array[1]; unit2.RoomNumber = array[2]; - Sta.GameData.Slaves[num] = unit2; - Sta.GameData.Slaves[num + 1] = unit; - Sta.GameData.TrainingTarget = Sta.GameData.Slaves[num + 1]; + GlobalState.GameData.Slaves[num] = unit2; + GlobalState.GameData.Slaves[num + 1] = unit; + GlobalState.GameData.TrainingTarget = GlobalState.GameData.Slaves[num + 1]; } } } public static void MoveRoomUp() { - if (Sta.GameData.TrainingTarget != null) + if (GlobalState.GameData.TrainingTarget != null) { - int num = int.Parse(Sta.GameData.TrainingTarget.Number) - 1; - if (num != 0 && Sta.GameData.Slaves[num - 1] != null) + int num = int.Parse(GlobalState.GameData.TrainingTarget.Number) - 1; + if (num != 0 && GlobalState.GameData.Slaves[num - 1] != null) { - Unit unit = Sta.GameData.Slaves[num]; - Unit unit2 = Sta.GameData.Slaves[num - 1]; + Unit unit = GlobalState.GameData.Slaves[num]; + Unit unit2 = GlobalState.GameData.Slaves[num - 1]; int[] array = new int[3] { int.Parse(unit.Number), @@ -7444,28 +7444,28 @@ namespace SlaveMatrix unit2.Number = array[0].ToString().PadLeft(3, '0'); unit2.階層位置 = array[1]; unit2.RoomNumber = array[2]; - Sta.GameData.Slaves[num] = unit2; - Sta.GameData.Slaves[num - 1] = unit; - Sta.GameData.TrainingTarget = Sta.GameData.Slaves[num - 1]; + GlobalState.GameData.Slaves[num] = unit2; + GlobalState.GameData.Slaves[num - 1] = unit; + GlobalState.GameData.TrainingTarget = GlobalState.GameData.Slaves[num - 1]; } } } public static void MoveFloorDown() { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { return; } for (int i = 0; i < 15; i++) { - int num = int.Parse(Sta.GameData.TrainingTarget.Number) - 1; - if (Sta.GameData.Slaves[num + 1] == null) + int num = int.Parse(GlobalState.GameData.TrainingTarget.Number) - 1; + if (GlobalState.GameData.Slaves[num + 1] == null) { break; } - Unit unit = Sta.GameData.Slaves[num]; - Unit unit2 = Sta.GameData.Slaves[num + 1]; + Unit unit = GlobalState.GameData.Slaves[num]; + Unit unit2 = GlobalState.GameData.Slaves[num + 1]; int[] array = new int[3] { int.Parse(unit.Number), @@ -7478,27 +7478,27 @@ namespace SlaveMatrix unit2.Number = array[0].ToString().PadLeft(3, '0'); unit2.階層位置 = array[1]; unit2.RoomNumber = array[2]; - Sta.GameData.Slaves[num] = unit2; - Sta.GameData.Slaves[num + 1] = unit; - Sta.GameData.TrainingTarget = Sta.GameData.Slaves[num + 1]; + GlobalState.GameData.Slaves[num] = unit2; + GlobalState.GameData.Slaves[num + 1] = unit; + GlobalState.GameData.TrainingTarget = GlobalState.GameData.Slaves[num + 1]; } } public static void MoveFloorUp() { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { return; } for (int i = 0; i < 15; i++) { - int num = int.Parse(Sta.GameData.TrainingTarget.Number) - 1; - if (num == 0 || Sta.GameData.Slaves[num - 1] == null) + int num = int.Parse(GlobalState.GameData.TrainingTarget.Number) - 1; + if (num == 0 || GlobalState.GameData.Slaves[num - 1] == null) { break; } - Unit unit = Sta.GameData.Slaves[num]; - Unit unit2 = Sta.GameData.Slaves[num - 1]; + Unit unit = GlobalState.GameData.Slaves[num]; + Unit unit2 = GlobalState.GameData.Slaves[num - 1]; int[] array = new int[3] { int.Parse(unit.Number), @@ -7511,9 +7511,9 @@ namespace SlaveMatrix unit2.Number = array[0].ToString().PadLeft(3, '0'); unit2.階層位置 = array[1]; unit2.RoomNumber = array[2]; - Sta.GameData.Slaves[num] = unit2; - Sta.GameData.Slaves[num - 1] = unit; - Sta.GameData.TrainingTarget = Sta.GameData.Slaves[num - 1]; + GlobalState.GameData.Slaves[num] = unit2; + GlobalState.GameData.Slaves[num - 1] = unit; + GlobalState.GameData.TrainingTarget = GlobalState.GameData.Slaves[num - 1]; } } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs index 4461d3a..66ed9f1 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs @@ -180,11 +180,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.精力; + return GlobalState.GameData.精力; } set { - Sta.GameData.精力 = value; + GlobalState.GameData.精力 = value; } } @@ -192,12 +192,12 @@ namespace SlaveMatrix { get { - return Sta.GameData.射精; + return GlobalState.GameData.射精; } set { - Sta.GameData.射精 = value; - Sta.GameData.射精 = Sta.GameData.射精.Clamp(0.0, 1.0); + GlobalState.GameData.射精 = value; + GlobalState.GameData.射精 = GlobalState.GameData.射精.Clamp(0.0, 1.0); } } @@ -205,12 +205,12 @@ namespace SlaveMatrix { get { - return Sta.GameData.興奮; + return GlobalState.GameData.興奮; } set { - Sta.GameData.興奮 = value; - Sta.GameData.興奮 = Sta.GameData.興奮.Clamp(0.0, 1.0); + GlobalState.GameData.興奮 = value; + GlobalState.GameData.興奮 = GlobalState.GameData.興奮.Clamp(0.0, 1.0); } } @@ -218,11 +218,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.調教力; + return GlobalState.GameData.調教力; } set { - Sta.GameData.調教力 = value; + GlobalState.GameData.調教力 = value; } } @@ -230,11 +230,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Stamina; + return GlobalState.GameData.TrainingTarget.ChaD.Stamina; } set { - Sta.GameData.TrainingTarget.ChaD.Stamina = value; + GlobalState.GameData.TrainingTarget.ChaD.Stamina = value; } } @@ -242,12 +242,12 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Sensitivity; + return GlobalState.GameData.TrainingTarget.ChaD.Sensitivity; } set { - Sta.GameData.TrainingTarget.ChaD.Sensitivity = value; - Sta.GameData.TrainingTarget.ChaD.Sensitivity = Sta.GameData.TrainingTarget.ChaD.Sensitivity.Clamp(0.0, 1.0); + GlobalState.GameData.TrainingTarget.ChaD.Sensitivity = value; + GlobalState.GameData.TrainingTarget.ChaD.Sensitivity = GlobalState.GameData.TrainingTarget.ChaD.Sensitivity.Clamp(0.0, 1.0); } } @@ -255,12 +255,12 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Excitement; + return GlobalState.GameData.TrainingTarget.ChaD.Excitement; } set { - Sta.GameData.TrainingTarget.ChaD.Excitement = value; - Sta.GameData.TrainingTarget.ChaD.Excitement = Sta.GameData.TrainingTarget.ChaD.Excitement.Clamp(0.0, 1.0); + GlobalState.GameData.TrainingTarget.ChaD.Excitement = value; + GlobalState.GameData.TrainingTarget.ChaD.Excitement = GlobalState.GameData.TrainingTarget.ChaD.Excitement.Clamp(0.0, 1.0); } } @@ -268,11 +268,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Wetness; + return GlobalState.GameData.TrainingTarget.ChaD.Wetness; } set { - Sta.GameData.TrainingTarget.ChaD.Wetness = value; + GlobalState.GameData.TrainingTarget.ChaD.Wetness = value; } } @@ -280,11 +280,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Tension; + return GlobalState.GameData.TrainingTarget.ChaD.Tension; } set { - Sta.GameData.TrainingTarget.ChaD.Tension = value; + GlobalState.GameData.TrainingTarget.ChaD.Tension = value; } } @@ -292,11 +292,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Shyness; + return GlobalState.GameData.TrainingTarget.ChaD.Shyness; } set { - Sta.GameData.TrainingTarget.ChaD.Shyness = value; + GlobalState.GameData.TrainingTarget.ChaD.Shyness = value; } } @@ -304,11 +304,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Pride; + return GlobalState.GameData.TrainingTarget.ChaD.Pride; } set { - Sta.GameData.TrainingTarget.ChaD.Pride = value; + GlobalState.GameData.TrainingTarget.ChaD.Pride = value; } } @@ -316,11 +316,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Lust; + return GlobalState.GameData.TrainingTarget.ChaD.Lust; } set { - Sta.GameData.TrainingTarget.ChaD.Lust = value; + GlobalState.GameData.TrainingTarget.ChaD.Lust = value; } } @@ -328,11 +328,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Affection; + return GlobalState.GameData.TrainingTarget.ChaD.Affection; } set { - Sta.GameData.TrainingTarget.ChaD.Affection = value; + GlobalState.GameData.TrainingTarget.ChaD.Affection = value; } } @@ -340,11 +340,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Taming; + return GlobalState.GameData.TrainingTarget.ChaD.Taming; } set { - Sta.GameData.TrainingTarget.ChaD.Taming = value; + GlobalState.GameData.TrainingTarget.ChaD.Taming = value; } } @@ -352,11 +352,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.SkillL; + return GlobalState.GameData.TrainingTarget.ChaD.SkillL; } set { - Sta.GameData.TrainingTarget.ChaD.SkillL = value; + GlobalState.GameData.TrainingTarget.ChaD.SkillL = value; } } @@ -364,11 +364,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.Sesnsitivities; + return GlobalState.GameData.TrainingTarget.ChaD.Sesnsitivities; } set { - Sta.GameData.TrainingTarget.ChaD.Sesnsitivities = value; + GlobalState.GameData.TrainingTarget.ChaD.Sesnsitivities = value; } } @@ -376,11 +376,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.現陰毛; + return GlobalState.GameData.TrainingTarget.ChaD.現陰毛; } set { - Sta.GameData.TrainingTarget.ChaD.現陰毛 = value; + GlobalState.GameData.TrainingTarget.ChaD.現陰毛 = value; } } @@ -388,11 +388,11 @@ namespace SlaveMatrix { get { - return Sta.GameData.TrainingTarget.ChaD.放尿経験値; + return GlobalState.GameData.TrainingTarget.ChaD.放尿経験値; } set { - Sta.GameData.TrainingTarget.ChaD.放尿経験値 = value; + GlobalState.GameData.TrainingTarget.ChaD.放尿経験値 = value; } } @@ -404,7 +404,7 @@ namespace SlaveMatrix { get { - if (!強制終了 && Sta.GameData.TrainingTarget != null && Cha != null) + if (!強制終了 && GlobalState.GameData.TrainingTarget != null && Cha != null) { return Cha.ModeEventDispatcher.Mode == "Training"; } @@ -414,11 +414,11 @@ namespace SlaveMatrix public static double 調教力影響値 => 0.1 + 0.9 * 調教力; - public static double 技巧度影響値 => 0.3 + 0.7 * (SkillL / Sta.GameData.TrainingTarget.MaxSkillL); + public static double 技巧度影響値 => 0.3 + 0.7 * (SkillL / GlobalState.GameData.TrainingTarget.MaxSkillL); - public static double 主消費影響値 => (主人a + 調教力影響値.Inverse()) * 0.5 * ((Sta.GameData.祝福 != null) ? Sta.GameData.祝福.消耗乗算値 : 1.0); + public static double 主消費影響値 => (主人a + 調教力影響値.Inverse()) * 0.5 * ((GlobalState.GameData.祝福 != null) ? GlobalState.GameData.祝福.消耗乗算値 : 1.0); - public static double 奴消費影響値 => 調教力.Inverse() * 強靭0_7w * 傷物1_2w * 調教済0_9w * Sta.GameData.TrainingTarget.消耗乗算値; + public static double 奴消費影響値 => 調教力.Inverse() * 強靭0_7w * 傷物1_2w * 調教済0_9w * GlobalState.GameData.TrainingTarget.消耗乗算値; public static double 主射精値 => (PlayerSensitivity + PlayerExcitement) / 2.0; @@ -483,7 +483,7 @@ namespace SlaveMatrix { if (パイズリRun || フェラRun) { - return 1.0 - 0.5 * (SkillL / Sta.GameData.TrainingTarget.MaxSkillL); + return 1.0 - 0.5 * (SkillL / GlobalState.GameData.TrainingTarget.MaxSkillL); } return 1.0; } @@ -760,7 +760,7 @@ namespace SlaveMatrix { if (Cha.Body.Is最前手人 && 奉仕0) { - return SkillL > 0.1 * Sta.GameData.TrainingTarget.MaxSkillL; + return SkillL > 0.1 * GlobalState.GameData.TrainingTarget.MaxSkillL; } return false; } @@ -772,7 +772,7 @@ namespace SlaveMatrix { if (奉仕0) { - return SkillL > 0.2 * Sta.GameData.TrainingTarget.MaxSkillL; + return SkillL > 0.2 * GlobalState.GameData.TrainingTarget.MaxSkillL; } return false; } @@ -784,7 +784,7 @@ namespace SlaveMatrix { if (Cha.Body.Is最前手人 && 奉仕0) { - return SkillL > 0.2 * Sta.GameData.TrainingTarget.MaxSkillL; + return SkillL > 0.2 * GlobalState.GameData.TrainingTarget.MaxSkillL; } return false; } @@ -796,7 +796,7 @@ namespace SlaveMatrix { if (Cha.Body.Is最前手人 && 奉仕0) { - return SkillL > 0.4 * Sta.GameData.TrainingTarget.MaxSkillL; + return SkillL > 0.4 * GlobalState.GameData.TrainingTarget.MaxSkillL; } return false; } @@ -808,7 +808,7 @@ namespace SlaveMatrix { if (Cha.Body.Is最前手人 && 奉仕0) { - return SkillL > 0.6 * Sta.GameData.TrainingTarget.MaxSkillL; + return SkillL > 0.6 * GlobalState.GameData.TrainingTarget.MaxSkillL; } return false; } @@ -820,7 +820,7 @@ namespace SlaveMatrix { if (奉仕1 && !Cha.Body.玉口枷_表示) { - return SkillL > 0.15 * Sta.GameData.TrainingTarget.MaxSkillL; + return SkillL > 0.15 * GlobalState.GameData.TrainingTarget.MaxSkillL; } return false; } @@ -830,7 +830,7 @@ namespace SlaveMatrix { get { - if (!絶頂中 && 奉仕1 && !Cha.Body.玉口枷_表示 && SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL) + if (!絶頂中 && 奉仕1 && !Cha.Body.玉口枷_表示 && SkillL > 0.5 * GlobalState.GameData.TrainingTarget.MaxSkillL) { return CurrentToolType == ToolType.Penis; } @@ -838,7 +838,7 @@ namespace SlaveMatrix } } - public static double 口挿入度 => (0.05 + 部位感度[ContactType.Mouth] * Tension.Inverse() * (SkillL / Sta.GameData.TrainingTarget.MaxSkillL)).Sqrt(); + public static double 口挿入度 => (0.05 + 部位感度[ContactType.Mouth] * Tension.Inverse() * (SkillL / GlobalState.GameData.TrainingTarget.MaxSkillL)).Sqrt(); public static double 膣挿入度 => (0.05 + 部位感度[ContactType.Vagina] * Tension.Inverse() * Wetness).Sqrt(); @@ -878,7 +878,7 @@ namespace SlaveMatrix public static double 変化V_糸 => 糸挿入度; - public static double 変化V_固有値乱数 => Cha.CharacterData.固有値 * RNG.XS.NextDouble(); + public static double 変化V_固有値乱数 => Cha.CharacterData.固有値 * Rng.XS.NextDouble(); public static double 無毛1_5w { @@ -1014,23 +1014,23 @@ namespace SlaveMatrix public static void RecoverPlayerStamina() { - PlayerStamina = (PlayerStamina + (0.05 + PlayerStamina * RNG.XS.NextDouble())).Clamp(0.0, 1.0); + PlayerStamina = (PlayerStamina + (0.05 + PlayerStamina * Rng.XS.NextDouble())).Clamp(0.0, 1.0); } public static void RecoverStamina(this Unit u) { - u.ChaD.Stamina = (u.ChaD.Stamina + (0.05 + u.ChaD.Stamina * RNG.XS.NextDouble())).Clamp(0.0, 1.0); + u.ChaD.Stamina = (u.ChaD.Stamina + (0.05 + u.ChaD.Stamina * Rng.XS.NextDouble())).Clamp(0.0, 1.0); } public static void 体力消費(this Unit u) { - u.ChaD.Stamina = (u.ChaD.Stamina - 0.5 * RNG.XS.NextDouble() * u.消耗乗算値).Clamp(0.0, 1.0); + u.ChaD.Stamina = (u.ChaD.Stamina - 0.5 * Rng.XS.NextDouble() * u.消耗乗算値).Clamp(0.0, 1.0); } public static void SetState() { - Sensitivity = (1.0 * Pride.Inverse() * Lust * Affection * RNG.XS.NextDouble()).Clamp(0.0, 1.0); - Excitement = (1.0 * Pride.Inverse() * Lust * Affection * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + Sensitivity = (1.0 * Pride.Inverse() * Lust * Affection * Rng.XS.NextDouble()).Clamp(0.0, 1.0); + Excitement = (1.0 * Pride.Inverse() * Lust * Affection * Rng.XS.NextDouble()).Clamp(0.0, 1.0); Wetness = (2.0 * Pride.Inverse() * Lust * Affection).Clamp(0.0, 1.0); Tension = (2.0 * Pride * Lust.Inverse() * Affection.Inverse()).Clamp(0.0, 1.0); Shame = (1.0 * Pride.Inverse() * Affection).Clamp(0.0, 1.0); @@ -1038,10 +1038,10 @@ namespace SlaveMatrix public static void SetStateTraining() { - if (Sta.GameData.TrainingTarget != null && Cha != null) + if (GlobalState.GameData.TrainingTarget != null && Cha != null) { RecoverPlayerStamina(); - Sta.GameData.TrainingTarget.RecoverStamina(); + GlobalState.GameData.TrainingTarget.RecoverStamina(); PlayerSensitivity = 0.0; PlayerExcitement = 0.0; SetState(); @@ -1051,13 +1051,13 @@ namespace SlaveMatrix PreTrainingTraining = Training; PreTrainingSkillL = SkillL; 調教前調教力 = 調教力; - Hairless = Sta.GameData.TrainingTarget.Hairless; - Virgin = Sta.GameData.TrainingTarget.Virgin; - 発情 = Sta.GameData.TrainingTarget.発情フラグ; - Pregnant = Sta.GameData.TrainingTarget.Pregnant; - Muscular = Sta.GameData.TrainingTarget.Muscular; - Scars = Sta.GameData.TrainingTarget.Scars; - Trained = Sta.GameData.TrainingTarget.Trained; + Hairless = GlobalState.GameData.TrainingTarget.Hairless; + Virgin = GlobalState.GameData.TrainingTarget.Virgin; + 発情 = GlobalState.GameData.TrainingTarget.発情フラグ; + Pregnant = GlobalState.GameData.TrainingTarget.Pregnant; + Muscular = GlobalState.GameData.TrainingTarget.Muscular; + Scars = GlobalState.GameData.TrainingTarget.Scars; + Trained = GlobalState.GameData.TrainingTarget.Trained; 絶頂回数 = 0; 初回 = true; 反応度 = 1.0; @@ -1200,7 +1200,7 @@ namespace SlaveMatrix { if (Cha.Body.Is双眉) { - Cha.両眉_0(RNG.XS.NextBool(), RNG.XS.NextM(3, 4), RNG.XS.NextM(3, 4)); + Cha.両眉_0(Rng.XS.NextBool(), Rng.XS.NextM(3, 4), Rng.XS.NextM(3, 4)); } if (Cha.Body.Is単眉) { @@ -1248,7 +1248,7 @@ namespace SlaveMatrix { if (Cha.Body.Is双眉) { - Cha.両眉_0(RNG.XS.NextBool(), RNG.XS.NextM(3, 4), RNG.XS.NextM(3, 4)); + Cha.両眉_0(Rng.XS.NextBool(), Rng.XS.NextM(3, 4), Rng.XS.NextM(3, 4)); } if (Cha.Body.Is単眉) { @@ -1294,7 +1294,7 @@ namespace SlaveMatrix Cha.額目_上転(); } } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { if (0.1.Lot()) { @@ -1359,7 +1359,7 @@ namespace SlaveMatrix { if (Cha.Body.Is双眉) { - Cha.両眉_0(RNG.XS.NextBool(), RNG.XS.NextM(3, 4), RNG.XS.NextM(3, 4)); + Cha.両眉_0(Rng.XS.NextBool(), Rng.XS.NextM(3, 4), Rng.XS.NextM(3, 4)); } if (Cha.Body.Is単眉) { @@ -1381,7 +1381,7 @@ namespace SlaveMatrix { Cha.Urination.Start(); 放尿率 = (放尿率 - 0.1).Clamp(0.0, 1.0); - 放尿経験値 = (放尿経験値 + 0.03 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + 放尿経験値 = (放尿経験値 + 0.03 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } 発声(); } @@ -1405,7 +1405,7 @@ namespace SlaveMatrix public static void 射精直前処理() { - if (射精中 || !(PlayerSensitivity > 0.85) || (CurrentActionType != ActionType.手コ && CurrentActionType != ActionType.パイ) || !(Lust > 0.6) || !(SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL)) + if (射精中 || !(PlayerSensitivity > 0.85) || (CurrentActionType != ActionType.手コ && CurrentActionType != ActionType.パイ) || !(Lust > 0.6) || !(SkillL > 0.5 * GlobalState.GameData.TrainingTarget.MaxSkillL)) { return; } @@ -1459,7 +1459,7 @@ namespace SlaveMatrix { 絶頂技巧度計算(); } - if ((CurrentActionType != ActionType.手コ && CurrentActionType != ActionType.パイ) || !(Lust > 0.6) || !(SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL)) + if ((CurrentActionType != ActionType.手コ && CurrentActionType != ActionType.パイ) || !(Lust > 0.6) || !(SkillL > 0.5 * GlobalState.GameData.TrainingTarget.MaxSkillL)) { return; } @@ -1517,9 +1517,9 @@ namespace SlaveMatrix } 欲望度計算(); 情愛度計算(); - if (CurrentContactType == ContactType.Vagina && !Sta.GameData.TrainingTarget.Pregnant) + if (CurrentContactType == ContactType.Vagina && !GlobalState.GameData.TrainingTarget.Pregnant) { - Sta.GameData.TrainingTarget.Pregnant = (0.04 * 調教力 + 0.01 * 発情1_5w * ((Sta.GameData.TrainingTarget.Race == GameText.エキドナ) ? 2.0 : 1.0)).Lot(); + GlobalState.GameData.TrainingTarget.Pregnant = (0.04 * 調教力 + 0.01 * 発情1_5w * ((GlobalState.GameData.TrainingTarget.Race == GameText.エキドナ) ? 2.0 : 1.0)).Lot(); } } } @@ -1632,7 +1632,7 @@ namespace SlaveMatrix public static void 主回復() { - PlayerStamina = (PlayerStamina + ((Sta.GameData.祝福 != null) ? Sta.GameData.祝福.回復値 : 0.0)).Clamp(0.0, 1.0); + PlayerStamina = (PlayerStamina + ((GlobalState.GameData.祝福 != null) ? GlobalState.GameData.祝福.回復値 : 0.0)).Clamp(0.0, 1.0); } public static void 主感度加算() @@ -1672,7 +1672,7 @@ namespace SlaveMatrix public static void 回復() { - Stamina = (Stamina + Sta.GameData.TrainingTarget.回復値).Clamp(0.0, 1.0); + Stamina = (Stamina + GlobalState.GameData.TrainingTarget.回復値).Clamp(0.0, 1.0); } public static void 慣れ計算() @@ -1797,13 +1797,13 @@ namespace SlaveMatrix double num2 = 0.4 - num; if (CurrentActionType == ActionType.くぱ) { - Shame = (Shame + (num + num2 * 奴隷a * 羞恥値 * 調教力影響値 * RNG.XS.NextDouble())).Clamp(0.0, 1.0); + Shame = (Shame + (num + num2 * 奴隷a * 羞恥値 * 調教力影響値 * Rng.XS.NextDouble())).Clamp(0.0, 1.0); } else if (CurrentActionType == ActionType.Shaving) { Shame = (Shame + (num + num2 * 奴隷a * 羞恥値 * 調教力影響値 * 現陰毛 * 4.0)).Clamp(0.0, 1.0); } - Shame = (Shame + (num + num2 * 奴隷a * 羞恥値 * 調教力影響値 * RNG.XS.NextDouble())).Clamp(0.0, 1.0); + Shame = (Shame + (num + num2 * 奴隷a * 羞恥値 * 調教力影響値 * Rng.XS.NextDouble())).Clamp(0.0, 1.0); } public static void 調教力計算() @@ -1852,7 +1852,7 @@ namespace SlaveMatrix { Training = (Training + 0.5 * 奴隷a * 調教力影響値 * 傷物1_2w * 拘束具補正増 * 玉口枷補正増).Clamp(0.0, 1.0); } - if ((0.1 * RNG.XS.NextDouble() * Cha.CharacterData.固有値).Lot()) + if ((0.1 * Rng.XS.NextDouble() * Cha.CharacterData.固有値).Lot()) { Training = (Training + 0.2 * 奴隷a * 調教力影響値 * 傷物1_2w * 拘束具補正増 * 玉口枷補正増).Clamp(0.0, 1.0); } @@ -1867,7 +1867,7 @@ namespace SlaveMatrix { if ((CurrentActionType == ActionType.Insertion && CurrentToolType == ToolType.Penis) || CurrentActionType == ActionType.パイ || CurrentActionType == ActionType.手コ || CurrentActionType == ActionType.足コ) { - SkillL = (SkillL + 0.0035 * 主人a * 調教力影響値).Clamp(0.0, Sta.GameData.TrainingTarget.MaxSkillL); + SkillL = (SkillL + 0.0035 * 主人a * 調教力影響値).Clamp(0.0, GlobalState.GameData.TrainingTarget.MaxSkillL); } } @@ -1875,7 +1875,7 @@ namespace SlaveMatrix { if (CurrentContactType != 0) { - 部位感度[CurrentContactType] = (部位感度[CurrentContactType] + 0.03 * 奴隷a * 感度興奮差 * 調教力影響値 * 発情1_5w * 調教済1_1w * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + 部位感度[CurrentContactType] = (部位感度[CurrentContactType] + 0.03 * 奴隷a * 感度興奮差 * 調教力影響値 * 発情1_5w * 調教済1_1w * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } if (Cha.Body.玉口枷_表示 && 部位感度.ContainsKey(ContactType.Mouth)) { @@ -1885,35 +1885,35 @@ namespace SlaveMatrix public static void 絶頂抵抗値計算() { - Pride = (Pride - 0.04 * 奴隷a * 感度興奮差 * 調教力影響値 * 処女0_8w * 発情1_5w * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + Pride = (Pride - 0.04 * 奴隷a * 感度興奮差 * 調教力影響値 * 処女0_8w * 発情1_5w * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } public static void 絶頂欲望度計算() { - Lust = (Lust + 0.015 * 奴隷a * 感度興奮差 * 調教力影響値 * 処女0_8w * 発情1_5w * 調教済1_1w * 目隠帯補正増 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + Lust = (Lust + 0.015 * 奴隷a * 感度興奮差 * 調教力影響値 * 処女0_8w * 発情1_5w * 調教済1_1w * 目隠帯補正増 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } public static void 絶頂情愛度計算() { - Affection = (Affection + 0.03 * 奴隷a * 感度興奮差 * 調教力影響値 * 処女1_5w * 発情1_5w * 傷物1_2w * 調教済1_1w * 拘束具補正減 * 目隠帯補正減 * 玉口枷補正減 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + Affection = (Affection + 0.03 * 奴隷a * 感度興奮差 * 調教力影響値 * 処女1_5w * 発情1_5w * 傷物1_2w * 調教済1_1w * 拘束具補正減 * 目隠帯補正減 * 玉口枷補正減 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } public static void 絶頂卑屈度計算() { - Training = (Training + 0.001 * 奴隷a * 感度興奮差 * 調教力影響値 * 傷物1_2w * 拘束具補正増 * 玉口枷補正増 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); + Training = (Training + 0.001 * 奴隷a * 感度興奮差 * 調教力影響値 * 傷物1_2w * 拘束具補正増 * 玉口枷補正増 * Rng.XS.NextDouble()).Clamp(0.0, 1.0); } public static void 絶頂技巧度計算() { if ((CurrentActionType == ActionType.Insertion && CurrentToolType == ToolType.Penis) || CurrentActionType == ActionType.パイ || CurrentActionType == ActionType.手コ || CurrentActionType == ActionType.足コ) { - SkillL = (SkillL + 0.007 * 主人a * 主感度興奮差 * 調教力影響値 * RNG.XS.NextDouble()).Clamp(0.0, Sta.GameData.TrainingTarget.MaxSkillL); + SkillL = (SkillL + 0.007 * 主人a * 主感度興奮差 * 調教力影響値 * Rng.XS.NextDouble()).Clamp(0.0, GlobalState.GameData.TrainingTarget.MaxSkillL); } } public static void 表示ステート更新() { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { return; } @@ -2332,8 +2332,8 @@ namespace SlaveMatrix { Reaction2(); Cha.Body.Waist.位置B += GeometryUtils.GetRandomVector() * 0.0004; - Cha.Body.HipMotionValue = RNG.XS.NextDouble(); - switch (RNG.XS.Next(2)) + Cha.Body.HipMotionValue = Rng.XS.NextDouble(); + switch (Rng.XS.Next(2)) { case 0: Cha.CharacterData.Emotion = EmotionType.Humiliation; @@ -2345,8 +2345,8 @@ namespace SlaveMatrix Cha.SetInitialExpression(); Cha.UpdatePosture(); Virgin = false; - Sta.GameData.TrainingTarget.Virgin = false; - UI.発音(Cha.Body.膣口位置.GetAreaPoint(0.04), Sta.処女喪失, Color.Red, 0.3, b: true); + GlobalState.GameData.TrainingTarget.Virgin = false; + UI.発音(Cha.Body.膣口位置.GetAreaPoint(0.04), GlobalState.処女喪失, Color.Red, 0.3, b: true); Cha.Body.処女喪失 = true; if (Cha.Body.断面_表示) { @@ -2380,7 +2380,7 @@ namespace SlaveMatrix WaitingState1(); 初回 = true; 反応度 = 1.0; - if (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Mouth && SkillL < 0.5 * Sta.GameData.TrainingTarget.MaxSkillL && Reactions.Tongue.Contains(Cha.Body.口i) && ((CurrentToolType == ToolType.Hand && 手口) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && (SkillL.Inverse() * 0.8).Lot()) + if (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Mouth && SkillL < 0.5 * GlobalState.GameData.TrainingTarget.MaxSkillL && Reactions.Tongue.Contains(Cha.Body.口i) && ((CurrentToolType == ToolType.Hand && 手口) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && (SkillL.Inverse() * 0.8).Lot()) { Cha.Cough.Start(); return; @@ -2394,7 +2394,7 @@ namespace SlaveMatrix { Reaction2(); Cha.Body.Waist.位置B += GeometryUtils.GetRandomVector() * 0.0004; - Cha.Body.HipMotionValue = RNG.XS.NextDouble(); + Cha.Body.HipMotionValue = Rng.XS.NextDouble(); Cha.Emotion(); Cha.UpdateExpression(); Cha.UpdatePosture(); @@ -2471,19 +2471,19 @@ namespace SlaveMatrix { Cha.Splash.Start(); } - if (Sta.GameData.TrainingTarget.妊娠状態変数 > 2 && !Cha.Body.乳房左.虫性_甲殻_表示 && (CurrentActionType == ActionType.乳捏 || CurrentActionType == ActionType.パイ || ((double)Sta.GameData.TrainingTarget.妊娠状態変数 * 0.1).Lot())) + if (GlobalState.GameData.TrainingTarget.妊娠状態変数 > 2 && !Cha.Body.乳房左.虫性_甲殻_表示 && (CurrentActionType == ActionType.乳捏 || CurrentActionType == ActionType.パイ || ((double)GlobalState.GameData.TrainingTarget.妊娠状態変数 * 0.1).Lot())) { Cha.MilkSpray.Start(); } - if (!Cha.膣ヒク.Run && (CurrentContactType == ContactType.Crotch || CurrentContactType == ContactType.Sex || CurrentContactType == ContactType.Nucleus || CurrentContactType == ContactType.Vagina || RNG.XS.NextBool()) && 部位感度[ContactType.Vagina] > 0.4) + if (!Cha.膣ヒク.Run && (CurrentContactType == ContactType.Crotch || CurrentContactType == ContactType.Sex || CurrentContactType == ContactType.Nucleus || CurrentContactType == ContactType.Vagina || Rng.XS.NextBool()) && 部位感度[ContactType.Vagina] > 0.4) { Cha.膣ヒク.Start(); } - if (!Cha.肛ヒク.Run && (CurrentContactType == ContactType.Anal || CurrentContactType == ContactType.Vagina || RNG.XS.NextBool()) && 部位感度[ContactType.Anal] > 0.4) + if (!Cha.肛ヒク.Run && (CurrentContactType == ContactType.Anal || CurrentContactType == ContactType.Vagina || Rng.XS.NextBool()) && 部位感度[ContactType.Anal] > 0.4) { Cha.肛ヒク.Start(); } - if (!Cha.糸ヒク.Run && (CurrentContactType == ContactType.Thread || RNG.XS.NextBool())) + if (!Cha.糸ヒク.Run && (CurrentContactType == ContactType.Thread || Rng.XS.NextBool())) { Cha.糸ヒク.Start(); } @@ -2508,12 +2508,12 @@ namespace SlaveMatrix string text = ""; if (Cha.Body.口i == 4 || Cha.Body.口i == 10 || Cha.Body.口i == 11) { - string[][] n = Sta.n; - text = n[num][RNG.XS.Next(n[num].Length)]; + string[][] n = GlobalState.n; + text = n[num][Rng.XS.Next(n[num].Length)]; } else if (Cha.Body.玉口枷_表示) { - text = Sta.o[3][RNG.XS.Next(Sta.o[3].Length)]; + text = GlobalState.o[3][Rng.XS.Next(GlobalState.o[3].Length)]; } else { @@ -2522,7 +2522,7 @@ namespace SlaveMatrix { n = GetRandomTable(); } - while (n[num].Length < 1 || string.IsNullOrWhiteSpace(text = n[num][RNG.XS.Next(n[num].Length)])); + while (n[num].Length < 1 || string.IsNullOrWhiteSpace(text = n[num][Rng.XS.Next(n[num].Length)])); } UI.発音(Cha.Body.口腔位置.GetAreaPoint(0.05), text.語尾() + " ", Color.Pink, 0.3 + 0.1 * Excitement, b: true); } @@ -2532,30 +2532,30 @@ namespace SlaveMatrix switch (GeometryUtils.GetRandomIndex((Shame + Tension) * 0.5, Cha.苦痛条件() ? 1.0 : ((Sensitivity + Excitement + Lust) / 3.0), (Affection + Lust) * 0.4 - Pride)) { case 0: - return s + Sta.end[(!RNG.XS.NextBool()) ? 1u : 0u]; + return s + GlobalState.end[(!Rng.XS.NextBool()) ? 1u : 0u]; case 1: - if (s.EndsWith(Sta.end[2])) + if (s.EndsWith(GlobalState.end[2])) { - return s + Sta.end[3]; + return s + GlobalState.end[3]; } - return s + Sta.end[RNG.XS.NextBool() ? 2 : 3]; + return s + GlobalState.end[Rng.XS.NextBool() ? 2 : 3]; case 2: - return s + Sta.end[4]; + return s + GlobalState.end[4]; default: - return s + Sta.end[0]; + return s + GlobalState.end[0]; } } public static string[][] GetRandomTable() { - return RNG.XS.Next(6) switch + return Rng.XS.Next(6) switch { - 0 => Sta.a, - 1 => Sta.i, - 2 => Sta.u, - 3 => Sta.e, - 4 => Sta.o, - 5 => Sta.n, + 0 => GlobalState.a, + 1 => GlobalState.i, + 2 => GlobalState.u, + 3 => GlobalState.e, + 4 => GlobalState.o, + 5 => GlobalState.n, _ => null, }; } @@ -2608,11 +2608,11 @@ namespace SlaveMatrix public static void ModBox() { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { return; } - CharacterData chaD = Sta.GameData.TrainingTarget.ChaD; + CharacterData chaD = GlobalState.GameData.TrainingTarget.ChaD; List list = new List(); foreach (KeyValuePair item in chaD.Sesnsitivities) { @@ -2630,11 +2630,11 @@ namespace SlaveMatrix public static void SensBox() { - if (Sta.GameData.TrainingTarget == null) + if (GlobalState.GameData.TrainingTarget == null) { return; } - CharacterData chaD = Sta.GameData.TrainingTarget.ChaD; + CharacterData chaD = GlobalState.GameData.TrainingTarget.ChaD; UI.SensitivityBox.TextIm = "Sensitivities:\r\n"; foreach (KeyValuePair item in chaD.Sesnsitivities) { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs index 37ba686..a47cf1e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs @@ -17,10 +17,10 @@ namespace SlaveMatrix [STAThread] private static void Main(string[] A_0) { - Sta.LoadConfig(); + GlobalState.LoadConfig(); double percent = 35.0; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { percent = 47.0; } @@ -28,8 +28,8 @@ namespace SlaveMatrix ModeEventDispatcher med = new ModeEventDispatcher { UITitle = GameText.SlaveMatrix, //sureibumatorikusu - Unit = Sta.HighQuality ? 2203.0 : 1101.5, - ShowFPS = Sta.ShowFPS, + Unit = GlobalState.HighQuality ? 2203.0 : 1101.5, + ShowFPS = GlobalState.ShowFPS, Base = new Rectangle(4.0, 3.0, percent / 100.0), DisQuality = 1.0, HitAccuracy = 0.3 diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/RacialDefinitions.cs b/SlaveMatrix/SlaveMatrix/GameClasses/RacialDefinitions.cs index b0f2351..58c90f2 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/RacialDefinitions.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/RacialDefinitions.cs @@ -318,7 +318,7 @@ namespace SlaveMatrix public static double GetRareWeight(this string 種族) { - return 1.0 / Math.Pow(race_information[種族].希少 - ((Sta.GameData.祝福 != null && Sta.GameData.祝福.Race == GameText.カーバンクル) ? (race_information[種族].希少 / 2) : 0), 2.0); + return 1.0 / Math.Pow(race_information[種族].希少 - ((GlobalState.GameData.祝福 != null && GlobalState.GameData.祝福.Race == GameText.カーバンクル) ? (race_information[種族].希少 / 2) : 0), 2.0); } public static double GetRutinohWeight(this string ルチノー) diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs index 3351cd3..7ec469f 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs @@ -2974,7 +2974,7 @@ namespace SlaveMatrix public static double 角度ムラ(this Character c, int rs1, double ba1, int rs2, double ba2) { - return (double)rs1 * ba1 * c.CharacterData.固有値 + (double)rs2 * ba2 * RNG.XS.NextDouble(); + return (double)rs1 * ba1 * c.CharacterData.固有値 + (double)rs2 * ba2 * Rng.XS.NextDouble(); } public static void 眉_無左(this Character Cha, double u1) @@ -3021,23 +3021,23 @@ namespace SlaveMatrix public static void 両眉_無(this Character Cha) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); Cha.眉_無左(u); Cha.眉_無右(u); } public static void 両眉_顰(this Character Cha) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - bool flag = Cha.CharacterData.固有値 * RNG.XS.NextDouble() > 0.5; + double u = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); + bool flag = Cha.CharacterData.固有値 * Rng.XS.NextDouble() > 0.5; Cha.眉_顰左(flag, u); Cha.眉_顰右(!flag, u); } public static void 両眉_0(this Character Cha, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5); - double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5) : num); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5); + double u = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5) : num); Cha.眉左_0(i1, num); Cha.眉右_0(i2, u); } @@ -4027,7 +4027,7 @@ namespace SlaveMatrix } if (c.CharacterData.Emotion < EmotionType.Acceptance) { - switch (RNG.XS.Next(2)) + switch (Rng.XS.Next(2)) { case 0: c.口_閉じ(); @@ -4038,7 +4038,7 @@ namespace SlaveMatrix } return; } - switch (RNG.XS.Next(3)) + switch (Rng.XS.Next(3)) { case 0: c.口_閉笑(); @@ -4060,7 +4060,7 @@ namespace SlaveMatrix public static void 舌_出し(this Character Cha) { Cha.Body.舌_表示 = true; - Cha.Body.舌.尺度YC = 0.2 + 0.8 * RNG.XS.NextDouble(); + Cha.Body.舌.尺度YC = 0.2 + 0.8 * Rng.XS.NextDouble(); } public static void 舌_0(this Character c, int i) @@ -4214,14 +4214,14 @@ namespace SlaveMatrix public static void 触覚絶頂(this Character Cha, double a) { - Cha.Body.触覚左.角度C = a * RNG.XS.NextDouble(); - Cha.Body.触覚右.角度C = (0.0 - a) * RNG.XS.NextDouble(); + Cha.Body.触覚左.角度C = a * Rng.XS.NextDouble(); + Cha.Body.触覚右.角度C = (0.0 - a) * Rng.XS.NextDouble(); } public static void 触覚甲絶頂(this Character Cha, double a) { - Cha.Body.触覚甲左.角度C = a * RNG.XS.NextDouble(); - Cha.Body.触覚甲右.角度C = (0.0 - a) * RNG.XS.NextDouble(); + Cha.Body.触覚甲左.角度C = a * Rng.XS.NextDouble(); + Cha.Body.触覚甲右.角度C = (0.0 - a) * Rng.XS.NextDouble(); } public static void 大顎左(this Character Cha, int n, double u1, double 根本角度) @@ -4270,9 +4270,9 @@ namespace SlaveMatrix public static void 両大顎_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double num2 = 0.0; - num2 = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + num2 = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.大顎左_0(i1, n, num); Cha.大顎右_0(i2, n, num2); } @@ -4313,11 +4313,11 @@ namespace SlaveMatrix { foreach (大顎 item in Cha.Body.大顎左) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } foreach (大顎 item2 in Cha.Body.大顎右) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -4367,9 +4367,9 @@ namespace SlaveMatrix public static void 両虫顎_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double num2 = 0.0; - num2 = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + num2 = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.虫顎左_0(i1, n, num); Cha.虫顎右_0(i2, n, num2); } @@ -4410,11 +4410,11 @@ namespace SlaveMatrix { foreach (虫顎 item in Cha.Body.虫顎左) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } foreach (虫顎 item2 in Cha.Body.虫顎右) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -4792,10 +4792,10 @@ namespace SlaveMatrix public static void 両腕_人_腕下げ(this Character Cha, int n, bool 左右, bool 前後) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); Cha.Body.腕左右前後 = 前後; if (左右) { @@ -4811,10 +4811,10 @@ namespace SlaveMatrix public static void 両腕_人_パイズリ(this Character Cha, int n, bool 左右, bool 前後) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); Cha.Body.腕左右前後 = 前後; if (左右) { @@ -4831,10 +4831,10 @@ namespace SlaveMatrix public static void 両腕人_0(this Character Cha, int n, bool 前後, bool 同角, bool 左右, int i1, int i2) { Cha.Body.腕左右前後 = 前後; - double num = Cha.角度ムラ(RNG.XS.NextSign(), 0.25, RNG.XS.NextSign(), 0.125); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 0.25, RNG.XS.NextSign(), 0.125); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 0.25, Rng.XS.NextSign(), 0.125); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 0.25, Rng.XS.NextSign(), 0.125); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); double u; double u2; double u3; @@ -4848,10 +4848,10 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 0.25, RNG.XS.NextSign(), 0.125); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); + u = Cha.角度ムラ(Rng.XS.NextSign(), 0.25, Rng.XS.NextSign(), 0.125); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); } if (左右) { @@ -4997,35 +4997,35 @@ namespace SlaveMatrix { foreach (Arm人 item in Cha.Body.Arm人左) { - item.Shoulder.角度C = a * RNG.XS.NextDouble(); + item.Shoulder.角度C = a * Rng.XS.NextDouble(); if (item.UpperArm == null) { continue; } - item.UpperArm.角度C = a * RNG.XS.NextDouble(); + item.UpperArm.角度C = a * Rng.XS.NextDouble(); if (item.LowerArm != null) { - item.LowerArm.角度C = a * RNG.XS.NextDouble(); + item.LowerArm.角度C = a * Rng.XS.NextDouble(); if (item.手 != null) { - item.手.角度C = a * RNG.XS.NextDouble(); + item.手.角度C = a * Rng.XS.NextDouble(); } } } foreach (Arm人 item2 in Cha.Body.Arm人右) { - item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.Shoulder.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.UpperArm == null) { continue; } - item2.UpperArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.UpperArm.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.LowerArm != null) { - item2.LowerArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.LowerArm.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.手 != null) { - item2.手.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.手.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -5161,10 +5161,10 @@ namespace SlaveMatrix public static void 両腕翼鳥_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5); double u; double u2; double u3; @@ -5178,10 +5178,10 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5); + u = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.25); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5); } Cha.腕翼鳥左_0(i1, n, num, num2, num3, num4); Cha.腕翼鳥右_0(i2, n, u, u2, u3, u4); @@ -5247,11 +5247,11 @@ namespace SlaveMatrix { foreach (Arm翼鳥 item in Cha.Body.腕翼鳥左) { - item.Shoulder.角度C = a * RNG.XS.NextDouble(); + item.Shoulder.角度C = a * Rng.XS.NextDouble(); } foreach (Arm翼鳥 item2 in Cha.Body.腕翼鳥右) { - item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.Shoulder.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -5365,10 +5365,10 @@ namespace SlaveMatrix public static void 両腕翼獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); double u; double u2; double u3; @@ -5382,10 +5382,10 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + u = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); } Cha.腕翼獣左_0(i1, n, num, num2, num3, num4); Cha.腕翼獣右_0(i2, n, u, u2, u3, u4); @@ -5439,11 +5439,11 @@ namespace SlaveMatrix { foreach (Arm翼獣 item in Cha.Body.腕翼獣左) { - item.Shoulder.角度C = a * RNG.XS.NextDouble(); + item.Shoulder.角度C = a * Rng.XS.NextDouble(); } foreach (Arm翼獣 item2 in Cha.Body.腕翼獣右) { - item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.Shoulder.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -5529,10 +5529,10 @@ namespace SlaveMatrix public static void 両腕獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u; double u2; double u3; @@ -5546,10 +5546,10 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.腕獣左_0(i1, n, num, num2, num3, num4); Cha.腕獣右_0(i2, n, u, u2, u3, u4); @@ -5595,13 +5595,13 @@ namespace SlaveMatrix { continue; } - item.UpperArm.角度C = a * RNG.XS.NextDouble(); + item.UpperArm.角度C = a * Rng.XS.NextDouble(); if (item.LowerArm != null) { - item.LowerArm.角度C = a * RNG.XS.NextDouble(); + item.LowerArm.角度C = a * Rng.XS.NextDouble(); if (item.手 != null) { - item.手.角度C = a * RNG.XS.NextDouble(); + item.手.角度C = a * Rng.XS.NextDouble(); } } } @@ -5611,13 +5611,13 @@ namespace SlaveMatrix { continue; } - item2.UpperArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.UpperArm.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.LowerArm != null) { - item2.LowerArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.LowerArm.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.手 != null) { - item2.手.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.手.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -5789,9 +5789,9 @@ namespace SlaveMatrix public static void 両脚_人_足コキ(this Character Cha, int n) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); Cha.Body.腿開きi = 2; Cha.Leg_人_足コキ左(n, u, u2, u3); Cha.Leg_人_足コキ右(n, u, u2, u3); @@ -5811,9 +5811,9 @@ namespace SlaveMatrix ba = 3.0; ba2 = 1.5; } - double num = Cha.角度ムラ(RNG.XS.NextSign(), ba, RNG.XS.NextSign(), ba2); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), ba, RNG.XS.NextSign(), ba2); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), ba, RNG.XS.NextSign(), ba2); + double num = Cha.角度ムラ(Rng.XS.NextSign(), ba, Rng.XS.NextSign(), ba2); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), ba, Rng.XS.NextSign(), ba2); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), ba, Rng.XS.NextSign(), ba2); double u; double u2; double u3; @@ -5835,9 +5835,9 @@ namespace SlaveMatrix ba = 3.0; ba2 = 1.5; } - u = Cha.角度ムラ(RNG.XS.NextSign(), ba, RNG.XS.NextSign(), ba2); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), ba, RNG.XS.NextSign(), ba2); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), ba, RNG.XS.NextSign(), ba2); + u = Cha.角度ムラ(Rng.XS.NextSign(), ba, Rng.XS.NextSign(), ba2); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), ba, Rng.XS.NextSign(), ba2); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), ba, Rng.XS.NextSign(), ba2); } Cha.脚人左_0(i1, n, num, num2, num3); Cha.脚人右_0(i2, n, u, u2, u3); @@ -5921,25 +5921,25 @@ namespace SlaveMatrix { foreach (脚人 item in Cha.Body.脚人左) { - item.腿.角度C = a * RNG.XS.NextDouble(); + item.腿.角度C = a * Rng.XS.NextDouble(); if (item.Leg != null) { - item.Leg.角度C = a * RNG.XS.NextDouble(); + item.Leg.角度C = a * Rng.XS.NextDouble(); if (item.足 != null) { - item.足.角度C = a * RNG.XS.NextDouble(); + item.足.角度C = a * Rng.XS.NextDouble(); } } } foreach (脚人 item2 in Cha.Body.脚人右) { - item2.腿.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.腿.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.Leg != null) { - item2.Leg.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.Leg.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.足 != null) { - item2.足.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.足.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -6061,10 +6061,10 @@ namespace SlaveMatrix public static void 両脚獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = RNG.XS.NextDouble(); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Rng.XS.NextDouble(); double u; double u2; double u3; @@ -6078,10 +6078,10 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u4 = RNG.XS.NextDouble(); + u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u4 = Rng.XS.NextDouble(); } Cha.脚獣左_0(i1, n, num, num2, num3, num4); Cha.脚獣右_0(i2, n, u, u2, u3, u4); @@ -6125,14 +6125,14 @@ namespace SlaveMatrix { if (item.腿 != null) { - item.腿.角度C = a * RNG.XS.NextDouble(); + item.腿.角度C = a * Rng.XS.NextDouble(); } if (item.Leg != null) { - item.Leg.角度C = a * RNG.XS.NextDouble(); + item.Leg.角度C = a * Rng.XS.NextDouble(); if (item.足 != null) { - item.足.角度C = a * RNG.XS.NextDouble(); + item.足.角度C = a * Rng.XS.NextDouble(); } } } @@ -6140,14 +6140,14 @@ namespace SlaveMatrix { if (item2.腿 != null) { - item2.腿.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.腿.角度C = (0.0 - a) * Rng.XS.NextDouble(); } if (item2.Leg != null) { - item2.Leg.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.Leg.角度C = (0.0 - a) * Rng.XS.NextDouble(); if (item2.足 != null) { - item2.足.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.足.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -6267,9 +6267,9 @@ namespace SlaveMatrix public static void 両翼鳥_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u; double u2; double u3; @@ -6281,9 +6281,9 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.翼鳥左_0(i1, n, num, num2, num3); Cha.翼鳥右_0(i2, n, u, u2, u3); @@ -6459,36 +6459,36 @@ namespace SlaveMatrix public static void 両翼獣_閉じ(this Character Cha, int n) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); Cha.翼獣_閉じ左(n, u, u2, u3); Cha.翼獣_閉じ右(n, u, u2, u3); } public static void 両翼獣_半開き(this Character Cha, int n) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); Cha.翼獣_半開き左(n, u, u2, u3); Cha.翼獣_半開き右(n, u, u2, u3); } public static void 両翼獣_全開(this Character Cha, int n) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); Cha.翼獣_全開左(n, u, u2, u3); Cha.翼獣_全開右(n, u, u2, u3); } public static void 両翼獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); double u; double u2; double u3; @@ -6500,9 +6500,9 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 0.0, RNG.XS.NextSign(), 0.25); + u = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 2.0, Rng.XS.NextSign(), 1.0); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 0.0, Rng.XS.NextSign(), 0.25); } Cha.翼獣左_0(i1, n, num, num2, num3); Cha.翼獣右_0(i2, n, u, u2, u3); @@ -6618,8 +6618,8 @@ namespace SlaveMatrix public static void 両鰭_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.鰭左_0(i1, n, num); Cha.鰭右_0(i2, n, u); } @@ -6660,11 +6660,11 @@ namespace SlaveMatrix { foreach (鰭 item in Cha.Body.鰭左) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } foreach (鰭 item2 in Cha.Body.鰭右) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -6714,8 +6714,8 @@ namespace SlaveMatrix public static void 両葉_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.葉左_0(i1, n, num); Cha.葉右_0(i2, n, u); } @@ -6756,11 +6756,11 @@ namespace SlaveMatrix { foreach (葉 item in Cha.Body.葉左) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } foreach (葉 item2 in Cha.Body.葉右) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -6810,8 +6810,8 @@ namespace SlaveMatrix public static void 両前翅_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.前翅左_0(i1, n, num); Cha.前翅右_0(i2, n, u); } @@ -6852,11 +6852,11 @@ namespace SlaveMatrix { foreach (前翅 item in Cha.Body.前翅1左) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } foreach (前翅 item2 in Cha.Body.前翅1右) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -7010,8 +7010,8 @@ namespace SlaveMatrix public static void 両後翅_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.後翅左_0(i1, n, num); Cha.後翅右_0(i2, n, u); } @@ -7052,11 +7052,11 @@ namespace SlaveMatrix { foreach (後翅 item in Cha.Body.後翅1左) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } foreach (後翅 item2 in Cha.Body.後翅1右) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -7220,12 +7220,12 @@ namespace SlaveMatrix public static void 両触肢蜘_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u3; double u4; double u5; @@ -7239,12 +7239,12 @@ namespace SlaveMatrix } else { - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u6 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u6 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.触肢蜘左_0(i1, n, num, num2, num3, num4, u, u2); Cha.触肢蜘右_0(i2, n, u3, u4, u5, u6, u, u2); @@ -7286,21 +7286,21 @@ namespace SlaveMatrix { foreach (触肢_肢蜘 item in Cha.Body.触肢蜘左) { - item.X0Y0_基節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_膝節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脛節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_蹠節.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_基節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_転節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_膝節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脛節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_蹠節.AngleCont = a * Rng.XS.NextDouble(); } foreach (触肢_肢蜘 item2 in Cha.Body.触肢蜘右) { - item2.X0Y0_基節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_膝節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_脛節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_蹠節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_基節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_転節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_膝節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_脛節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_蹠節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -7372,12 +7372,12 @@ namespace SlaveMatrix public static void 両触肢蠍_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u3; double u4; double u5; @@ -7391,12 +7391,12 @@ namespace SlaveMatrix } else { - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u6 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u6 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.触肢蠍左_0(i1, n, num, num2, num3, num4, u, u2); Cha.触肢蠍右_0(i2, n, u3, u4, u5, u6, u, u2); @@ -7438,24 +7438,24 @@ namespace SlaveMatrix { foreach (触肢_肢蠍 item in Cha.Body.触肢蠍左) { - item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_膝節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_爪1.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_転節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_膝節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_爪1.AngleCont = a * Rng.XS.NextDouble(); if (!item.拘束) { - item.X0Y0_爪2.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_爪2.AngleCont = a * Rng.XS.NextDouble(); } } foreach (触肢_肢蠍 item2 in Cha.Body.触肢蠍右) { - item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_膝節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_爪1.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_転節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_膝節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_爪1.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); if (!item2.拘束) { - item2.X0Y0_爪2.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_爪2.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -7578,14 +7578,14 @@ namespace SlaveMatrix public static void 両節足蜘_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u5; double u6; double u7; @@ -7599,14 +7599,14 @@ namespace SlaveMatrix } else { - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u6 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u7 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u8 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u6 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u7 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u8 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.節足蜘左_0(i1, n, num, num2, num3, num4, u, u2, u3, u4); Cha.節足蜘右_0(i2, n, u5, u6, u7, u8, u, u2, u3, u4); @@ -7648,25 +7648,25 @@ namespace SlaveMatrix { foreach (節足_足蜘 item in Cha.Body.節足蜘左) { - item.X0Y0_基節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_膝節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脛節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_蹠節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_跗節1.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_跗節2.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_基節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_転節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_膝節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脛節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_蹠節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_跗節1.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_跗節2.AngleCont = a * Rng.XS.NextDouble(); } foreach (節足_足蜘 item2 in Cha.Body.節足蜘右) { - item2.X0Y0_基節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_膝節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_脛節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_蹠節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_跗節1.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_跗節2.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_基節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_転節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_膝節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_脛節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_蹠節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_跗節1.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_跗節2.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -7784,14 +7784,14 @@ namespace SlaveMatrix public static void 両節足蠍_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u5; double u6; double u7; @@ -7805,14 +7805,14 @@ namespace SlaveMatrix } else { - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u6 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u7 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u8 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u6 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u7 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u8 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.節足蠍左_0(i1, n, num, num2, num3, num4, u, u2, u3, u4); Cha.節足蠍右_0(i2, n, u5, u6, u7, u8, u, u2, u3, u4); @@ -7854,23 +7854,23 @@ namespace SlaveMatrix { foreach (節足_足蠍 item in Cha.Body.節足蠍左) { - item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_膝節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脛節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_蹠節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_跗節1.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_跗節2.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_転節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_膝節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脛節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_蹠節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_跗節1.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_跗節2.AngleCont = a * Rng.XS.NextDouble(); } foreach (節足_足蠍 item2 in Cha.Body.節足蠍右) { - item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_膝節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_脛節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_蹠節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_跗節1.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_跗節2.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_転節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_膝節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_脛節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_蹠節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_跗節1.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_跗節2.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -7958,14 +7958,14 @@ namespace SlaveMatrix public static void 両節足百_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u5; double u6; double u7; @@ -7979,14 +7979,14 @@ namespace SlaveMatrix } else { - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u6 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u7 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u8 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u6 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u7 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u8 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.節足百左_0(i1, n, num, num2, num3, num4, u, u2, u3, u4); Cha.節足百右_0(i2, n, u5, u6, u7, u8, u, u2, u3, u4); @@ -8028,23 +8028,23 @@ namespace SlaveMatrix { foreach (節足_足百 item in Cha.Body.節足百左) { - item.X0Y0_基節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_前腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脛節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_跗節1.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_跗節2.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_基節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_転節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_前腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脛節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_跗節1.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_跗節2.AngleCont = a * Rng.XS.NextDouble(); } foreach (節足_足百 item2 in Cha.Body.節足百右) { - item2.X0Y0_基節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_前腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_脛節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_跗節1.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_跗節2.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_基節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_転節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_前腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_脛節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_跗節1.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_跗節2.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -8102,11 +8102,11 @@ namespace SlaveMatrix public static void 両節尾曳_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u; double u2; double u3; @@ -8122,11 +8122,11 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.節尾曳左_0(i1, n, num, num2, num3, num4, num5); Cha.節尾曳右_0(i2, n, u, u2, u3, u4, u5); @@ -8168,19 +8168,19 @@ namespace SlaveMatrix { foreach (節尾_曳航 item in Cha.Body.節尾曳左) { - item.X0Y0_前腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脛節.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_付節1.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_付節2.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_前腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_腿節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脛節.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_付節1.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_付節2.AngleCont = a * Rng.XS.NextDouble(); } foreach (節尾_曳航 item2 in Cha.Body.節尾曳右) { - item2.X0Y0_前腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_脛節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_付節1.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item2.X0Y0_付節2.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_前腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_腿節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_脛節.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_付節1.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item2.X0Y0_付節2.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -8230,11 +8230,11 @@ namespace SlaveMatrix public static void 両節尾鋏_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double num5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double num5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); double u; double u2; double u3; @@ -8250,11 +8250,11 @@ namespace SlaveMatrix } else { - u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - u5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + u = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u2 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u3 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + u5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } Cha.節尾鋏左_0(i1, n, num, num2, num3, num4, num5); Cha.節尾鋏右_0(i2, n, u, u2, u3, u4, u5); @@ -8296,11 +8296,11 @@ namespace SlaveMatrix { foreach (節尾_鋏 item in Cha.Body.節尾鋏左) { - item.X0Y0_牙.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_牙.AngleCont = a * Rng.XS.NextDouble(); } foreach (節尾_鋏 item2 in Cha.Body.節尾鋏右) { - item2.X0Y0_牙.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.X0Y0_牙.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } @@ -8374,8 +8374,8 @@ namespace SlaveMatrix public static void 両虫鎌_0(this Character Cha, int n, bool 同角, int i1, int i2) { - double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); + double num = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); + double u = ((!同角) ? Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5) : num); Cha.虫鎌左_0(i1, n, num); Cha.虫鎌右_0(i2, n, u); } @@ -8418,14 +8418,14 @@ namespace SlaveMatrix { if (!item.拘束) { - item.角度C = a * RNG.XS.NextDouble(); + item.角度C = a * Rng.XS.NextDouble(); } } foreach (虫鎌 item2 in Cha.Body.虫鎌右) { if (!item2.拘束) { - item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.角度C = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -8557,17 +8557,17 @@ namespace SlaveMatrix public static void 両触手_S字(this Character Cha, int n) { - double u = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); - double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); - double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); - int s = RNG.XS.NextSign(); + double u = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); + double u2 = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); + double u3 = Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.75); + int s = Rng.XS.NextSign(); Cha.触手_S字左(n, s, u, u2, u3); Cha.触手_S字右(n, s, u, u2, u3); } public static void 両触手_0(this Character Cha, int n, int i2) { - Cha.触手右_0(i2, n, RNG.XS.NextSign(), Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.25), Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.25), Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.25)); + Cha.触手右_0(i2, n, Rng.XS.NextSign(), Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.25), Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.25), Cha.角度ムラ(Rng.XS.NextSign(), 1.5, Rng.XS.NextSign(), 0.25)); } public static void 触手右_0(this Character c, int i, int n, int s, double u1, double u2, double u3) @@ -8595,18 +8595,18 @@ namespace SlaveMatrix { foreach (ShapePart item2 in item.Enum軸()) { - item2.AngleCont = a * RNG.XS.NextDouble(); + item2.AngleCont = a * Rng.XS.NextDouble(); } if (!item.拘束 && item is 触手_蔦) { 触手_蔦 触手_蔦2 = (触手_蔦)item; if (触手_蔦2.先端_上顎_顎_表示) { - 触手_蔦2.X0Y0_先端_上顎_顎.AngleCont = a * RNG.XS.NextDouble(); + 触手_蔦2.X0Y0_先端_上顎_顎.AngleCont = a * Rng.XS.NextDouble(); } if (触手_蔦2.先端_下顎_顎_表示) { - 触手_蔦2.X0Y0_先端_下顎_顎.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + 触手_蔦2.X0Y0_先端_下顎_顎.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -8614,18 +8614,18 @@ namespace SlaveMatrix { foreach (ShapePart item4 in item3.Enum軸()) { - item4.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item4.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } if (!item3.拘束 && item3 is 触手_蔦) { 触手_蔦 触手_蔦3 = (触手_蔦)item3; if (触手_蔦3.先端_上顎_顎_表示) { - 触手_蔦3.X0Y0_先端_上顎_顎.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + 触手_蔦3.X0Y0_先端_上顎_顎.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } if (触手_蔦3.先端_下顎_顎_表示) { - 触手_蔦3.X0Y0_先端_下顎_顎.AngleCont = a * RNG.XS.NextDouble(); + 触手_蔦3.X0Y0_先端_下顎_顎.AngleCont = a * Rng.XS.NextDouble(); } } } @@ -8705,7 +8705,7 @@ namespace SlaveMatrix public static void 両触手犬_0(this Character Cha, int n, int i2) { - Cha.触手犬右_0(i2, n, Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.5), Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5), Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5)); + Cha.触手犬右_0(i2, n, Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5), Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5), Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5), Cha.角度ムラ(Rng.XS.NextSign(), 0.5, Rng.XS.NextSign(), 0.5), Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5), Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5), Cha.角度ムラ(Rng.XS.NextSign(), 1.0, Rng.XS.NextSign(), 0.5)); } public static void 触手犬右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) @@ -8731,64 +8731,64 @@ namespace SlaveMatrix { foreach (触手_犬 item in Cha.Body.触手犬左) { - 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_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_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(); + 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_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_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.拘束) { - item.X0Y0_頭_上顎_眼下_眼下.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_頭_下顎_眼下_眼下.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_頭_上顎_眼下_眼下.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_頭_下顎_眼下_眼下.AngleCont = a * Rng.XS.NextDouble(); } - item.X0Y0_脚後_手_親指_爪.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚後_手_人指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚後_手_中指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚後_手_薬指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚後_手_小指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_手_親指_爪.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_手_人指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_手_中指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_手_薬指_指.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_手_小指_指.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚後_手_親指_爪.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚後_手_人指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚後_手_中指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚後_手_薬指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚後_手_小指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚前_手_親指_爪.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚前_手_人指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚前_手_中指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚前_手_薬指_指.AngleCont = a * Rng.XS.NextDouble(); + item.X0Y0_脚前_手_小指_指.AngleCont = a * Rng.XS.NextDouble(); foreach (ShapePart item2 in item.Enum軸()) { - item2.AngleCont = a * RNG.XS.NextDouble(); + item2.AngleCont = a * Rng.XS.NextDouble(); } } foreach (触手_犬 item3 in Cha.Body.触手犬右) { - 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_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_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(); + 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_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_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.拘束) { - item3.X0Y0_頭_上顎_眼下_眼下.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_頭_下顎_眼下_眼下.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_頭_上顎_眼下_眼下.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_頭_下顎_眼下_眼下.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } - item3.X0Y0_脚後_手_親指_爪.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚後_手_人指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚後_手_中指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚後_手_薬指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚後_手_小指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_手_親指_爪.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_手_人指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_手_中指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_手_薬指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_手_小指_指.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚後_手_親指_爪.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚後_手_人指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚後_手_中指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚後_手_薬指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚後_手_小指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚前_手_親指_爪.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚前_手_人指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚前_手_中指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚前_手_薬指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); + item3.X0Y0_脚前_手_小指_指.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); foreach (ShapePart item4 in item3.Enum軸()) { - item4.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item4.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } } } @@ -8813,7 +8813,7 @@ namespace SlaveMatrix num3 = 1; } double num4 = (double)array.Length * 0.1; - double num5 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num5 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); ShapePart[] array2 = array; for (int i = 0; i < array2.Length; i++) { @@ -8826,7 +8826,7 @@ namespace SlaveMatrix } else { - array[0].AngleBase = 根本角度 + Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + array[0].AngleBase = 根本角度 + Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); } } if (text.Contains("後髪0_肢系")) @@ -8841,11 +8841,11 @@ namespace SlaveMatrix 尾鰭_魚 ele = 尾2.EnumEle().GetEle<尾鰭_魚>(); if (ele != null) { - ele.展開 = 展開 * Cha.CharacterData.固有値 * RNG.XS.NextDouble(); + ele.展開 = 展開 * Cha.CharacterData.固有値 * Rng.XS.NextDouble(); } else if (尾2 is 尾_鳥) { - ((尾_鳥)尾2).展開 = 展開 * Cha.CharacterData.固有値 * RNG.XS.NextDouble(); + ((尾_鳥)尾2).展開 = 展開 * Cha.CharacterData.固有値 * Rng.XS.NextDouble(); } if (尾2.EnumEle().IsEle<尾鰭>()) { @@ -8855,22 +8855,22 @@ namespace SlaveMatrix public static void 尾_基本(this Character Cha, int n) { - Cha.尾(n, RNG.XS.NextSign(), RNG.XS.NextDouble(), 0.0); + Cha.尾(n, Rng.XS.NextSign(), Rng.XS.NextDouble(), 0.0); } public static void 尾_S字(this Character Cha, int n) { - Cha.尾(n, RNG.XS.NextSign(), 0.5, 10.0.GetRanAngle(), (int i) => 25.0, (int i) => -25.0); + Cha.尾(n, Rng.XS.NextSign(), 0.5, 10.0.GetRanAngle(), (int i) => 25.0, (int i) => -25.0); } public static void 尾_波(this Character Cha, int n) { - Cha.尾(n, RNG.XS.NextSign(), 0.5, 10.0.GetRanAngle(), (int i) => System.Math.Sin(i) * 40.0); + Cha.尾(n, Rng.XS.NextSign(), 0.5, 10.0.GetRanAngle(), (int i) => System.Math.Sin(i) * 40.0); } public static void 尾_ピーン(this Character Cha, int n) { - Cha.尾(n, RNG.XS.NextSign(), 1.0, 10.0.GetRanAngle(), (int i) => 0.0, (int i) => 25.0.GetRanAngle()); + Cha.尾(n, Rng.XS.NextSign(), 1.0, 10.0.GetRanAngle(), (int i) => 0.0, (int i) => 25.0.GetRanAngle()); } public static void 尾_0(this Character c, int n, int i) @@ -8894,14 +8894,14 @@ namespace SlaveMatrix public static void 尾絶頂(this Character Cha, double a) { - double 展開 = a * 0.015 * RNG.XS.NextDouble(); + double 展開 = a * 0.015 * Rng.XS.NextDouble(); foreach (尾 item in Cha.Body.尾) { if (item.右) { foreach (ShapePart item2 in item.Enum軸()) { - item2.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item2.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } 尾鰭_魚 ele = item.EnumEle().GetEle<尾鰭_魚>(); if (ele != null) @@ -8916,7 +8916,7 @@ namespace SlaveMatrix } foreach (ShapePart item3 in item.Enum軸()) { - item3.AngleCont = a * RNG.XS.NextDouble(); + item3.AngleCont = a * Rng.XS.NextDouble(); } 尾鰭_魚 ele2 = item.EnumEle().GetEle<尾鰭_魚>(); if (ele2 != null) @@ -8943,7 +8943,7 @@ namespace SlaveMatrix num2 = 1; } double num3 = (double)Cha.Body.長胴n * 0.1; - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); foreach (長胴 item in Cha.Body.長胴.Skip(1)) { item.角度B = (double)si * angs[(num / num2).Limit(0, angs.Length)](num) / num3 + num4; @@ -8953,7 +8953,7 @@ namespace SlaveMatrix public static void 長胴_基本(this Character Cha) { - Cha.長胴(RNG.XS.NextSign(), (int i) => 4.0.GetRanAngle()); + Cha.長胴(Rng.XS.NextSign(), (int i) => 4.0.GetRanAngle()); } public static void 魚(this Character Cha, int s, params Func[] angs) @@ -8964,7 +8964,7 @@ namespace SlaveMatrix int num = 0; int num2 = array.Length / angs.Length; double num3 = (double)array.Length * 0.1; - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); ShapePart[] array2 = array; for (int i = 0; i < array2.Length; i++) { @@ -8976,22 +8976,22 @@ namespace SlaveMatrix public static void 魚_基本(this Character Cha) { - Cha.魚(RNG.XS.NextSign(), (int i) => 5.0.GetRanAngle()); + Cha.魚(Rng.XS.NextSign(), (int i) => 5.0.GetRanAngle()); } public static void 魚_S字(this Character Cha) { - Cha.魚(RNG.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); + Cha.魚(Rng.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); } public static void 魚_波(this Character Cha) { - Cha.魚(RNG.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); + Cha.魚(Rng.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); } public static void 魚_ピーン(this Character Cha) { - Cha.魚(RNG.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); + Cha.魚(Rng.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); } public static void 魚_0(this Character c, int i) @@ -9021,7 +9021,7 @@ namespace SlaveMatrix int num = 0; int num2 = array.Length / angs.Length; double num3 = (double)array.Length * 0.1; - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); ShapePart[] array2 = array; for (int i = 0; i < array2.Length; i++) { @@ -9033,22 +9033,22 @@ namespace SlaveMatrix public static void 鯨_基本(this Character Cha) { - Cha.鯨(RNG.XS.NextSign(), (int i) => 5.0.GetRanAngle()); + Cha.鯨(Rng.XS.NextSign(), (int i) => 5.0.GetRanAngle()); } public static void 鯨_S字(this Character Cha) { - Cha.鯨(RNG.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); + Cha.鯨(Rng.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); } public static void 鯨_波(this Character Cha) { - Cha.鯨(RNG.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); + Cha.鯨(Rng.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); } public static void 鯨_ピーン(this Character Cha) { - Cha.鯨(RNG.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); + Cha.鯨(Rng.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); } public static void 鯨_0(this Character c, int i) @@ -9078,7 +9078,7 @@ namespace SlaveMatrix int num = 0; int num2 = array.Length / angs.Length; double num3 = (double)array.Length * 0.1; - double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); + double num4 = Cha.角度ムラ(Rng.XS.NextSign(), 3.0, Rng.XS.NextSign(), 1.5); ShapePart[] array2 = array; for (int i = 0; i < array2.Length; i++) { @@ -9090,22 +9090,22 @@ namespace SlaveMatrix public static void 蠍_基本(this Character Cha) { - Cha.蠍(RNG.XS.NextSign(), (int i) => 5.0.GetRanAngle()); + Cha.蠍(Rng.XS.NextSign(), (int i) => 5.0.GetRanAngle()); } public static void 蠍_S字(this Character Cha) { - Cha.蠍(RNG.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); + Cha.蠍(Rng.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); } public static void 蠍_波(this Character Cha) { - Cha.蠍(RNG.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); + Cha.蠍(Rng.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); } public static void 蠍_ピーン(this Character Cha) { - Cha.蠍(RNG.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); + Cha.蠍(Rng.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); } public static void 蠍_0(this Character c, int i) @@ -9129,23 +9129,23 @@ namespace SlaveMatrix public static void 植(this Character Cha, int si, double 角度) { - Cha.Body.植.X0Y0_幹下.AngleBase = (double)si * 角度 + Cha.角度ムラ(RNG.XS.NextSign(), 10.0, RNG.XS.NextSign(), 5.0); + Cha.Body.植.X0Y0_幹下.AngleBase = (double)si * 角度 + Cha.角度ムラ(Rng.XS.NextSign(), 10.0, Rng.XS.NextSign(), 5.0); } public static void 植_基本(this Character Cha) { - Cha.植(RNG.XS.NextSign(), 5.0.GetRanAngle()); + Cha.植(Rng.XS.NextSign(), 5.0.GetRanAngle()); } public static void 植絶頂(this Character Cha, double a) { if (Cha.Body.植.右) { - Cha.Body.植.X0Y0_幹下.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + Cha.Body.植.X0Y0_幹下.AngleCont = (0.0 - a) * Rng.XS.NextDouble(); } else { - Cha.Body.植.X0Y0_幹下.AngleCont = a * RNG.XS.NextDouble(); + Cha.Body.植.X0Y0_幹下.AngleCont = a * Rng.XS.NextDouble(); } } @@ -9278,7 +9278,7 @@ namespace SlaveMatrix public static void UpdateExpression(this Character c) { - switch (RNG.XS.Next(6)) + switch (Rng.XS.Next(6)) { case 0: c.眉(); @@ -9308,8 +9308,8 @@ namespace SlaveMatrix { if (状態 == EmotionType.Acceptance || 状態 == EmotionType.Desire || 状態 == EmotionType.Excitement || 状態 == EmotionType.余裕 || 状態 == EmotionType.Happiness || 状態 == EmotionType.Joy || 状態 == EmotionType.Lewd || 状態 == EmotionType.Other) { - int num = 眉_0感情対応[状態][RNG.XS.Next(眉_0感情対応[状態].Count)]; - c.両眉_0(RNG.XS.NextBool(), num, num switch + int num = 眉_0感情対応[状態][Rng.XS.Next(眉_0感情対応[状態].Count)]; + c.両眉_0(Rng.XS.NextBool(), num, num switch { 4 => 3, 3 => 4, @@ -9317,19 +9317,19 @@ namespace SlaveMatrix 1 => 2, _ => num, }); - num = 眉_1感情対応[状態][RNG.XS.Next(眉_1感情対応[状態].Count)]; + num = 眉_1感情対応[状態][Rng.XS.Next(眉_1感情対応[状態].Count)]; c.両眉_1(num, num); } else { - c.両眉_0(RNG.XS.NextBool(), 眉_0感情対応[状態][RNG.XS.Next(眉_0感情対応[状態].Count)], 眉_0感情対応[状態][RNG.XS.Next(眉_0感情対応[状態].Count)]); - c.両眉_1(眉_1感情対応[状態][RNG.XS.Next(眉_1感情対応[状態].Count)], 眉_1感情対応[状態][RNG.XS.Next(眉_1感情対応[状態].Count)]); + c.両眉_0(Rng.XS.NextBool(), 眉_0感情対応[状態][Rng.XS.Next(眉_0感情対応[状態].Count)], 眉_0感情対応[状態][Rng.XS.Next(眉_0感情対応[状態].Count)]); + c.両眉_1(眉_1感情対応[状態][Rng.XS.Next(眉_1感情対応[状態].Count)], 眉_1感情対応[状態][Rng.XS.Next(眉_1感情対応[状態].Count)]); } } else if (c.Body.Is単眉) { - c.単眉_0(単眉_0感情対応[状態][RNG.XS.Next(単眉_0感情対応[状態].Count)]); - c.単眉_1(単眉_1感情対応[状態][RNG.XS.Next(単眉_1感情対応[状態].Count)]); + c.単眉_0(単眉_0感情対応[状態][Rng.XS.Next(単眉_0感情対応[状態].Count)]); + c.単眉_1(単眉_1感情対応[状態][Rng.XS.Next(単眉_1感情対応[状態].Count)]); } } @@ -9338,7 +9338,7 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.IsDualEyes || c.Body.IsSingleEye || c.Body.IsCheekEyes || c.Body.IsForeheadEye) { - int num = 目_0感情対応[状態][RNG.XS.Next(目_0感情対応[状態].Count)]; + int num = 目_0感情対応[状態][Rng.XS.Next(目_0感情対応[状態].Count)]; if (c.CharacterData.Stamina < 0.3 && c.CharacterData.Sensitivity > 0.8 && c.CharacterData.Excitement > 0.8 && c.CharacterData.Taming > 0.8 && 0.5.Lot()) { num = 3; @@ -9367,27 +9367,27 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.IsDualEyes) { - int num = 瞼_0感情対応[状態][RNG.XS.Next(瞼_0感情対応[状態].Count)]; + int num = 瞼_0感情対応[状態][Rng.XS.Next(瞼_0感情対応[状態].Count)]; c.両瞼_0(num, num); - int num2 = (c.Body.目隠帯_表示 ? 3 : 瞼_1感情対応[状態][RNG.XS.Next(瞼_1感情対応[状態].Count)]); + int num2 = (c.Body.目隠帯_表示 ? 3 : 瞼_1感情対応[状態][Rng.XS.Next(瞼_1感情対応[状態].Count)]); c.両瞼_1(num2, num2); } else if (c.Body.IsSingleEye) { - c.単瞼_0(単瞼_0感情対応[状態][RNG.XS.Next(単瞼_0感情対応[状態].Count)]); - c.単瞼_1(c.Body.目隠帯_表示 ? 3 : 単瞼_1感情対応[状態][RNG.XS.Next(単瞼_1感情対応[状態].Count)]); + c.単瞼_0(単瞼_0感情対応[状態][Rng.XS.Next(単瞼_0感情対応[状態].Count)]); + c.単瞼_1(c.Body.目隠帯_表示 ? 3 : 単瞼_1感情対応[状態][Rng.XS.Next(単瞼_1感情対応[状態].Count)]); } if (c.Body.IsCheekEyes) { - int num = 頬瞼_0感情対応[状態][RNG.XS.Next(頬瞼_0感情対応[状態].Count)]; + int num = 頬瞼_0感情対応[状態][Rng.XS.Next(頬瞼_0感情対応[状態].Count)]; c.両頬瞼_0(num, num); - int num2 = (c.Body.目隠帯_表示 ? 3 : 頬瞼_1感情対応[状態][RNG.XS.Next(頬瞼_1感情対応[状態].Count)]); + int num2 = (c.Body.目隠帯_表示 ? 3 : 頬瞼_1感情対応[状態][Rng.XS.Next(頬瞼_1感情対応[状態].Count)]); c.両頬瞼_1(num2, num2); } if (c.Body.IsForeheadEye) { - c.額瞼_0(額瞼_0感情対応[状態][RNG.XS.Next(額瞼_0感情対応[状態].Count)]); - c.額瞼_1(c.Body.目隠帯_表示 ? 3 : 額瞼_1感情対応[状態][RNG.XS.Next(額瞼_1感情対応[状態].Count)]); + c.額瞼_0(額瞼_0感情対応[状態][Rng.XS.Next(額瞼_0感情対応[状態].Count)]); + c.額瞼_1(c.Body.目隠帯_表示 ? 3 : 額瞼_1感情対応[状態][Rng.XS.Next(額瞼_1感情対応[状態].Count)]); } } @@ -9396,7 +9396,7 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (!Player.UI.Is口挿入 && !c.Body.玉口枷_表示) { - int num = 口_0感情対応[状態][RNG.XS.Next(口_0感情対応[状態].Count)]; + int num = 口_0感情対応[状態][Rng.XS.Next(口_0感情対応[状態].Count)]; c.口_0(num); num = ((c.ModeEventDispatcher.Mode == "Training" && Tongue.Contains(num) && c.CharacterData.Sesnsitivities[ContactType.Mouth] > 0.6 && c.CharacterData.Sensitivity > 0.6 && c.CharacterData.Excitement > 0.6 && c.CharacterData.Tension < 0.5 && c.CharacterData.Pride == 0.0 && c.CharacterData.Lust > 0.6 && c.CharacterData.Taming > 0.5 && 0.5.Lot()) ? 1 : 0); c.舌_0(num); @@ -9408,12 +9408,12 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.Is人耳) { - int num = 耳_0感情対応[状態][RNG.XS.Next(耳_0感情対応[状態].Count)]; + int num = 耳_0感情対応[状態][Rng.XS.Next(耳_0感情対応[状態].Count)]; c.両耳_0(num, num); } else if (c.Body.Is獣耳) { - c.両獣耳_0(獣耳_0感情対応[状態][RNG.XS.Next(獣耳_0感情対応[状態].Count)], 獣耳_0感情対応[状態][RNG.XS.Next(獣耳_0感情対応[状態].Count)]); + c.両獣耳_0(獣耳_0感情対応[状態][Rng.XS.Next(獣耳_0感情対応[状態].Count)], 獣耳_0感情対応[状態][Rng.XS.Next(獣耳_0感情対応[状態].Count)]); } } @@ -9422,7 +9422,7 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.虫顎n > 0) { - int num = 虫顎_0感情対応[状態][RNG.XS.Next(虫顎_0感情対応[状態].Count)]; + int num = 虫顎_0感情対応[状態][Rng.XS.Next(虫顎_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.虫顎n; i++) { c.両虫顎_0(i, 同角: true, num, num); @@ -9430,7 +9430,7 @@ namespace SlaveMatrix } if (c.Body.大顎n > 0) { - int num = 大顎_0感情対応[状態][RNG.XS.Next(大顎_0感情対応[状態].Count)]; + int num = 大顎_0感情対応[状態][Rng.XS.Next(大顎_0感情対応[状態].Count)]; if (Player.UI.Is口挿入 || c.Body.Is拘束) { num = 1; @@ -9444,12 +9444,12 @@ namespace SlaveMatrix public static void SetInitialPosture(this Character c) { - if (Sta.GameData.拘束具) + if (GlobalState.GameData.拘束具) { c.Set調教拘束姿勢(b: true); return; } - c.Body.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = Rng.XS.NextBool(); c.腕(); c.Leg(); c.翼(); @@ -9469,16 +9469,16 @@ namespace SlaveMatrix public static void UpdatePosture(this Character c) { - if (Sta.GameData.拘束具) + if (GlobalState.GameData.拘束具) { c.Set調教拘束姿勢(0.2.Lot()); return; } if (0.35.Lot()) { - c.Body.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = Rng.XS.NextBool(); } - switch (RNG.XS.Next(13)) + switch (Rng.XS.Next(13)) { case 0: c.腕(); @@ -9582,31 +9582,31 @@ namespace SlaveMatrix } for (int i = 0; i < c.Body.Arm人n; i++) { - c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), array[RNG.XS.Next(array.Length)], array[RNG.XS.Next(array.Length)]); + c.両腕人_0(i, Rng.XS.NextBool(), Rng.XS.NextBool(), Rng.XS.NextBool(), array[Rng.XS.Next(array.Length)], array[Rng.XS.Next(array.Length)]); } } if (c.Body.腕翼鳥n > 0) { - int num = 腕翼鳥_0感情対応[状態][RNG.XS.Next(腕翼鳥_0感情対応[状態].Count)]; + int num = 腕翼鳥_0感情対応[状態][Rng.XS.Next(腕翼鳥_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.腕翼鳥n; i++) { - c.両腕翼鳥_0(i, RNG.XS.NextBool(), num, num); + c.両腕翼鳥_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.腕翼獣n > 0) { - int num = 腕翼獣_0感情対応[状態][RNG.XS.Next(腕翼獣_0感情対応[状態].Count)]; + int num = 腕翼獣_0感情対応[状態][Rng.XS.Next(腕翼獣_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.腕翼獣n; i++) { - c.両腕翼獣_0(i, RNG.XS.NextBool(), num, num); + c.両腕翼獣_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.腕獣n > 0) { - int num = 腕獣_0感情対応[状態][RNG.XS.Next(腕獣_0感情対応[状態].Count)]; + int num = 腕獣_0感情対応[状態][Rng.XS.Next(腕獣_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.腕獣n; i++) { - c.両腕獣_0(i, RNG.XS.NextBool(), num, num); + c.両腕獣_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9627,13 +9627,13 @@ namespace SlaveMatrix { do { - num = 脚人_0感情対応[状態][RNG.XS.Next(脚人_0感情対応[状態].Count)]; + num = 脚人_0感情対応[状態][Rng.XS.Next(脚人_0感情対応[状態].Count)]; } while (num == 1 || num == 2 || num == 4 || num == 5); } else { - switch (RNG.XS.Next(5)) + switch (Rng.XS.Next(5)) { case 0: num = 0; @@ -9659,13 +9659,13 @@ namespace SlaveMatrix { do { - num = 脚人_0感情対応[状態][RNG.XS.Next(脚人_0感情対応[状態].Count)]; + num = 脚人_0感情対応[状態][Rng.XS.Next(脚人_0感情対応[状態].Count)]; } while (num == 1 || num == 2); } else { - switch (RNG.XS.Next(7)) + switch (Rng.XS.Next(7)) { case 0: num = 0; @@ -9693,19 +9693,19 @@ namespace SlaveMatrix } else { - num = 脚人_0感情対応[状態][RNG.XS.Next(脚人_0感情対応[状態].Count)]; + num = 脚人_0感情対応[状態][Rng.XS.Next(脚人_0感情対応[状態].Count)]; } for (int i = 0; i < c.Body.脚人n; i++) { - c.両脚人_0(0, RNG.XS.NextBool(), num, num); + c.両脚人_0(0, Rng.XS.NextBool(), num, num); } } if (c.Body.脚獣n > 0) { - num = 脚獣_0感情対応[状態][RNG.XS.Next(脚獣_0感情対応[状態].Count)]; + num = 脚獣_0感情対応[状態][Rng.XS.Next(脚獣_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.脚獣n; i++) { - c.両脚獣_0(i, RNG.XS.NextBool(), num, num); + c.両脚獣_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9715,18 +9715,18 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.翼鳥n > 0) { - int num = 翼_0感情対応[状態][RNG.XS.Next(翼_0感情対応[状態].Count)]; + int num = 翼_0感情対応[状態][Rng.XS.Next(翼_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.翼鳥n; i++) { - c.両翼鳥_0(i, RNG.XS.NextBool(), num, num); + c.両翼鳥_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.翼獣n > 0) { - int num2 = 翼_0感情対応[状態][RNG.XS.Next(翼_0感情対応[状態].Count)]; + int num2 = 翼_0感情対応[状態][Rng.XS.Next(翼_0感情対応[状態].Count)]; for (int j = 0; j < c.Body.翼獣n; j++) { - c.両翼獣_0(j, RNG.XS.NextBool(), num2, num2); + c.両翼獣_0(j, Rng.XS.NextBool(), num2, num2); } } } @@ -9736,10 +9736,10 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.鰭n > 0) { - int num = 鰭_0感情対応[状態][RNG.XS.Next(鰭_0感情対応[状態].Count)]; + int num = 鰭_0感情対応[状態][Rng.XS.Next(鰭_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.鰭n; i++) { - c.両鰭_0(i, RNG.XS.NextBool(), num, num); + c.両鰭_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9749,10 +9749,10 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.葉n > 0) { - int num = 葉_0感情対応[状態][RNG.XS.Next(葉_0感情対応[状態].Count)]; + int num = 葉_0感情対応[状態][Rng.XS.Next(葉_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.葉n; i++) { - c.両葉_0(i, RNG.XS.NextBool(), num, num); + c.両葉_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9763,7 +9763,7 @@ namespace SlaveMatrix int num; if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { - num = 前翅_0感情対応[状態][RNG.XS.Next(前翅_0感情対応[状態].Count)]; + num = 前翅_0感情対応[状態][Rng.XS.Next(前翅_0感情対応[状態].Count)]; if (c.Body.前翅1n > 0) { for (int i = 0; i < c.Body.前翅1n; i++) @@ -9783,7 +9783,7 @@ namespace SlaveMatrix { return; } - num = 前翅_1感情対応[状態][RNG.XS.Next(前翅_1感情対応[状態].Count)]; + num = 前翅_1感情対応[状態][Rng.XS.Next(前翅_1感情対応[状態].Count)]; if (c.Body.前翅2n > 0) { for (int i = 0; i < c.Body.前翅2n; i++) @@ -9805,18 +9805,18 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.触肢蜘n > 0) { - int num = 触肢蜘_0感情対応[状態][RNG.XS.Next(触肢蜘_0感情対応[状態].Count)]; + int num = 触肢蜘_0感情対応[状態][Rng.XS.Next(触肢蜘_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.触肢蜘n; i++) { - c.両触肢蜘_0(i, RNG.XS.NextBool(), num, num); + c.両触肢蜘_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.触肢蠍n > 0) { - int num = 触肢蠍_0感情対応[状態][RNG.XS.Next(触肢蠍_0感情対応[状態].Count)]; + int num = 触肢蠍_0感情対応[状態][Rng.XS.Next(触肢蠍_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.触肢蠍n; i++) { - c.両触肢蠍_0(i, RNG.XS.NextBool(), num, num); + c.両触肢蠍_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9826,26 +9826,26 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.節足蜘n > 0) { - int num = 節足蜘_0感情対応[状態][RNG.XS.Next(節足蜘_0感情対応[状態].Count)]; + int num = 節足蜘_0感情対応[状態][Rng.XS.Next(節足蜘_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.節足蜘n; i++) { - c.両節足蜘_0(i, RNG.XS.NextBool(), num, num); + c.両節足蜘_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.節足蠍n > 0) { - int num = 節足蠍_0感情対応[状態][RNG.XS.Next(節足蠍_0感情対応[状態].Count)]; + int num = 節足蠍_0感情対応[状態][Rng.XS.Next(節足蠍_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.節足蠍n; i++) { - c.両節足蠍_0(i, RNG.XS.NextBool(), num, num); + c.両節足蠍_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.節足百n > 0) { - int num = 節足百_0感情対応[状態][RNG.XS.Next(節足百_0感情対応[状態].Count)]; + int num = 節足百_0感情対応[状態][Rng.XS.Next(節足百_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.節足百n; i++) { - c.両節足百_0(i, RNG.XS.NextBool(), num, num); + c.両節足百_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9855,18 +9855,18 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.節尾曳n > 0) { - int num = 節尾曳_0感情対応[状態][RNG.XS.Next(節尾曳_0感情対応[状態].Count)]; + int num = 節尾曳_0感情対応[状態][Rng.XS.Next(節尾曳_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.節尾曳n; i++) { - c.両節尾曳_0(i, RNG.XS.NextBool(), num, num); + c.両節尾曳_0(i, Rng.XS.NextBool(), num, num); } } if (c.Body.節尾鋏n > 0) { - int num = 節尾鋏_0感情対応[状態][RNG.XS.Next(節尾鋏_0感情対応[状態].Count)]; + int num = 節尾鋏_0感情対応[状態][Rng.XS.Next(節尾鋏_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.節尾鋏n; i++) { - c.両節尾鋏_0(i, RNG.XS.NextBool(), num, num); + c.両節尾鋏_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9876,10 +9876,10 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.虫鎌n > 0) { - int num = 虫鎌_0感情対応[状態][RNG.XS.Next(虫鎌_0感情対応[状態].Count)]; + int num = 虫鎌_0感情対応[状態][Rng.XS.Next(虫鎌_0感情対応[状態].Count)]; for (int i = 0; i < c.Body.虫鎌n; i++) { - c.両虫鎌_0(i, RNG.XS.NextBool(), num, num); + c.両虫鎌_0(i, Rng.XS.NextBool(), num, num); } } } @@ -9891,14 +9891,14 @@ namespace SlaveMatrix { for (int i = 0; i < c.Body.触手n; i++) { - c.両触手_0(i, 触手_0感情対応[状態][RNG.XS.Next(触手_0感情対応[状態].Count)]); + c.両触手_0(i, 触手_0感情対応[状態][Rng.XS.Next(触手_0感情対応[状態].Count)]); } } if (c.Body.触手犬n > 0) { for (int i = 0; i < c.Body.触手犬n; i++) { - c.両触手犬_0(i, 触手犬_0感情対応[状態][RNG.XS.Next(触手犬_0感情対応[状態].Count)]); + c.両触手犬_0(i, 触手犬_0感情対応[状態][Rng.XS.Next(触手犬_0感情対応[状態].Count)]); } } } @@ -9908,7 +9908,7 @@ namespace SlaveMatrix EmotionType 状態 = c.CharacterData.Emotion; if (c.Body.尾n > 0) { - int i = 尾_0感情対応[状態][RNG.XS.Next(尾_0感情対応[状態].Count)]; + int i = 尾_0感情対応[状態][Rng.XS.Next(尾_0感情対応[状態].Count)]; int num = 0; for (num = 0; num < c.Body.尾n; num++) { @@ -9926,15 +9926,15 @@ namespace SlaveMatrix } if (c.Body.Is魚) { - c.魚_0(魚_0感情対応[状態][RNG.XS.Next(魚_0感情対応[状態].Count)]); + c.魚_0(魚_0感情対応[状態][Rng.XS.Next(魚_0感情対応[状態].Count)]); } if (c.Body.Is鯨) { - c.鯨_0(鯨_0感情対応[状態][RNG.XS.Next(鯨_0感情対応[状態].Count)]); + c.鯨_0(鯨_0感情対応[状態][Rng.XS.Next(鯨_0感情対応[状態].Count)]); } if (c.Body.Is蠍) { - c.蠍_0(蠍_0感情対応[状態][RNG.XS.Next(蠍_0感情対応[状態].Count)]); + c.蠍_0(蠍_0感情対応[状態][Rng.XS.Next(蠍_0感情対応[状態].Count)]); } if (c.Body.Is植) { @@ -9942,7 +9942,7 @@ namespace SlaveMatrix } if (c.Body.Is粘) { - c.Body.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); + c.Body.粘.尺度C = 0.9 + 0.1 * Rng.XS.NextDouble(); } } @@ -9950,19 +9950,19 @@ namespace SlaveMatrix { if (0.35.Lot()) { - c.Body.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = Rng.XS.NextBool(); } if (c.Body.Arm人n > 0) { int num = 7; for (int i = 0; i < c.Body.Arm人n; i++) { - c.両腕人_0(i, RNG.XS.NextBool(), 同角: true, RNG.XS.NextBool(), num, num); + c.両腕人_0(i, Rng.XS.NextBool(), 同角: true, Rng.XS.NextBool(), num, num); } } if (c.Body.腕翼鳥n > 0) { - int num = 腕翼鳥_0基本[RNG.XS.Next(腕翼鳥_0基本.Length)]; + int num = 腕翼鳥_0基本[Rng.XS.Next(腕翼鳥_0基本.Length)]; for (int j = 0; j < c.Body.腕翼鳥n; j++) { c.両腕翼鳥_0(j, 同角: true, num, num); @@ -9970,7 +9970,7 @@ namespace SlaveMatrix } if (c.Body.腕翼獣n > 0) { - int num = 腕翼獣_0基本[RNG.XS.Next(腕翼獣_0基本.Length)]; + int num = 腕翼獣_0基本[Rng.XS.Next(腕翼獣_0基本.Length)]; for (int k = 0; k < c.Body.腕翼獣n; k++) { c.両腕翼獣_0(k, 同角: true, num, num); @@ -9978,7 +9978,7 @@ namespace SlaveMatrix } if (c.Body.腕獣n > 0) { - int num = 腕獣_0基本[RNG.XS.Next(腕獣_0基本.Length)]; + int num = 腕獣_0基本[Rng.XS.Next(腕獣_0基本.Length)]; for (int l = 0; l < c.Body.腕獣n; l++) { c.両腕獣_0(l, 同角: true, num, num); @@ -9988,12 +9988,12 @@ namespace SlaveMatrix { for (int m = 0; m < c.Body.脚人n; m++) { - c.両脚人_0(0, 同角: true, 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)], 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)]); + c.両脚人_0(0, 同角: true, 脚人_0基本[Rng.XS.Next(脚人_0基本.Length)], 脚人_0基本[Rng.XS.Next(脚人_0基本.Length)]); } } if (c.Body.脚獣n > 0) { - int num = 脚獣_0基本[RNG.XS.Next(脚獣_0基本.Length)]; + int num = 脚獣_0基本[Rng.XS.Next(脚獣_0基本.Length)]; for (int n = 0; n < c.Body.脚獣n; n++) { c.両脚獣_0(n, 同角: true, num, num); @@ -10001,7 +10001,7 @@ namespace SlaveMatrix } if (c.Body.翼鳥n > 0) { - int num = 翼_0基本[RNG.XS.Next(翼_0基本.Length)]; + int num = 翼_0基本[Rng.XS.Next(翼_0基本.Length)]; for (int num2 = 0; num2 < c.Body.翼鳥n; num2++) { c.両翼鳥_0(num2, 同角: true, num, num); @@ -10009,7 +10009,7 @@ namespace SlaveMatrix } if (c.Body.翼獣n > 0) { - int num = 翼_0基本[RNG.XS.Next(翼_0基本.Length)]; + int num = 翼_0基本[Rng.XS.Next(翼_0基本.Length)]; for (int num3 = 0; num3 < c.Body.翼獣n; num3++) { c.両翼獣_0(num3, 同角: true, num, num); @@ -10017,7 +10017,7 @@ namespace SlaveMatrix } if (c.Body.鰭n > 0) { - int num = 鰭_0基本[RNG.XS.Next(鰭_0基本.Length)]; + int num = 鰭_0基本[Rng.XS.Next(鰭_0基本.Length)]; for (int num4 = 0; num4 < c.Body.鰭n; num4++) { c.両鰭_0(num4, 同角: true, num, num); @@ -10025,7 +10025,7 @@ namespace SlaveMatrix } if (c.Body.葉n > 0) { - int num = 葉_0基本[RNG.XS.Next(葉_0基本.Length)]; + int num = 葉_0基本[Rng.XS.Next(葉_0基本.Length)]; for (int num5 = 0; num5 < c.Body.葉n; num5++) { c.両葉_0(num5, 同角: true, num, num); @@ -10033,7 +10033,7 @@ namespace SlaveMatrix } if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { - int num = 前翅_0基本[RNG.XS.Next(前翅_0基本.Length)]; + int num = 前翅_0基本[Rng.XS.Next(前翅_0基本.Length)]; if (c.Body.前翅1n > 0) { for (int num6 = 0; num6 < c.Body.前翅1n; num6++) @@ -10051,7 +10051,7 @@ namespace SlaveMatrix } if (c.Body.前翅2n > 0 || c.Body.後翅2n > 0) { - int num8 = 前翅_1基本[RNG.XS.Next(前翅_1基本.Length)]; + int num8 = 前翅_1基本[Rng.XS.Next(前翅_1基本.Length)]; if (c.Body.前翅2n > 0) { for (int num9 = 0; num9 < c.Body.前翅2n; num9++) @@ -10069,7 +10069,7 @@ namespace SlaveMatrix } if (c.Body.触肢蜘n > 0) { - int num = 触肢蜘_0基本[RNG.XS.Next(触肢蜘_0基本.Length)]; + int num = 触肢蜘_0基本[Rng.XS.Next(触肢蜘_0基本.Length)]; for (int num11 = 0; num11 < c.Body.触肢蜘n; num11++) { c.両触肢蜘_0(num11, 同角: true, num, num); @@ -10077,7 +10077,7 @@ namespace SlaveMatrix } if (c.Body.触肢蠍n > 0) { - int num = 触肢蠍_0基本[RNG.XS.Next(触肢蠍_0基本.Length)]; + int num = 触肢蠍_0基本[Rng.XS.Next(触肢蠍_0基本.Length)]; for (int num12 = 0; num12 < c.Body.触肢蠍n; num12++) { c.両触肢蠍_0(num12, 同角: true, num, num); @@ -10085,7 +10085,7 @@ namespace SlaveMatrix } if (c.Body.節足蜘n > 0) { - int num = 節足蜘_0基本[RNG.XS.Next(節足蜘_0基本.Length)]; + int num = 節足蜘_0基本[Rng.XS.Next(節足蜘_0基本.Length)]; for (int num13 = 0; num13 < c.Body.節足蜘n; num13++) { c.両節足蜘_0(num13, 同角: true, num, num); @@ -10093,7 +10093,7 @@ namespace SlaveMatrix } if (c.Body.節足蠍n > 0) { - int num = 節足蠍_0基本[RNG.XS.Next(節足蠍_0基本.Length)]; + int num = 節足蠍_0基本[Rng.XS.Next(節足蠍_0基本.Length)]; for (int num14 = 0; num14 < c.Body.節足蠍n; num14++) { c.両節足蠍_0(num14, 同角: true, num, num); @@ -10101,7 +10101,7 @@ namespace SlaveMatrix } if (c.Body.節足百n > 0) { - int num = 節足百_0基本[RNG.XS.Next(節足百_0基本.Length)]; + int num = 節足百_0基本[Rng.XS.Next(節足百_0基本.Length)]; for (int num15 = 0; num15 < c.Body.節足百n; num15++) { c.両節足百_0(num15, 同角: true, num, num); @@ -10109,7 +10109,7 @@ namespace SlaveMatrix } if (c.Body.節尾曳n > 0) { - int num = 節尾曳_0基本[RNG.XS.Next(節尾曳_0基本.Length)]; + int num = 節尾曳_0基本[Rng.XS.Next(節尾曳_0基本.Length)]; for (int num16 = 0; num16 < c.Body.節尾曳n; num16++) { c.両節尾曳_0(num16, 同角: true, num, num); @@ -10117,7 +10117,7 @@ namespace SlaveMatrix } if (c.Body.節尾鋏n > 0) { - int num = 節尾鋏_0基本[RNG.XS.Next(節尾鋏_0基本.Length)]; + int num = 節尾鋏_0基本[Rng.XS.Next(節尾鋏_0基本.Length)]; for (int num17 = 0; num17 < c.Body.節尾鋏n; num17++) { c.両節尾鋏_0(num17, 同角: true, num, num); @@ -10125,7 +10125,7 @@ namespace SlaveMatrix } if (c.Body.虫鎌n > 0) { - int num = 虫鎌_0基本[RNG.XS.Next(虫鎌_0基本.Length)]; + int num = 虫鎌_0基本[Rng.XS.Next(虫鎌_0基本.Length)]; for (int num18 = 0; num18 < c.Body.虫鎌n; num18++) { c.両虫鎌_0(num18, 同角: true, num, num); @@ -10135,19 +10135,19 @@ namespace SlaveMatrix { for (int num19 = 0; num19 < c.Body.触手n; num19++) { - c.両触手_0(num19, 触手_0基本[RNG.XS.Next(触手_0基本.Length)]); + c.両触手_0(num19, 触手_0基本[Rng.XS.Next(触手_0基本.Length)]); } } if (c.Body.触手犬n > 0) { for (int num20 = 0; num20 < c.Body.触手犬n; num20++) { - c.両触手犬_0(num20, 触手犬_0基本[RNG.XS.Next(触手犬_0基本.Length)]); + c.両触手犬_0(num20, 触手犬_0基本[Rng.XS.Next(触手犬_0基本.Length)]); } } if (c.Body.尾n > 0) { - int num = 尾_0基本[RNG.XS.Next(尾_0基本.Length)]; + int num = 尾_0基本[Rng.XS.Next(尾_0基本.Length)]; for (int num21 = 0; num21 < c.Body.尾n; num21++) { c.尾_0(num21, num); @@ -10163,15 +10163,15 @@ namespace SlaveMatrix } if (c.Body.Is魚) { - c.魚_0(魚_0基本[RNG.XS.Next(魚_0基本.Length)]); + c.魚_0(魚_0基本[Rng.XS.Next(魚_0基本.Length)]); } if (c.Body.Is鯨) { - c.鯨_0(鯨_0基本[RNG.XS.Next(鯨_0基本.Length)]); + c.鯨_0(鯨_0基本[Rng.XS.Next(鯨_0基本.Length)]); } if (c.Body.Is蠍) { - c.蠍_0(蠍_0基本[RNG.XS.Next(蠍_0基本.Length)]); + c.蠍_0(蠍_0基本[Rng.XS.Next(蠍_0基本.Length)]); } if (c.Body.Is植) { @@ -10179,7 +10179,7 @@ namespace SlaveMatrix } if (c.Body.Is粘) { - c.Body.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); + c.Body.粘.尺度C = 0.9 + 0.1 * Rng.XS.NextDouble(); } c.Body.Update(); } @@ -10188,14 +10188,14 @@ namespace SlaveMatrix { if (0.35.Lot()) { - c.Body.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = Rng.XS.NextBool(); } if (c.Body.Arm人n > 0) { int num = 7; for (int i = 0; i < c.Body.Arm人n; i++) { - c.両腕人_0(i, RNG.XS.NextBool(), 同角: true, RNG.XS.NextBool(), num, num); + c.両腕人_0(i, Rng.XS.NextBool(), 同角: true, Rng.XS.NextBool(), num, num); } } if (c.Body.腕翼鳥n > 0) @@ -10216,7 +10216,7 @@ namespace SlaveMatrix } if (c.Body.腕獣n > 0) { - int num = 腕獣_0基本[RNG.XS.Next(腕獣_0基本.Length)]; + int num = 腕獣_0基本[Rng.XS.Next(腕獣_0基本.Length)]; for (int l = 0; l < c.Body.腕獣n; l++) { c.両腕獣_0(l, 同角: true, num, num); @@ -10226,12 +10226,12 @@ namespace SlaveMatrix { for (int m = 0; m < c.Body.脚人n; m++) { - c.両脚人_0(0, 同角: true, 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)], 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)]); + c.両脚人_0(0, 同角: true, 脚人_0基本[Rng.XS.Next(脚人_0基本.Length)], 脚人_0基本[Rng.XS.Next(脚人_0基本.Length)]); } } if (c.Body.脚獣n > 0) { - int num = 脚獣_0基本[RNG.XS.Next(脚獣_0基本.Length)]; + int num = 脚獣_0基本[Rng.XS.Next(脚獣_0基本.Length)]; for (int n = 0; n < c.Body.脚獣n; n++) { c.両脚獣_0(n, 同角: true, num, num); @@ -10255,7 +10255,7 @@ namespace SlaveMatrix } if (c.Body.鰭n > 0) { - int num = 鰭_0基本[RNG.XS.Next(鰭_0基本.Length)]; + int num = 鰭_0基本[Rng.XS.Next(鰭_0基本.Length)]; for (int num4 = 0; num4 < c.Body.鰭n; num4++) { c.両鰭_0(num4, 同角: true, num, num); @@ -10263,7 +10263,7 @@ namespace SlaveMatrix } if (c.Body.葉n > 0) { - int num = 葉_0基本[RNG.XS.Next(葉_0基本.Length)]; + int num = 葉_0基本[Rng.XS.Next(葉_0基本.Length)]; for (int num5 = 0; num5 < c.Body.葉n; num5++) { c.両葉_0(num5, 同角: true, num, num); @@ -10271,7 +10271,7 @@ namespace SlaveMatrix } if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { - int num = 前翅_0基本[RNG.XS.Next(前翅_0基本.Length)]; + int num = 前翅_0基本[Rng.XS.Next(前翅_0基本.Length)]; if (c.Body.前翅1n > 0) { for (int num6 = 0; num6 < c.Body.前翅1n; num6++) @@ -10307,7 +10307,7 @@ namespace SlaveMatrix } if (c.Body.触肢蜘n > 0) { - int num = 触肢蜘_0拘束[RNG.XS.Next(触肢蜘_0拘束.Length)]; + int num = 触肢蜘_0拘束[Rng.XS.Next(触肢蜘_0拘束.Length)]; for (int num11 = 0; num11 < c.Body.触肢蜘n; num11++) { c.両触肢蜘_0(num11, 同角: true, num, num); @@ -10315,7 +10315,7 @@ namespace SlaveMatrix } if (c.Body.触肢蠍n > 0) { - int num = 触肢蠍_0拘束[RNG.XS.Next(触肢蠍_0拘束.Length)]; + int num = 触肢蠍_0拘束[Rng.XS.Next(触肢蠍_0拘束.Length)]; for (int num12 = 0; num12 < c.Body.触肢蠍n; num12++) { c.両触肢蠍_0(num12, 同角: true, num, num); @@ -10323,7 +10323,7 @@ namespace SlaveMatrix } if (c.Body.節足蜘n > 0) { - int num = 節足蜘_0基本[RNG.XS.Next(節足蜘_0基本.Length)]; + int num = 節足蜘_0基本[Rng.XS.Next(節足蜘_0基本.Length)]; for (int num13 = 0; num13 < c.Body.節足蜘n; num13++) { c.両節足蜘_0(num13, 同角: true, num, num); @@ -10331,7 +10331,7 @@ namespace SlaveMatrix } if (c.Body.節足蠍n > 0) { - int num = 節足蠍_0基本[RNG.XS.Next(節足蠍_0基本.Length)]; + int num = 節足蠍_0基本[Rng.XS.Next(節足蠍_0基本.Length)]; for (int num14 = 0; num14 < c.Body.節足蠍n; num14++) { c.両節足蠍_0(num14, 同角: true, num, num); @@ -10339,7 +10339,7 @@ namespace SlaveMatrix } if (c.Body.節足百n > 0) { - int num = 節足百_0基本[RNG.XS.Next(節足百_0基本.Length)]; + int num = 節足百_0基本[Rng.XS.Next(節足百_0基本.Length)]; for (int num15 = 0; num15 < c.Body.節足百n; num15++) { c.両節足百_0(num15, 同角: true, num, num); @@ -10347,7 +10347,7 @@ namespace SlaveMatrix } if (c.Body.節尾曳n > 0) { - int num = 節尾曳_0基本[RNG.XS.Next(節尾曳_0基本.Length)]; + int num = 節尾曳_0基本[Rng.XS.Next(節尾曳_0基本.Length)]; for (int num16 = 0; num16 < c.Body.節尾曳n; num16++) { c.両節尾曳_0(num16, 同角: true, num, num); @@ -10355,7 +10355,7 @@ namespace SlaveMatrix } if (c.Body.節尾鋏n > 0) { - int num = 節尾鋏_0基本[RNG.XS.Next(節尾鋏_0基本.Length)]; + int num = 節尾鋏_0基本[Rng.XS.Next(節尾鋏_0基本.Length)]; for (int num17 = 0; num17 < c.Body.節尾鋏n; num17++) { c.両節尾鋏_0(num17, 同角: true, num, num); @@ -10373,19 +10373,19 @@ namespace SlaveMatrix { for (int num19 = 0; num19 < c.Body.触手n; num19++) { - c.両触手_0(num19, 触手_0基本[RNG.XS.Next(触手_0基本.Length)]); + c.両触手_0(num19, 触手_0基本[Rng.XS.Next(触手_0基本.Length)]); } } if (c.Body.触手犬n > 0) { for (int num20 = 0; num20 < c.Body.触手犬n; num20++) { - c.両触手犬_0(num20, 触手犬_0基本[RNG.XS.Next(触手犬_0基本.Length)]); + c.両触手犬_0(num20, 触手犬_0基本[Rng.XS.Next(触手犬_0基本.Length)]); } } if (c.Body.尾n > 0) { - int num = 尾_0基本[RNG.XS.Next(尾_0基本.Length)]; + int num = 尾_0基本[Rng.XS.Next(尾_0基本.Length)]; for (int num21 = 0; num21 < c.Body.尾n; num21++) { c.尾_0(num21, num); @@ -10401,15 +10401,15 @@ namespace SlaveMatrix } if (c.Body.Is魚) { - c.魚_0(魚_0基本[RNG.XS.Next(魚_0基本.Length)]); + c.魚_0(魚_0基本[Rng.XS.Next(魚_0基本.Length)]); } if (c.Body.Is鯨) { - c.鯨_0(鯨_0基本[RNG.XS.Next(鯨_0基本.Length)]); + c.鯨_0(鯨_0基本[Rng.XS.Next(鯨_0基本.Length)]); } if (c.Body.Is蠍) { - c.蠍_0(蠍_0基本[RNG.XS.Next(蠍_0基本.Length)]); + c.蠍_0(蠍_0基本[Rng.XS.Next(蠍_0基本.Length)]); } if (c.Body.Is植) { @@ -10417,7 +10417,7 @@ namespace SlaveMatrix } if (c.Body.Is粘) { - c.Body.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); + c.Body.粘.尺度C = 0.9 + 0.1 * Rng.XS.NextDouble(); } c.Body.Update(); } @@ -10426,14 +10426,14 @@ namespace SlaveMatrix { if (0.35.Lot()) { - c.Body.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = Rng.XS.NextBool(); } if (c.Body.Arm人n > 0) { int num = 18; for (int i = 0; i < c.Body.Arm人n; i++) { - c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num); + c.両腕人_0(i, Rng.XS.NextBool(), Rng.XS.NextBool(), Rng.XS.NextBool(), num, num); } } if (c.Body.腕翼鳥n > 0) @@ -10441,7 +10441,7 @@ namespace SlaveMatrix int num = 4; for (int j = 0; j < c.Body.腕翼鳥n; j++) { - c.両腕翼鳥_0(j, RNG.XS.NextBool(), num, num); + c.両腕翼鳥_0(j, Rng.XS.NextBool(), num, num); } } if (c.Body.腕翼獣n > 0) @@ -10449,7 +10449,7 @@ namespace SlaveMatrix int num = 2; for (int k = 0; k < c.Body.腕翼獣n; k++) { - c.両腕翼獣_0(k, RNG.XS.NextBool(), num, num); + c.両腕翼獣_0(k, Rng.XS.NextBool(), num, num); } } if (c.Body.腕獣n > 0) @@ -10457,7 +10457,7 @@ namespace SlaveMatrix int num = 0; for (int l = 0; l < c.Body.腕獣n; l++) { - c.両腕獣_0(l, RNG.XS.NextBool(), num, num); + c.両腕獣_0(l, Rng.XS.NextBool(), num, num); } } if (!c.Body.Is粘 && !c.Body.Is植 && c.Body.脚人n > 0) @@ -10465,7 +10465,7 @@ namespace SlaveMatrix int num = 8; for (int m = 0; m < c.Body.脚人n; m++) { - c.両脚人_0(0, RNG.XS.NextBool(), num, num); + c.両脚人_0(0, Rng.XS.NextBool(), num, num); } } if (c.Body.脚獣n > 0) @@ -10473,7 +10473,7 @@ namespace SlaveMatrix int num = 0; for (int n = 0; n < c.Body.脚獣n; n++) { - c.両脚獣_0(n, RNG.XS.NextBool(), num, num); + c.両脚獣_0(n, Rng.XS.NextBool(), num, num); } } if (c.Body.翼鳥n > 0) @@ -10481,7 +10481,7 @@ namespace SlaveMatrix int num = 4; for (int num2 = 0; num2 < c.Body.翼鳥n; num2++) { - c.両翼鳥_0(num2, RNG.XS.NextBool(), num, num); + c.両翼鳥_0(num2, Rng.XS.NextBool(), num, num); } } if (c.Body.翼獣n > 0) @@ -10489,28 +10489,28 @@ namespace SlaveMatrix int num = 4; for (int num3 = 0; num3 < c.Body.翼獣n; num3++) { - c.両翼獣_0(num3, RNG.XS.NextBool(), num, num); + c.両翼獣_0(num3, Rng.XS.NextBool(), num, num); } } if (c.Body.鰭n > 0) { - int num = 鰭_0基本[RNG.XS.Next(鰭_0基本.Length)]; + int num = 鰭_0基本[Rng.XS.Next(鰭_0基本.Length)]; for (int num4 = 0; num4 < c.Body.鰭n; num4++) { - c.両鰭_0(num4, RNG.XS.NextBool(), num, num); + c.両鰭_0(num4, Rng.XS.NextBool(), num, num); } } if (c.Body.葉n > 0) { - int num = 葉_0基本[RNG.XS.Next(葉_0基本.Length)]; + int num = 葉_0基本[Rng.XS.Next(葉_0基本.Length)]; for (int num5 = 0; num5 < c.Body.葉n; num5++) { - c.両葉_0(num5, RNG.XS.NextBool(), num, num); + c.両葉_0(num5, Rng.XS.NextBool(), num, num); } } if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { - int num = 前翅_0基本[RNG.XS.Next(前翅_0基本.Length)]; + int num = 前翅_0基本[Rng.XS.Next(前翅_0基本.Length)]; if (c.Body.前翅1n > 0) { for (int num6 = 0; num6 < c.Body.前翅1n; num6++) @@ -10549,7 +10549,7 @@ namespace SlaveMatrix int num = 0; for (int num11 = 0; num11 < c.Body.触肢蜘n; num11++) { - c.両触肢蜘_0(num11, RNG.XS.NextBool(), num, num); + c.両触肢蜘_0(num11, Rng.XS.NextBool(), num, num); } } if (c.Body.触肢蠍n > 0) @@ -10557,7 +10557,7 @@ namespace SlaveMatrix int num = 0; for (int num12 = 0; num12 < c.Body.触肢蠍n; num12++) { - c.両触肢蠍_0(num12, RNG.XS.NextBool(), num, num); + c.両触肢蠍_0(num12, Rng.XS.NextBool(), num, num); } } if (c.Body.節足蜘n > 0) @@ -10565,7 +10565,7 @@ namespace SlaveMatrix int num = 0; for (int num13 = 0; num13 < c.Body.節足蜘n; num13++) { - c.両節足蜘_0(num13, RNG.XS.NextBool(), num, num); + c.両節足蜘_0(num13, Rng.XS.NextBool(), num, num); } } if (c.Body.節足蠍n > 0) @@ -10573,7 +10573,7 @@ namespace SlaveMatrix int num = 0; for (int num14 = 0; num14 < c.Body.節足蠍n; num14++) { - c.両節足蠍_0(num14, RNG.XS.NextBool(), num, num); + c.両節足蠍_0(num14, Rng.XS.NextBool(), num, num); } } if (c.Body.節足百n > 0) @@ -10581,7 +10581,7 @@ namespace SlaveMatrix int num = 0; for (int num15 = 0; num15 < c.Body.節足百n; num15++) { - c.両節足百_0(num15, RNG.XS.NextBool(), num, num); + c.両節足百_0(num15, Rng.XS.NextBool(), num, num); } } if (c.Body.節尾曳n > 0) @@ -10589,7 +10589,7 @@ namespace SlaveMatrix int num = 0; for (int num16 = 0; num16 < c.Body.節尾曳n; num16++) { - c.両節尾曳_0(num16, RNG.XS.NextBool(), num, num); + c.両節尾曳_0(num16, Rng.XS.NextBool(), num, num); } } if (c.Body.節尾鋏n > 0) @@ -10597,7 +10597,7 @@ namespace SlaveMatrix int num = 0; for (int num17 = 0; num17 < c.Body.節尾鋏n; num17++) { - c.両節尾鋏_0(num17, RNG.XS.NextBool(), num, num); + c.両節尾鋏_0(num17, Rng.XS.NextBool(), num, num); } } if (c.Body.虫鎌n > 0) @@ -10605,7 +10605,7 @@ namespace SlaveMatrix int num = 0; for (int num18 = 0; num18 < c.Body.虫鎌n; num18++) { - c.両虫鎌_0(num18, RNG.XS.NextBool(), num, num); + c.両虫鎌_0(num18, Rng.XS.NextBool(), num, num); } } if (b) @@ -10616,12 +10616,12 @@ namespace SlaveMatrix { for (int num19 = 0; num19 < c.Body.触手犬n; num19++) { - c.両触手犬_0(num19, 触手犬_0基本[RNG.XS.Next(触手犬_0基本.Length)]); + c.両触手犬_0(num19, 触手犬_0基本[Rng.XS.Next(触手犬_0基本.Length)]); } } if (c.Body.尾n > 0) { - int num = 尾_0基本[RNG.XS.Next(尾_0基本.Length)]; + int num = 尾_0基本[Rng.XS.Next(尾_0基本.Length)]; for (int num20 = 0; num20 < c.Body.尾n; num20++) { c.尾_0(num20, num); @@ -10634,15 +10634,15 @@ namespace SlaveMatrix } if (c.Body.Is魚) { - c.魚_0(魚_0基本[RNG.XS.Next(魚_0基本.Length)]); + c.魚_0(魚_0基本[Rng.XS.Next(魚_0基本.Length)]); } if (c.Body.Is鯨) { - c.鯨_0(鯨_0基本[RNG.XS.Next(鯨_0基本.Length)]); + c.鯨_0(鯨_0基本[Rng.XS.Next(鯨_0基本.Length)]); } if (c.Body.Is蠍) { - c.蠍_0(蠍_0基本[RNG.XS.Next(蠍_0基本.Length)]); + c.蠍_0(蠍_0基本[Rng.XS.Next(蠍_0基本.Length)]); } if (c.Body.Is植) { @@ -10658,7 +10658,7 @@ namespace SlaveMatrix int num = 15; for (int i = 0; i < c.Body.Arm人n; i++) { - c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num); + c.両腕人_0(i, Rng.XS.NextBool(), Rng.XS.NextBool(), Rng.XS.NextBool(), num, num); } } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sounds.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sounds.cs index d674db1..faa7d40 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sounds.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sounds.cs @@ -7,9 +7,9 @@ namespace SlaveMatrix public static class Sounds { //TODO fix sound - //public static _2DGAMELIB.SoundPlayer 日常BGM = new _2DGAMELIB.SoundPlayer(Sta.CurrentDirectory + "\\bgm\\game_maoudamashii_5_town10.wav", Loop: true); + //public static _2DGAMELIB.SoundPlayer 日常BGM = new _2DGAMELIB.SoundPlayer(GlobalState.CurrentDirectory + "\\bgm\\game_maoudamashii_5_town10.wav", Loop: true); - //public static _2DGAMELIB.SoundPlayer OPBGM = new _2DGAMELIB.SoundPlayer(Sta.CurrentDirectory + "\\bgm\\bgm_maoudamashii_neorock60.wav", Loop: true); + //public static _2DGAMELIB.SoundPlayer OPBGM = new _2DGAMELIB.SoundPlayer(GlobalState.CurrentDirectory + "\\bgm\\bgm_maoudamashii_neorock60.wav", Loop: true); //public static System.Media.SoundPlayer 操作 = new System.Media.SoundPlayer(new MemoryStream(Resources.se_maoudamashii_system40)); @@ -64,7 +64,7 @@ namespace SlaveMatrix int num; do { - RNG.XS.Next(3, out num); + Rng.XS.Next(3, out num); } while (o == num); o = num; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs index 6ce287c..8f51367 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs @@ -28,7 +28,7 @@ namespace SlaveMatrix 腰肌D eleD = Waist.肌_接続.GetEleD<腰肌D>(); if (eleD.獣性_獣毛_表示) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { eleD.獣性_獣毛_表示 = false; eleD.陰毛_表示 = true; @@ -57,7 +57,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - switch (RNG.XS.Next(4)) + switch (Rng.XS.Next(4)) { case 0: 頭D2.Set耳人(); @@ -74,7 +74,7 @@ namespace SlaveMatrix } 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -104,19 +104,19 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); if (flag) { - WaistD2.EnumEleD().SetValuesD<胸毛D>("表示", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<胸毛D>("表示", Rng.XS.NextBool()); } else { WaistD2.EnumEleD().SetValuesD<胸毛D>("表示", false); } WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getアフール() @@ -154,11 +154,11 @@ namespace SlaveMatrix obj.尾接続(new 尾_悪D()); obj.EnumEleD().SetValuesD("獣性", true); obj.EnumEleD().SetValuesD<頬肌D>("髭", false); - obj.EnumEleD().SetValuesD<胸毛D>("表示", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD<胸毛D>("表示", Rng.XS.NextBool()); obj.EnumEleD().SetValuesD<口_通常D>("牙", true); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -174,7 +174,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳人(); } @@ -213,12 +213,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("柄", false); obj.EnumEleD().SetValuesD("紋柄", true); obj.EnumEleD().SetValuesD<鼻肌D>("紋柄", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData GetPhoenix() @@ -234,7 +234,7 @@ namespace SlaveMatrix 頭D2.Set耳羽(); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -273,9 +273,9 @@ namespace SlaveMatrix obj.SetValuesD("悪", true); obj.EnumEleD().SetValuesD("植", true); obj.EnumEleD().SetValuesD<足_鳥D>("竜性", true); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -291,7 +291,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌長(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳人(); } @@ -321,12 +321,12 @@ namespace SlaveMatrix Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getシーラミア() @@ -351,7 +351,7 @@ namespace SlaveMatrix obj.肩右接続(ShoulderD2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); WaistD2.半身接続(長物_蛇D2); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 長物_蛇D2.くぱぁ = 1.0; 長物_蛇D2.ガード = false; @@ -365,11 +365,11 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(new 尾_ウD()); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getオノケンタウレ() @@ -419,12 +419,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 0.0); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getヒッポケンタウレ() @@ -437,7 +437,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.Next(2) == 0) + if (Rng.XS.Next(2) == 0) { 頭D2.Set耳人(); } @@ -477,20 +477,20 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - WaistD2.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("馬", Rng.XS.NextBool()); } WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getブケンタウレ() @@ -504,7 +504,7 @@ namespace SlaveMatrix 頭D2.Set口人(); 頭D2.Set舌短(); 頭D2.Set耳獣(); - ElementData eleD2 = RNG.XS.Next(4) switch + ElementData eleD2 = Rng.XS.Next(4) switch { 0 => new 角2_牛1D(), 1 => new 角2_牛2D(), @@ -545,7 +545,7 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_牛D()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD<頬肌D>("牛", true); WaistD2.EnumEleD().SetValuesD<四足脇D>("配色指定", 配色指定.H0); @@ -555,12 +555,12 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); WaistD2.EnumEleD().SetValuesD("バスト", 1.0); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getカプラケンタウレ() @@ -574,7 +574,7 @@ namespace SlaveMatrix 頭D2.Set口人(); 頭D2.Set舌短(); 頭D2.Set耳獣(); - ElementData eleD2 = RNG.XS.Next(4) switch + ElementData eleD2 = Rng.XS.Next(4) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -624,13 +624,13 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - WaistD2.EnumEleD().SetValuesD<双目D>("蛸目", RNG.XS.NextBool()); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD<双目D>("蛸目", Rng.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getマーメイド() @@ -658,11 +658,11 @@ namespace SlaveMatrix 尾_魚D 尾_魚D2 = new 尾_魚D(); 長物_魚D2.尾接続(尾_魚D2); 尾_魚D2.尾先接続(new 尾鰭_魚D()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getドルフィンマーメイド() @@ -690,11 +690,11 @@ namespace SlaveMatrix 尾_鯨D 尾_鯨D2 = new 尾_鯨D(); 長物_鯨D2.尾接続(尾_鯨D2); 尾_鯨D2.尾先接続(new 尾鰭_鯨D()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getオールドマーメイド() @@ -726,11 +726,11 @@ namespace SlaveMatrix 尾_魚D2.尾先接続(new 尾鰭_魚D()); obj.腿左接続(尾_魚D2); obj.腿右接続(尾_魚D2.Get逆()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getイクテュオケンタウレ(bool b) @@ -768,7 +768,7 @@ namespace SlaveMatrix { 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); WaistD2.半身接続(長物_蛇D2); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 長物_蛇D2.くぱぁ = 1.0; 長物_蛇D2.ガード = false; @@ -782,11 +782,11 @@ namespace SlaveMatrix Torso_蛇D2.Torso接続(尾_ヘD2); 尾_ヘD2.尾先接続(new 尾鰭_魚D()); } - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getデルピヌスケンタウレ() @@ -818,11 +818,11 @@ namespace SlaveMatrix 長物_鯨D2.尾接続(尾_鯨D2); 尾_鯨D2.尾先接続(new 尾鰭_鯨D()); obj.EnumEleD().SetValuesD<頬肌D>("豹", true); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getスキュラ() @@ -835,7 +835,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳尖(); } @@ -862,7 +862,7 @@ namespace SlaveMatrix { 前足 = true }; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 触手_軟D2.SetValuesD("鎧", true); 触手_軟D3.SetValuesD("鎧", true); @@ -875,19 +875,19 @@ namespace SlaveMatrix 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); 多足_蛸D2.軟体外左接続(触手_軟D3.Copy()); 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD("紋柄", true); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD<鼻肌D>("紋柄", false); } - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getオールドスキュラ(bool b) @@ -900,7 +900,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳尖(); } @@ -921,7 +921,7 @@ namespace SlaveMatrix 触手_犬D2.SetValuesD("Leg", b); if (b) { - 触手_犬D2.SetValuesD("鰭", RNG.XS.NextBool()); + 触手_犬D2.SetValuesD("鰭", Rng.XS.NextBool()); } obj.腿左接続(触手_犬D2.Copy()); obj.腿右接続(触手_犬D2.Get逆()); @@ -934,11 +934,11 @@ namespace SlaveMatrix 尾_魚D 尾_魚D2 = new 尾_魚D(); 長物_魚D2.尾接続(尾_魚D2); 尾_魚D2.尾先接続(new 尾鰭_魚D()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getカリュブディス() @@ -952,7 +952,7 @@ namespace SlaveMatrix 頭D2.Set口裂(); 頭D2.Set舌長(); 頭D2.Set耳鰭(); - ElementData eleD2 = RNG.XS.Next(4) switch + ElementData eleD2 = Rng.XS.Next(4) switch { 0 => new 角2_牛1D(), 1 => new 角2_牛2D(), @@ -994,7 +994,7 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); WaistD2.EnumEleD().SetValuesD("肥大", 1.0); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); } @@ -1009,7 +1009,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳尖(); } @@ -1026,7 +1026,7 @@ namespace SlaveMatrix ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ElementData elementData = new 虫顎D(); 頭D2.頬左接続(elementData); @@ -1035,7 +1035,7 @@ namespace SlaveMatrix 多足_蜘D 多足_蜘D2 = new 多足_蜘D(); WaistD2.半身接続(多足_蜘D2); 尾_蜘D 尾_蜘D2 = new 尾_蜘D(); - 尾_蜘D2.出糸 = RNG.XS.NextBool(); + 尾_蜘D2.出糸 = Rng.XS.NextBool(); 多足_蜘D2.尾接続(尾_蜘D2); 触肢_肢蜘D 触肢_肢蜘D2 = new 触肢_肢蜘D(); 節足_足蜘D 節足_足蜘D2 = new 節足_足蜘D(); @@ -1055,27 +1055,27 @@ namespace SlaveMatrix 多足_蜘D2.節足右2接続(eleD2.Get逆()); 多足_蜘D2.節足右3接続(eleD3.Get逆()); 多足_蜘D2.節足右4接続(eleD4.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 多足_蜘D2.EnumEleD().SetValuesD("柄", true); } - WaistD2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || RNG.XS.NextBool()); - WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", RNG.XS.NextBool()); - WaistD2.EnumEleD().SetValuesD<胸肌D>("蜘", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || Rng.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", Rng.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<胸肌D>("蜘", Rng.XS.NextBool()); if (頭D2.頬左_接続.IsEleD<虫顎D>()) { WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", false); } - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getギルタブリル() @@ -1088,7 +1088,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳尖(); } @@ -1096,7 +1096,7 @@ namespace SlaveMatrix { 頭D2.Set耳人(); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ElementData elementData = new 虫顎D(); 頭D2.頬左接続(elementData); @@ -1113,13 +1113,13 @@ namespace SlaveMatrix obj.肩右接続(ShoulderD2.Get逆()); 多足_蠍D 多足_蠍D2 = new 多足_蠍D(); WaistD2.半身接続(多足_蠍D2); - 多足_蠍D2.前腹_腹節3_節線_表示 = RNG.XS.NextBool(); + 多足_蠍D2.前腹_腹節3_節線_表示 = Rng.XS.NextBool(); 多足_蠍D2.前腹_腹節4_節線_表示 = 多足_蠍D2.前腹_腹節3_節線_表示; 多足_蠍D2.前腹_腹節5_節線_表示 = 多足_蠍D2.前腹_腹節3_節線_表示; 多足_蠍D2.前腹_腹節6_節線_表示 = 多足_蠍D2.前腹_腹節3_節線_表示; 触肢_肢蠍D 触肢_肢蠍D2 = new 触肢_肢蠍D(); 節足_足蠍D 節足_足蠍D2 = new 節足_足蠍D(); - 節足_足蠍D2.爪 = RNG.XS.NextBool(); + 節足_足蠍D2.爪 = Rng.XS.NextBool(); ElementData eleD2 = 節足_足蠍D2.Copy(); ElementData eleD3 = 節足_足蠍D2.Copy(); ElementData eleD4 = 節足_足蠍D2.Copy(); @@ -1133,7 +1133,7 @@ namespace SlaveMatrix 多足_蠍D2.節足右2接続(eleD2.Get逆()); 多足_蠍D2.節足右3接続(eleD3.Get逆()); 多足_蠍D2.節足右4接続(eleD4.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ElementData elementData = new 触覚_蠍D(); 多足_蠍D2.櫛状板左接続(elementData); @@ -1148,26 +1148,26 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<頬肌D>("タトゥ", false); WaistD2.EnumEleD().SetValuesD("植", false); WaistD2.EnumEleD().SetValuesD<手_人D>("悪", false); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 多足_蠍D2.EnumEleD().SetValuesD("柄", true); } - WaistD2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || RNG.XS.NextBool()); - WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || Rng.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", Rng.XS.NextBool()); if (頭D2.頬左_接続.IsEleD<虫顎D>()) { WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", false); } - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getギルタブルル() @@ -1198,7 +1198,7 @@ namespace SlaveMatrix ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_鳥D e3 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); @@ -1229,9 +1229,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("顎下", true); obj.EnumEleD().SetValuesD("獣", true); obj.EnumEleD().SetValuesD<腰肌D>("獣", true); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -1261,7 +1261,7 @@ namespace SlaveMatrix 植D 植D2 = new 植D(); ElementData eleD2 = SlaveMatrix.GameClasses._Con.Get花R(右: false); 植D2.花接続(eleD2); - bool flag = RNG.XS.NextBool(); + bool flag = Rng.XS.NextBool(); if (eleD2 is 花_百D) { ((花_百D)eleD2).萼_萼_表示 = !flag; @@ -1286,9 +1286,9 @@ namespace SlaveMatrix eleD.頭頂右接続(植D2.Get逆()); 触手_蔦D 触手_蔦D2 = new 触手_蔦D { - 先端表示 = RNG.XS.NextBool() + 先端表示 = Rng.XS.NextBool() }; - 触手_蔦D2.SetValuesD("棘", RNG.XS.NextBool()); + 触手_蔦D2.SetValuesD("棘", Rng.XS.NextBool()); ElementData eleD3 = (flag ? ((葉D)new 葉_披D()) : ((葉D)new 葉_心D())); eleD3.尺度B *= 1.2; 触手_蔦D2.節3接続(eleD3); @@ -1338,9 +1338,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<頬肌D>("隈取", false); obj.EnumEleD().SetValuesD<腿_人D>("悪", true); obj.EnumEleD().SetValuesD<腿_人D>("葉1", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -1358,7 +1358,7 @@ namespace SlaveMatrix 頭D2.Set口人(); 頭D2.Set舌短(); 頭D2.Set耳長(); - ElementData eleD2 = RNG.XS.Next(5) switch + ElementData eleD2 = Rng.XS.Next(5) switch { 0 => new 角2_山2D { @@ -1412,12 +1412,12 @@ namespace SlaveMatrix WaistD2.尾接続(new 尾_淫D()); WaistD2.EnumEleD().SetValuesD("淫", true); WaistD2.EnumEleD().SetValuesD("植", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())) + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())) { 現陰毛 = 0.0 }; @@ -1433,7 +1433,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口R(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳尖(); } @@ -1441,7 +1441,7 @@ namespace SlaveMatrix { 頭D2.Set耳長(); } - ElementData eleD2 = RNG.XS.Next(8) switch + ElementData eleD2 = Rng.XS.Next(8) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -1463,11 +1463,11 @@ namespace SlaveMatrix ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_蝙D e2 = new 手_蝙D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e2); @@ -1486,7 +1486,7 @@ namespace SlaveMatrix ChestD2.翼上左接続(UpperArm_鳥D2); ChestD2.翼上右接続(UpperArm_鳥D2.Get逆()); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 足_人D e4 = new 足_人D(); Leg_人D Leg_人D2 = new Leg_人D(); @@ -1508,7 +1508,7 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); } - WaistD2.尾接続(RNG.XS.NextM(4) switch + WaistD2.尾接続(Rng.XS.NextM(4) switch { 0 => new 尾_犬D(), 1 => new 尾_馬D(), @@ -1517,9 +1517,9 @@ namespace SlaveMatrix }); WaistD2.EnumEleD().SetValuesD("悪", true); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -1555,7 +1555,7 @@ namespace SlaveMatrix ChestD2.肩右接続(ShoulderD2.Get逆()); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -1567,7 +1567,7 @@ namespace SlaveMatrix シャープ = LowerArm_鳥D2.シャープ }; UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); - for (int i = 0; i < RNG.XS.Next(2) + 1; i++) + for (int i = 0; i < Rng.XS.Next(2) + 1; i++) { ChestD2.翼上左接続(UpperArm_鳥D2.Copy()); ChestD2.翼上右接続(UpperArm_鳥D2.Get逆()); @@ -1579,12 +1579,12 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); WaistD2.腿左接続(腿_人D2); WaistD2.腿右接続(腿_人D2.Get逆()); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getウェアキャット() @@ -1630,12 +1630,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getウェアフォックス() @@ -1683,12 +1683,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getウェアウルフ() @@ -1728,12 +1728,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getリザードマン() @@ -1764,7 +1764,7 @@ namespace SlaveMatrix WaistD2.腿左接続(腿_人D2); WaistD2.腿右接続(腿_人D2.Get逆()); ElementData elementData; - if (RNG.XS.Next(2) == 0) + if (Rng.XS.Next(2) == 0) { elementData = new 尾_ヘD(); elementData.尺度B = 0.6; @@ -1785,12 +1785,12 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("棘", false); WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getドラゴニュート() @@ -1804,12 +1804,12 @@ namespace SlaveMatrix 頭D2.Set口人(); 頭D2.Set舌短(); ElementData e; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - e = ((RNG.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); + e = ((Rng.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); 頭D2.額接続(e); } - e = RNG.XS.Next(8) switch + e = Rng.XS.Next(8) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -1831,13 +1831,13 @@ namespace SlaveMatrix ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_蝙D e3 = new 手_蝙D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e3); @@ -1851,7 +1851,7 @@ namespace SlaveMatrix { 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -1879,7 +1879,7 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); WaistD2.腿左接続(腿_人D2); WaistD2.腿右接続(腿_人D2.Get逆()); - switch (RNG.XS.Next(3)) + switch (Rng.XS.Next(3)) { case 0: e = new 尾_ヘD(); @@ -1896,14 +1896,14 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<手_人D>("竜性", false); WaistD2.EnumEleD().SetValuesD<手_人D>("鱗", true); - WaistD2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", Rng.XS.NextBool()); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getドラゴン() @@ -1917,12 +1917,12 @@ namespace SlaveMatrix 頭D2.Set口R(); 頭D2.Set舌短(); ElementData e; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - e = ((RNG.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); + e = ((Rng.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); 頭D2.額接続(e); } - e = RNG.XS.Next(8) switch + e = Rng.XS.Next(8) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -1950,7 +1950,7 @@ namespace SlaveMatrix 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_蝙D e3 = new 手_蝙D(); LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); @@ -1989,7 +1989,7 @@ namespace SlaveMatrix 腿_竜D2.Leg接続(Leg_竜D2); 四足腰D2.腿左接続(腿_竜D2); 四足腰D2.腿右接続(腿_竜D2.Get逆()); - switch (RNG.XS.Next(5)) + switch (Rng.XS.Next(5)) { case 0: e = new 尾_ヘD(); @@ -2013,9 +2013,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -2032,12 +2032,12 @@ namespace SlaveMatrix 頭D2.Set口R(); 頭D2.Set舌短(); ElementData e; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - e = ((RNG.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); + e = ((Rng.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); 頭D2.額接続(e); } - e = RNG.XS.Next(8) switch + e = Rng.XS.Next(8) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -2082,7 +2082,7 @@ namespace SlaveMatrix 腿_竜D2.Leg接続(Leg_竜D2); 四足腰D2.腿左接続(腿_竜D2); 四足腰D2.腿右接続(腿_竜D2.Get逆()); - switch (RNG.XS.Next(5)) + switch (Rng.XS.Next(5)) { case 0: e = new 尾_ヘD(); @@ -2106,12 +2106,12 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getワイバーン() @@ -2125,12 +2125,12 @@ namespace SlaveMatrix 頭D2.Set口R(); 頭D2.Set舌短(); ElementData e; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - e = ((RNG.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); + e = ((Rng.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); 頭D2.額接続(e); } - e = RNG.XS.Next(6) switch + e = Rng.XS.Next(6) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -2141,7 +2141,7 @@ namespace SlaveMatrix }; eleD.頭頂左接続(e); eleD.頭頂右接続(e.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_蝙D e2 = new 手_蝙D { @@ -2194,7 +2194,7 @@ namespace SlaveMatrix 腿_竜D2.Leg接続(Leg_竜D2); WaistD2.腿左接続(腿_竜D2); WaistD2.腿右接続(腿_竜D2.Get逆()); - WaistD2.尾接続(RNG.XS.Next(5) switch + WaistD2.尾接続(Rng.XS.Next(5) switch { 0 => new 尾_ヘD { @@ -2214,9 +2214,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -2235,12 +2235,12 @@ namespace SlaveMatrix 頭D2.Set耳鰭(); 頭D2.Set耳尖(); ElementData e; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { - e = ((RNG.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); + e = ((Rng.XS.Next(2) != 0) ? ((角1D)new 角1_鬼D()) : ((角1D)new 角1_一D())); 頭D2.額接続(e); } - e = RNG.XS.Next(5) switch + e = Rng.XS.Next(5) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -2261,11 +2261,11 @@ namespace SlaveMatrix Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - WaistD2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", Rng.XS.NextBool()); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -2282,7 +2282,7 @@ namespace SlaveMatrix 頭D2.Set口裂(); 頭D2.Set舌短(); 頭D2.Set耳人(); - ElementData eleD2 = RNG.XS.Next(5) switch + ElementData eleD2 = Rng.XS.Next(5) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -2303,7 +2303,7 @@ namespace SlaveMatrix 頭D2.大顎基接続(大顎基D2); 顔面_蟲D e = new 顔面_蟲D(); 頭D2.顔面接続(e); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { eleD2 = new 虫顎D { @@ -2333,15 +2333,15 @@ namespace SlaveMatrix 胴_蟲D2.Torso接続(胴_蟲D2 = new Torso_蟲D()); } 尾_蟲D 尾_蟲D2 = new 尾_蟲D(); - 節D 節D2 = (RNG.XS.NextBool() ? ((節尾D)new 節尾_曳航D()) : ((節尾D)new 節尾_鋏D())); + 節D 節D2 = (Rng.XS.NextBool() ? ((節尾D)new 節尾_曳航D()) : ((節尾D)new 節尾_鋏D())); 尾_蟲D2.尾左接続(節D2); 尾_蟲D2.尾右接続(節D2.Get逆()); 胴_蟲D2.Torso接続(尾_蟲D2); WaistD2.EnumEleD().SetValuesD("虫性", true); WaistD2.EnumEleD().SetValuesD("配色", 配色指定.C0); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); } @@ -2400,9 +2400,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -2441,12 +2441,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("コア", false); obj.EnumEleD().SetValuesD("秘石", false); obj.EnumEleD().SetValuesD<双目D>("ハイライト下", false); - obj.EnumEleD().SetValuesD("コア1", RNG.XS.NextBool()); - obj.EnumEleD().SetValuesD("コア2", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD("コア1", Rng.XS.NextBool()); + obj.EnumEleD().SetValuesD("コア2", Rng.XS.NextBool()); obj.EnumEleD().SetValuesD<双目D>("瞳孔", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); } @@ -2461,7 +2461,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - switch (RNG.XS.Next(3)) + switch (Rng.XS.Next(3)) { case 0: 頭D2.Set耳人(); @@ -2476,7 +2476,7 @@ namespace SlaveMatrix 植D 植D2 = new 植D(); ElementData eleD2 = SlaveMatrix.GameClasses._Con.Get花R(右: false); 植D2.花接続(eleD2); - bool flag = RNG.XS.NextBool(); + bool flag = Rng.XS.NextBool(); if (eleD2 is 花_百D) { ((花_百D)eleD2).萼_萼_表示 = !flag; @@ -2540,7 +2540,7 @@ namespace SlaveMatrix ChestD2.翼下左接続(eleD3); ChestD2.翼下右接続(eleD3.Get逆()); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { if (b1) { @@ -2571,10 +2571,10 @@ namespace SlaveMatrix WaistD2.腿右接続(腿_人D2.Get逆()); WaistD2.EnumEleD().SetValuesD("肥大", 0.0); WaistD2.EnumEleD().SetValuesD("身長", 0.0); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getオーグリス(bool b) @@ -2601,7 +2601,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳人(); } @@ -2625,7 +2625,7 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); WaistD2.腿左接続(腿_人D2); WaistD2.腿右接続(腿_人D2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD("隈取", true); 頭D2.隈取_タトゥ_表示 = false; @@ -2640,12 +2640,12 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("足首", false); } WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getサイクロプス() @@ -2658,7 +2658,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌短(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳人(); } @@ -2682,12 +2682,12 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); obj.腿左接続(腿_人D2); obj.腿右接続(腿_人D2.Get逆()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 1.0); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getエイリアン() @@ -2737,14 +2737,14 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("虫性", false); WaistD2.EnumEleD().SetValuesD("器官", false); WaistD2.EnumEleD().SetValuesD<手_人D>("宇手", true); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD("紋柄", true); } WaistD2.EnumEleD().SetValuesD("吸盤", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); } @@ -2780,7 +2780,7 @@ namespace SlaveMatrix 前足 = true }; 触手_触D 触手_触D2 = new 触手_触D(); - 触手_触D2.SetValuesD("爪", RNG.XS.NextBool()); + 触手_触D2.SetValuesD("爪", Rng.XS.NextBool()); 多足_蛸D2.軟体内左接続(触手_軟D2.Copy()); 多足_蛸D2.軟体内右接続(触手_軟D2.Get逆()); 多足_蛸D2.軟体内左接続(触手_触D2.Copy()); @@ -2791,15 +2791,15 @@ namespace SlaveMatrix 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); 多足_蛸D2.軟体外左接続(触手_軟D3.Copy()); 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD("紋柄", true); - 多足_蛸D2.EnumEleD().SetValuesD<触手_触D>("柄", RNG.XS.NextBool()); + 多足_蛸D2.EnumEleD().SetValuesD<触手_触D>("柄", Rng.XS.NextBool()); } - WaistD2.EnumEleD().SetValuesD<双目D>("蛸目", RNG.XS.NextBool()); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD<双目D>("蛸目", Rng.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); } @@ -2819,7 +2819,7 @@ namespace SlaveMatrix { case 0: { - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_人D e4 = new 手_人D(); LowerArm_人D LowerArm_人D4 = new LowerArm_人D(); @@ -2930,12 +2930,12 @@ namespace SlaveMatrix } } WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getユニコーン() @@ -2982,17 +2982,17 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - obj.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD("馬", Rng.XS.NextBool()); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getモノケロス() @@ -3054,9 +3054,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<腰肌D>("獣性", true); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -3091,7 +3091,7 @@ namespace SlaveMatrix 四足胴D2.腰接続(四足腰D2); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -3122,14 +3122,14 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - obj.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD("馬", Rng.XS.NextBool()); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -3184,15 +3184,15 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - obj.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD("馬", Rng.XS.NextBool()); ChestD2.肌_接続.SetValuesD("胸毛", true); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -3226,7 +3226,7 @@ namespace SlaveMatrix 四足胴D2.腰接続(四足腰D2); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -3257,17 +3257,17 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - obj.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD("馬", Rng.XS.NextBool()); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getグリフォン() @@ -3305,7 +3305,7 @@ namespace SlaveMatrix LowerArm_鳥D2.手接続(手_鳥D2); UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_鳥D2.シャープ = 1.0; LowerArm_鳥D2.シャープ = 1.0; @@ -3335,9 +3335,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<胸毛D>("表示", true); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -3378,7 +3378,7 @@ namespace SlaveMatrix LowerArm_鳥D2.手接続(手_鳥D2); UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 手_鳥D2.シャープ = 1.0; LowerArm_鳥D2.シャープ = 1.0; @@ -3405,7 +3405,7 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - obj.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + obj.EnumEleD().SetValuesD("馬", Rng.XS.NextBool()); 四足胴D2.SetValuesD("獣毛", true); obj.EnumEleD().SetValuesD<腰肌D>("獣毛", true); obj.EnumEleD().SetValuesD<胸毛D>("表示", true); @@ -3413,9 +3413,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); 四足胴D2.SetValuesD("獣性", false); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -3434,7 +3434,7 @@ namespace SlaveMatrix ElementData eleD2 = new 獣耳D(); eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); - eleD2 = RNG.XS.Next(3) switch + eleD2 = Rng.XS.Next(3) switch { 0 => new 角2_山1D(), 1 => new 角2_山2D(), @@ -3484,9 +3484,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -3506,7 +3506,7 @@ namespace SlaveMatrix 頭D2.Set耳人(); if (b) { - ElementData e2 = (RNG.XS.NextBool() ? ((尾D)new 尾_牛D()) : ((尾D)new 尾_蛇D())); + ElementData e2 = (Rng.XS.NextBool() ? ((尾D)new 尾_牛D()) : ((尾D)new 尾_蛇D())); WaistD2.尾接続(e2); ChestD2.背中接続(new 背中_羽D { @@ -3586,7 +3586,7 @@ namespace SlaveMatrix 腿_獣D3.Leg接続(Leg_獣D3); 四足腰D2.腿左接続(腿_獣D3); 四足腰D2.腿右接続(腿_獣D3.Get逆()); - ElementData e2 = (RNG.XS.NextBool() ? ((尾D)new 尾_牛D()) : ((尾D)new 尾_蛇D())); + ElementData e2 = (Rng.XS.NextBool() ? ((尾D)new 尾_牛D()) : ((尾D)new 尾_蛇D())); 四足腰D2.尾接続(e2); 四足胴D2.SetValuesD("獣毛", true); 四足胸D2.肌_接続.SetValuesD<胸毛D>("表示", true); @@ -3595,12 +3595,12 @@ namespace SlaveMatrix } WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getレオントケンタウレ() @@ -3660,12 +3660,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<口_通常D>("牙", true); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getティグリスケンタウレ() @@ -3716,7 +3716,7 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("獣性", true); WaistD2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); WaistD2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { WaistD2.EnumEleD().SetValuesD<獣耳D>("配色指定", 配色指定.T0); WaistD2.EnumEleD().SetValuesD<尾_猫D>("配色指定", 配色指定.T0); @@ -3736,12 +3736,12 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getパンテーラケンタウレ() @@ -3800,12 +3800,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<口_通常D>("牙", true); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getチータケンタウレ() @@ -3877,12 +3877,12 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<口_通常D>("牙", true); obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getウェアドラゴンフライ() @@ -3941,9 +3941,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<足_人D>("鱗", true); obj.EnumEleD().SetValuesD("配色", 配色指定.C0); obj.EnumEleD().SetValuesD<双目D>("瞳孔", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); } @@ -3983,7 +3983,7 @@ namespace SlaveMatrix obj2.翼上左接続(elementData); obj2.翼上右接続(elementData.Get逆()); elementData = new 前翅_甲D(); - elementData.SetValuesD("紋", RNG.XS.NextBool()); + elementData.SetValuesD("紋", Rng.XS.NextBool()); obj2.翼上左接続(elementData); obj2.翼上右接続(elementData.Get逆()); 足_人D e2 = new 足_人D(); @@ -4003,9 +4003,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("棘3", false); obj.EnumEleD().SetValuesD("棘4", false); obj.EnumEleD().SetValuesD<双目D>("瞳孔", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); } @@ -4049,7 +4049,7 @@ namespace SlaveMatrix obj2.翼上左接続(elementData); obj2.翼上右接続(elementData.Get逆()); elementData = new 前翅_甲D(); - elementData.SetValuesD("紋", RNG.XS.NextBool()); + elementData.SetValuesD("紋", Rng.XS.NextBool()); obj2.翼上左接続(elementData); obj2.翼上右接続(elementData.Get逆()); 足_人D e2 = new 足_人D(); @@ -4068,9 +4068,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("配色", 配色指定.C0); obj.EnumEleD().SetValuesD("棘", false); obj.EnumEleD().SetValuesD<双目D>("瞳孔", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); } @@ -4106,7 +4106,7 @@ namespace SlaveMatrix obj3.肩左接続(ShoulderD2); obj3.肩右接続(ShoulderD2.Get逆()); elementData = new 前翅_草D(); - elementData.SetValuesD("紋", RNG.XS.NextBool()); + elementData.SetValuesD("紋", Rng.XS.NextBool()); obj2.翼左接続(elementData); obj2.翼右接続(elementData.Get逆()); elementData = new 後翅_草D(); @@ -4130,9 +4130,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("棘2", false); obj.EnumEleD().SetValuesD("棘3", false); obj.EnumEleD().SetValuesD<双目D>("瞳孔", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); } @@ -4147,7 +4147,7 @@ namespace SlaveMatrix 頭D2.Set鼻人(); 頭D2.Set口人(); 頭D2.Set舌長(); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { 頭D2.Set耳人(); } @@ -4166,7 +4166,7 @@ namespace SlaveMatrix obj.肩右接続(ShoulderD2.Get逆()); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -4188,12 +4188,12 @@ namespace SlaveMatrix { Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - Torso_蛇D2.Torso接続(RNG.XS.NextBool() ? ((尾D)new 尾_ヘD()) : ((尾D)new 尾_ガD())); + Torso_蛇D2.Torso接続(Rng.XS.NextBool() ? ((尾D)new 尾_ヘD()) : ((尾D)new 尾_ガD())); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4228,7 +4228,7 @@ namespace SlaveMatrix eleD2 = SlaveMatrix.GameClasses._Con.Get頬眼R(右: false); 頭D2.頬肌左接続(eleD2); 頭D2.頬肌右接続(eleD2.Get逆()); - eleD2 = RNG.XS.Next(3) switch + eleD2 = Rng.XS.Next(3) switch { 0 => new 角2_牛1D(), 1 => new 角2_牛4D(), @@ -4253,7 +4253,7 @@ namespace SlaveMatrix 四足胴D2.腰接続(四足腰D2); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -4281,9 +4281,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4332,9 +4332,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4370,9 +4370,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD("コア1", true); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4401,7 +4401,7 @@ namespace SlaveMatrix 頭D2.頭頂接続(new 頭頂_皿D()); obj.背中接続(new 背中_甲D { - 縁側角 = RNG.XS.NextDouble() + 縁側角 = Rng.XS.NextDouble() }); 足_人D e2 = new 足_人D(); Leg_人D Leg_人D2 = new Leg_人D(); @@ -4410,7 +4410,7 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); WaistD2.腿左接続(腿_人D2); WaistD2.腿右接続(腿_人D2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ElementData e3 = new 尾_短D(); WaistD2.尾接続(e3); @@ -4420,9 +4420,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<胴腹板D>("表示", true); WaistD2.EnumEleD().SetValuesD<ボテ腹板D>("表示", false); WaistD2.EnumEleD().SetValuesD("水掻", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); } @@ -4439,7 +4439,7 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); ElementData elementData; - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { elementData = new 虫顎D { @@ -4448,7 +4448,7 @@ namespace SlaveMatrix 頭D2.頬左接続(elementData); 頭D2.頬右接続(elementData.Get逆()); } - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { elementData = new 触覚_節D { @@ -4466,7 +4466,7 @@ namespace SlaveMatrix ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); - if (RNG.XS.NextBool()) + if (Rng.XS.NextBool()) { ChestD2.肩左接続(ShoulderD2.Copy()); ChestD2.肩右接続(ShoulderD2.Get逆()); @@ -4506,12 +4506,12 @@ namespace SlaveMatrix 尾_蟲D2.尾右接続(節尾_曳航D2.Get逆()); Torso_蟲D2.Torso接続(尾_蟲D2); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getカーバンクル() @@ -4558,9 +4558,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4586,7 +4586,7 @@ namespace SlaveMatrix 頭D2.額接続(new 角1_虫D()); 手_鳥D 手_鳥D2 = new 手_鳥D { - シャープ = RNG.XS.NextDouble() + シャープ = Rng.XS.NextDouble() }; LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { @@ -4628,9 +4628,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4689,9 +4689,9 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); return new CharacterData(WaistD2, new 体色(b0: false)); @@ -4752,9 +4752,9 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<性器_人D>("表示", false); obj.EnumEleD().SetValuesD<肛門_人D>("表示", false); obj.EnumEleD().SetValuesD<手_人D>("肉球", false); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: false)); @@ -4771,7 +4771,7 @@ namespace SlaveMatrix 頭D2.Set口人(); 頭D2.Set舌短(); 頭D2.Set耳獣(); - ElementData eleD2 = RNG.XS.Next(4) switch + ElementData eleD2 = Rng.XS.Next(4) switch { 0 => new 角2_牛1D(), 1 => new 角2_牛2D(), @@ -4805,12 +4805,12 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); WaistD2.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); WaistD2.EnumEleD().SetValuesD("バスト", 1.0); - WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); - WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(Rng.XS.NextBool())); } public static CharacterData Getリリン() @@ -4840,12 +4840,12 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); obj.腿左接続(腿_人D2); obj.腿右接続(腿_人D2.Get逆()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 頭D2.目高); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new CharacterData(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(Rng.XS.NextBool())); } public static CharacterData Getエルフ() @@ -4875,9 +4875,9 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); obj.腿左接続(腿_人D2); obj.腿右接続(腿_人D2.Get逆()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("身長", 1.0); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: true)); @@ -4912,7 +4912,7 @@ namespace SlaveMatrix obj.腿右接続(腿_人D2.Get逆()); obj.EnumEleD().SetValuesD("肥大", 1.0); obj.EnumEleD().SetValuesD("身長", 0.0); - obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + obj.EnumEleD().SetValuesD("鋭爪", 0.2 + Rng.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: true)); @@ -5133,8 +5133,8 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); obj.腿左接続(腿_人D2); obj.腿右接続(腿_人D2.Get逆()); - obj.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - obj.EnumEleD().SetValuesD("身長", RNG.XS.NextDouble()); + obj.EnumEleD().SetValuesD("肥大", Rng.XS.NextDouble()); + obj.EnumEleD().SetValuesD("身長", Rng.XS.NextDouble()); obj.EnumEleD().SetValuesD("鋭爪", 0.0); obj.SetLowerHair(); obj.AdjustScale(頭D2); @@ -5168,23 +5168,23 @@ namespace SlaveMatrix 腿_人D2.Leg接続(Leg_人D2); obj.腿左接続(腿_人D2); obj.腿右接続(腿_人D2.Get逆()); - obj.EnumEleD().SetValuesD("肥大", Sta.GameData.体重); - obj.EnumEleD().SetValuesD("身長", Sta.GameData.身長); + obj.EnumEleD().SetValuesD("肥大", GlobalState.GameData.体重); + obj.EnumEleD().SetValuesD("身長", GlobalState.GameData.身長); obj.EnumEleD().SetValuesD("鋭爪", 0.0); obj.肌_接続.GetEleD<腰肌D>().陰毛_表示 = true; obj.AdjustScale(頭D2); return new CharacterData(obj, new 体色(b0: true) { - 目左 = Sta.GameData.色.瞳色, - 目右 = Sta.GameData.色.瞳色, - 縦目 = Sta.GameData.色.瞳色, - 頬目左 = Sta.GameData.色.瞳色, - 頬目右 = Sta.GameData.色.瞳色, - 髪 = Sta.GameData.色.髪色, - 眉 = Sta.GameData.色.髪色, - 毛0 = Sta.GameData.色.髪色, - 睫 = Sta.GameData.色.髪色, - 人肌 = Sta.GameData.色.肌色, + 目左 = GlobalState.GameData.色.瞳色, + 目右 = GlobalState.GameData.色.瞳色, + 縦目 = GlobalState.GameData.色.瞳色, + 頬目左 = GlobalState.GameData.色.瞳色, + 頬目右 = GlobalState.GameData.色.瞳色, + 髪 = GlobalState.GameData.色.髪色, + 眉 = GlobalState.GameData.色.髪色, + 毛0 = GlobalState.GameData.色.髪色, + 睫 = GlobalState.GameData.色.髪色, + 人肌 = GlobalState.GameData.色.肌色, 爪 = Color.PapayaWhip }); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs index 6d58cc0..f88c347 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs @@ -241,7 +241,7 @@ namespace SlaveMatrix { FocusReset(); Focus_nr = value; - if (Med.Mode == "Training" && Cha != null && Cha.CharacterData.Lust > 0.5 && RNG.XS.NextBool()) + if (Med.Mode == "Training" && Cha != null && Cha.CharacterData.Lust > 0.5 && Rng.XS.NextBool()) { Cha.EyeTracking.Start(); } @@ -401,7 +401,7 @@ namespace SlaveMatrix { 擬音キュー.Enqueue(delegate(RenderArea a) { - 擬音.Sound(a, Bod.尿道位置.GetAreaPoint(0.04), Sta.潮吹.GetVal(Player.変化V_潮吹, Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Azure, 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_潮吹, b: true); + 擬音.Sound(a, Bod.尿道位置.GetAreaPoint(0.04), GlobalState.潮吹.GetVal(Player.変化V_潮吹, Player.変化V_固有値乱数), new Font("MS Gothic", 1f), Color.Azure, 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_潮吹, b: true); }); } @@ -411,7 +411,7 @@ namespace SlaveMatrix { 擬音キュー.Enqueue(delegate(RenderArea a) { - 擬音.Sound(a, Bod.尿道位置.GetAreaPoint(0.04), Sta.放尿.GetVal(Player.変化V_放尿, Player.変化V_固有値乱数), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2 + 0.2 * RNG.XS.NextDouble() * Player.変化V_放尿, b: true); + 擬音.Sound(a, Bod.尿道位置.GetAreaPoint(0.04), GlobalState.放尿.GetVal(Player.変化V_放尿, Player.変化V_固有値乱数), new Font("MS Gothic", 1f), ColorHelper.Black, 0.2 + 0.2 * Rng.XS.NextDouble() * Player.変化V_放尿, b: true); }); } } @@ -1772,7 +1772,7 @@ namespace SlaveMatrix ハンド右.Xi = 11; } ef = item4; - if (Sta.GameData.ガイド) + if (GlobalState.GameData.ガイド) { ip.SubInfoIm = ((item4.対象 == ペニスCM) ? ("LCl:" + GameText.選択) : ("LCl:" + GameText.持つ)); } @@ -1861,7 +1861,7 @@ namespace SlaveMatrix } } SetIs膣i肛f(); - if (Sta.GameData.ガイド && IsTool && hcm != null) + if (GlobalState.GameData.ガイド && IsTool && hcm != null) { ip.SubInfoIm = ((hcm == ペニスCM || hcm == マウスCM || hcm == ハンド右CM) ? ("LCl:" + GameText.選択) : ("LCl:" + GameText.持つ)); } @@ -2047,17 +2047,17 @@ namespace SlaveMatrix this.Are = Are; double disUnit = Are.DisplayUnitScale; this.ip = ip; - ペニスCM = new CharacterElement(Med, this, ペニス = new ペニス(disUnit, 配色指定.N0, Sta.GameData.配色, Med, new ペニスD + ペニスCM = new CharacterElement(Med, this, ペニス = new ペニス(disUnit, 配色指定.N0, GlobalState.GameData.配色, Med, new ペニスD { 濃度 = 0.5, 尺度C = 1.09 })); - マウスCM = new CharacterElement(Med, this, マウス = new マウス(disUnit, 配色指定.N0, Sta.GameData.配色, Med, new マウスD + マウスCM = new CharacterElement(Med, this, マウス = new マウス(disUnit, 配色指定.N0, GlobalState.GameData.配色, Med, new マウスD { 濃度 = 0.5, 尺度C = 1.09 })); - ハンド右CM = new CharacterElement(Med, this, ハンド右 = new ハンド(disUnit, 配色指定.N0, Sta.GameData.配色, Med, new ハンドD + ハンド右CM = new CharacterElement(Med, this, ハンド右 = new ハンド(disUnit, 配色指定.N0, GlobalState.GameData.配色, Med, new ハンドD { 尺度C = 1.09, 呪印_輪1_輪外_表示 = false, @@ -2070,7 +2070,7 @@ namespace SlaveMatrix 呪印_鎖2_表示 = false, 呪印_鎖3_表示 = false })); - ハンド左CM = new CharacterElement(Med, this, ハンド左 = new ハンド(disUnit, 配色指定.N0, Sta.GameData.配色, Med, new ハンドD + ハンド左CM = new CharacterElement(Med, this, ハンド左 = new ハンド(disUnit, 配色指定.N0, GlobalState.GameData.配色, Med, new ハンドD { 尺度C = 1.09, 呪印_輪1_輪外_表示 = false, @@ -2153,7 +2153,7 @@ namespace SlaveMatrix 羽箒処理 = new 羽箒処理(this, 羽根箒CM); 剃刀処理 = new 剃刀処理(this, T剃刀CM); 調鞭処理 = new 調鞭処理(this, 調教鞭CM); - 射精 = new 射精(disUnit, 配色指定.N0, Sta.GameData.配色, Med, new 射精D + 射精 = new 射精(disUnit, 配色指定.N0, GlobalState.GameData.配色, Med, new 射精D { 表示 = false, 位置C = new Vector2D(0.0, 0.001) @@ -2204,8 +2204,8 @@ namespace SlaveMatrix //Sounds.変更1.Play(); } 調教UI2.拘束具sw.OnOff(a); - Sta.GameData.拘束具 = 調教UI2.拘束具sw.Flag; - 調教UI2.Bod.拘束具_表示 = Sta.GameData.拘束具; + GlobalState.GameData.拘束具 = 調教UI2.拘束具sw.Flag; + 調教UI2.Bod.拘束具_表示 = GlobalState.GameData.拘束具; 調教UI2.Bod.首輪_表示 = true; Player.Reaction1(); }); @@ -2228,8 +2228,8 @@ namespace SlaveMatrix 目隠帯 = new Button(shapePartT3, delegate(ButtonBase a) { 調教UI2.目隠帯sw.OnOff(a); - Sta.GameData.目隠帯 = 調教UI2.目隠帯sw.Flag; - 調教UI2.Bod.目隠帯_表示 = Sta.GameData.目隠帯; + GlobalState.GameData.目隠帯 = 調教UI2.目隠帯sw.Flag; + 調教UI2.Bod.目隠帯_表示 = GlobalState.GameData.目隠帯; Player.Reaction1(); }); ShapePartT shapePartT4 = new ShapePartT(); @@ -2251,8 +2251,8 @@ namespace SlaveMatrix 玉口枷 = new Button(shapePartT4, delegate(ButtonBase a) { 調教UI2.玉口枷sw.OnOff(a); - Sta.GameData.玉口枷 = 調教UI2.玉口枷sw.Flag; - 調教UI2.Bod.玉口枷_表示 = Sta.GameData.玉口枷; + GlobalState.GameData.玉口枷 = 調教UI2.玉口枷sw.Flag; + 調教UI2.Bod.玉口枷_表示 = GlobalState.GameData.玉口枷; Player.Reaction1(); }); ShapePartT shapePartT5 = new ShapePartT(); @@ -2315,10 +2315,10 @@ namespace SlaveMatrix v = 調教UI2.パール挿入.Insert; } 調教UI2.断面sw.OnOff(a); - Sta.GameData.断面 = 調教UI2.断面sw.Flag; + GlobalState.GameData.断面 = 調教UI2.断面sw.Flag; if (!調教UI2.Bod.Is粘) { - 調教UI2.Bod.断面_表示 = Sta.GameData.断面; + 調教UI2.Bod.断面_表示 = GlobalState.GameData.断面; } if (調教UI2.ペニス挿入.Is膣) { @@ -2379,17 +2379,17 @@ namespace SlaveMatrix shapePartT6.PositionBase = shapePartT5.PositionBase.AddY(0.015); 媚薬 = new Button(shapePartT6, delegate { - if (Sta.GameData.所持金 < 調教UI2.媚薬投与価格) + if (GlobalState.GameData.所持金 < 調教UI2.媚薬投与価格) { ip.SubInfoIm = GameText.所持金が足りません; } else { - Sta.GameData.所持金 -= 調教UI2.媚薬投与価格; + GlobalState.GameData.所持金 -= 調教UI2.媚薬投与価格; //TODO fix? //Sounds.精算.Play(); ip.UpdateSub2(); - Sta.GameData.TrainingTarget.発情フラグ = true; + GlobalState.GameData.TrainingTarget.発情フラグ = true; ip.SubInfoIm = GameText.媚薬を打ち込んだ; Player.Reaction1(); 調教UI2.媚薬.Dra = false; @@ -2427,7 +2427,7 @@ namespace SlaveMatrix Font font = new Font("MS Gothic", (float)(10.0)); float x = 350f; float y = 365f; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 525f; y = 500f; @@ -2442,7 +2442,7 @@ namespace SlaveMatrix } 調教UI2.Film.DisplayLayer.Save(System.IO.Path.Combine(Path, now.ToString("yyyy_MM_dd_HH_mm_ss") + ".png"), ImageFormat.Png); ip.SubInfoIm = GameText.撮影しました + "\r\n" + GameText.写真はPhotoフォルダに保存されます; - if (Sta.GameData.TrainingTarget.Trained && !調教UI2.Cha.Body.Is拘束 && 調教UI2.Cha.Body.Is腕人 && !Sta.GameData.TrainingTarget.ChaD.撮影ピース経験) + if (GlobalState.GameData.TrainingTarget.Trained && !調教UI2.Cha.Body.Is拘束 && 調教UI2.Cha.Body.Is腕人 && !GlobalState.GameData.TrainingTarget.ChaD.撮影ピース経験) { ip.Text = GameText.愛想が悪い + "\r\n" + GameText.ダブルピースさせますか; ip.Mai.Done = delegate @@ -2450,7 +2450,7 @@ namespace SlaveMatrix ip.選択yAct = delegate { //Sounds.操作.Play(); - Sta.GameData.TrainingTarget.ChaD.撮影ピース経験 = true; + GlobalState.GameData.TrainingTarget.ChaD.撮影ピース経験 = true; 調教UI2.Cha.Setダブルピース(); 調教UI2.Cha.Body.Update(); ip.選択肢表示 = false; @@ -2649,30 +2649,30 @@ namespace SlaveMatrix キャップ処理.CP中.Reset(); キャップ処理.CP左.Reset(); キャップ処理.CP右.Reset(); - 発情bu = Sta.GameData.TrainingTarget.発情フラグ; + 発情bu = GlobalState.GameData.TrainingTarget.発情フラグ; 強制拘束 = false; - 拘束bu = Sta.GameData.拘束具; + 拘束bu = GlobalState.GameData.拘束具; if (!Unit.Trained) { - Sta.GameData.拘束具 = true; + GlobalState.GameData.拘束具 = true; 強制拘束 = true; } - 拘束具sw.SetFlag(拘束具, Sta.GameData.拘束具); - Bod.拘束具_表示 = Sta.GameData.拘束具; - 目隠帯sw.SetFlag(目隠帯, Sta.GameData.目隠帯); - Bod.目隠帯_表示 = Sta.GameData.目隠帯; - 玉口枷sw.SetFlag(玉口枷, Sta.GameData.玉口枷); - Bod.玉口枷_表示 = Sta.GameData.玉口枷; - 断面sw.SetFlag(断面, Sta.GameData.断面); + 拘束具sw.SetFlag(拘束具, GlobalState.GameData.拘束具); + Bod.拘束具_表示 = GlobalState.GameData.拘束具; + 目隠帯sw.SetFlag(目隠帯, GlobalState.GameData.目隠帯); + Bod.目隠帯_表示 = GlobalState.GameData.目隠帯; + 玉口枷sw.SetFlag(玉口枷, GlobalState.GameData.玉口枷); + Bod.玉口枷_表示 = GlobalState.GameData.玉口枷; + 断面sw.SetFlag(断面, GlobalState.GameData.断面); if (!Bod.Is粘) { - Bod.断面_表示 = Sta.GameData.断面; + Bod.断面_表示 = GlobalState.GameData.断面; } - 断面.Dra = Sta.GameData.心眼; - 媚薬.Dra = Sta.GameData.媚薬 && !Cha.CharacterData.タトゥ; + 断面.Dra = GlobalState.GameData.心眼; + 媚薬.Dra = GlobalState.GameData.媚薬 && !Cha.CharacterData.タトゥ; 拘束具.Dra = Unit.Trained; - SlaveStamina.Dra = Sta.StaminaButton; - PlayerStamina.Dra = Sta.StaminaButton; + SlaveStamina.Dra = GlobalState.StaminaButton; + PlayerStamina.Dra = GlobalState.StaminaButton; } public void Reset() @@ -2968,7 +2968,7 @@ namespace SlaveMatrix { Are.Draw(ステート.PartGroup); } - if (Sta.ShowSenses) + if (GlobalState.ShowSenses) { Are.Draw(InfoBox.PartGroup); Are.Draw(SensitivityBox.PartGroup); @@ -2986,7 +2986,7 @@ namespace SlaveMatrix { Are.Draw(ステート.PartGroup); } - if (Sta.ShowSenses) + if (GlobalState.ShowSenses) { Are.Draw(InfoBox.PartGroup); Are.Draw(SensitivityBox.PartGroup); @@ -3045,11 +3045,11 @@ namespace SlaveMatrix { double num = 0.31; double width = 0.7; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { num += 0.14; } - if (Sta.FixInfo) + if (GlobalState.FixInfo) { width = 0.75; } @@ -3062,7 +3062,7 @@ namespace SlaveMatrix { double x = 0.08; double y = 0.1; - if (Sta.BigWindow) + if (GlobalState.BigWindow) { x = 0.08; y = 0.1; @@ -3087,7 +3087,7 @@ namespace SlaveMatrix { //Sounds.操作.Play(); ip.UpdateSub2(); - Sta.GameData.TrainingTarget.ChaD.Stamina = 1.0; + GlobalState.GameData.TrainingTarget.ChaD.Stamina = 1.0; }); ShapePartT shapePartT2 = new ShapePartT(); shapePartT2.Text = "PlayerStamina"; @@ -3109,7 +3109,7 @@ namespace SlaveMatrix { //Sounds.操作.Play(); ip.UpdateSub2(); - Sta.GameData.精力 = 1.0; + GlobalState.GameData.精力 = 1.0; }); } } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs index c6f25ad..ef0ff97 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs @@ -204,8 +204,8 @@ namespace SlaveMatrix ChaD.body_color.血統.Add(GameText.妊娠); } - Unit unit = ((Sta.GameData.祝福 == null || Sta.GameData.祝福 == this) ? Sta.GameData.プレーヤー : Sta.GameData.祝福); - if (Sta.SimpleMating) + Unit unit = ((GlobalState.GameData.祝福 == null || GlobalState.GameData.祝福 == this) ? GlobalState.GameData.プレーヤー : GlobalState.GameData.祝福); + if (GlobalState.SimpleMating) { Child = this.Mix(unit, 原種モード(this, unit)); } @@ -266,7 +266,7 @@ namespace SlaveMatrix } set { - if (Sta.DontScar) + if (GlobalState.DontScar) { 傷物 = value; if (value && !ChaD.body_color.血統.Contains(GameText.傷物)) @@ -390,7 +390,7 @@ namespace SlaveMatrix "] *\r\n", GameText.需給, "[", - $"{Sta.GameData.需給[Race]:0.00}", + $"{GlobalState.GameData.需給[Race]:0.00}", "]", ChaD.body_color.血統.Contains(GameText.調教済) ? (" *\r\n" + GameText.調教済 + "[1.6]") : "", ChaD.body_color.血統.Contains(GameText.無毛) ? (" *\r\n" + GameText.無毛 + "[2]") : "", @@ -436,7 +436,7 @@ namespace SlaveMatrix { try { - return checked((ulong)((1000000.0 * ChaD.Pride.Inverse() + 1000000.0 * ChaD.Lust + 1000000.0 * (ChaD.Affection * 0.5) + 1000000.0 * ChaD.Taming + 1000000.0 * (ChaD.SkillL * 4.0) + 100000.0 * ChaD.Sesnsitivities.Values.Sum() + 1000000.0 * ChaD.body_tree.EnumEleD().GetEleD<乳房D>().バスト + 1000000.0 * ((double)種族情報.一般 / 9.0) + 1000000.0 * ((double)種族情報.娼婦 / 9.0)) * 種族情報.GetPriceWeight() * Sta.GameData.需給[Race] * (ChaD.body_color.血統.Contains(GameText.調教済) ? 1.6 : 1.0) * (ChaD.body_color.血統.Contains(GameText.無毛) ? 2.0 : 1.0) * (ChaD.body_color.血統.Contains(GameText.処女) ? 1.5 : 1.0) * (ChaD.body_color.血統.Contains(GameText.発情) ? 1.2 : 1.0) * (ChaD.body_color.血統.Contains(GameText.妊娠) ? 1.5 : 1.0) * (ChaD.body_color.血統.Contains(GameText.強靭) ? 1.4 : 1.0) * (ChaD.body_color.血統.Contains(GameText.傷物) ? 0.1 : 1.0) * (ChaD.body_color.血統.Contains(GameText.オッドアイ) ? 5.0 : 1.0) * ChaD.body_color.血統.FirstOrDefault((string e) => e.StartsWith(GameText.ルチノー)).GetRutinohWeight() * (ChaD.body_color.血統.Contains(GameText.メラニス) ? 30.0 : 1.0) * (ChaD.body_color.血統.Contains(GameText.アルビノ) ? 50.0 : 1.0))); + return checked((ulong)((1000000.0 * ChaD.Pride.Inverse() + 1000000.0 * ChaD.Lust + 1000000.0 * (ChaD.Affection * 0.5) + 1000000.0 * ChaD.Taming + 1000000.0 * (ChaD.SkillL * 4.0) + 100000.0 * ChaD.Sesnsitivities.Values.Sum() + 1000000.0 * ChaD.body_tree.EnumEleD().GetEleD<乳房D>().バスト + 1000000.0 * ((double)種族情報.一般 / 9.0) + 1000000.0 * ((double)種族情報.娼婦 / 9.0)) * 種族情報.GetPriceWeight() * GlobalState.GameData.需給[Race] * (ChaD.body_color.血統.Contains(GameText.調教済) ? 1.6 : 1.0) * (ChaD.body_color.血統.Contains(GameText.無毛) ? 2.0 : 1.0) * (ChaD.body_color.血統.Contains(GameText.処女) ? 1.5 : 1.0) * (ChaD.body_color.血統.Contains(GameText.発情) ? 1.2 : 1.0) * (ChaD.body_color.血統.Contains(GameText.妊娠) ? 1.5 : 1.0) * (ChaD.body_color.血統.Contains(GameText.強靭) ? 1.4 : 1.0) * (ChaD.body_color.血統.Contains(GameText.傷物) ? 0.1 : 1.0) * (ChaD.body_color.血統.Contains(GameText.オッドアイ) ? 5.0 : 1.0) * ChaD.body_color.血統.FirstOrDefault((string e) => e.StartsWith(GameText.ルチノー)).GetRutinohWeight() * (ChaD.body_color.血統.Contains(GameText.メラニス) ? 30.0 : 1.0) * (ChaD.body_color.血統.Contains(GameText.アルビノ) ? 50.0 : 1.0))); } catch { @@ -452,7 +452,7 @@ namespace SlaveMatrix ChaD.body_color.血統.Add(GameText.妊娠); } Unit unit = Generator.娼婦労働妊娠父方(); - if (Sta.SimpleMating) + if (GlobalState.SimpleMating) { Child = this.Mix(unit, 原種モード(this, unit)); return; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs index c28b171..38ab84b 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix.GameClasses public static ChestD GetChestR() { ChestD obj = Uni.Chest(); - Sta.SetValuesD(value: RNG.XS.NextDouble(), src: obj.EnumEleD(), s: "バスト"); + GlobalState.SetValuesD(value: Rng.XS.NextDouble(), src: obj.EnumEleD(), s: "バスト"); return obj; } @@ -17,7 +17,7 @@ namespace SlaveMatrix.GameClasses 基髪D 基髪D2 = (基髪D)obj.基髪_接続[0]; ElementData elementData = Get後髪0R(); 基髪D2.後髪接続(elementData); - if ((elementData is BackHair0_ジグD || elementData is BackHair0_ハネD || elementData is BackHair0_パツD || elementData is BackHair0_カルD || elementData is BackHair0_肢系D) && RNG.XS.NextBool()) + if ((elementData is BackHair0_ジグD || elementData is BackHair0_ハネD || elementData is BackHair0_パツD || elementData is BackHair0_カルD || elementData is BackHair0_肢系D) && Rng.XS.NextBool()) { 基髪D2.後髪接続(Get後髪1R()); } @@ -34,7 +34,7 @@ namespace SlaveMatrix.GameClasses 基髪D 基髪D2 = (基髪D)obj.基髪_接続[0]; ElementData elementData = Get後髪0R(); 基髪D2.後髪接続(elementData); - if ((elementData is BackHair0_ジグD || elementData is BackHair0_ハネD || elementData is BackHair0_パツD || elementData is BackHair0_カルD || elementData is BackHair0_肢系D) && RNG.XS.NextBool()) + if ((elementData is BackHair0_ジグD || elementData is BackHair0_ハネD || elementData is BackHair0_パツD || elementData is BackHair0_カルD || elementData is BackHair0_肢系D) && Rng.XS.NextBool()) { 基髪D2.後髪接続(Get後髪1R()); } @@ -47,7 +47,7 @@ namespace SlaveMatrix.GameClasses public static 双目D Get双眼R(bool 右) { - switch (RNG.XS.NextM(3)) + switch (Rng.XS.NextM(3)) { case 0: { @@ -118,7 +118,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get鼻R() { - if (RNG.XS.NextM(1) == 0) + if (Rng.XS.NextM(1) == 0) { return Uni.人鼻D(); } @@ -127,7 +127,7 @@ namespace SlaveMatrix.GameClasses public static ElementData[] Get口R() { - if (RNG.XS.NextM(1) == 0) + if (Rng.XS.NextM(1) == 0) { return Uni.人口D(); } @@ -136,7 +136,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get後髪0R() { - return RNG.XS.NextM(20) switch + return Rng.XS.NextM(20) switch { 0 => new BackHair0_ジグD().SetRandom(), 1 => new BackHair0_ハネD().SetRandom(), @@ -164,7 +164,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get後髪1R() { - return RNG.XS.NextM(8) switch + return Rng.XS.NextM(8) switch { 0 => new BackHair1_結1ジグD().SetRandom(), 1 => new BackHair1_結1ハネD().SetRandom(), @@ -180,7 +180,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get横髪R(bool 右) { - return RNG.XS.NextM(5) switch + return Rng.XS.NextM(5) switch { 0 => new SideHair_ジグD { @@ -211,7 +211,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get前髪R() { - return RNG.XS.NextM(18) switch + return Rng.XS.NextM(18) switch { 0 => new 前髪_ジグD().SetRandom(), 1 => new 前髪_ジグ中寄D().SetRandom(), @@ -237,7 +237,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get前髪R1() { - return RNG.XS.NextM(12) switch + return Rng.XS.NextM(12) switch { 0 => new 前髪_ジグ分けD().SetRandom(), 1 => new 前髪_横流しD().SetRandom(), @@ -256,7 +256,7 @@ namespace SlaveMatrix.GameClasses public static ElementData Get花R(bool 右) { - if (RNG.XS.NextM(1) == 0) + if (Rng.XS.NextM(1) == 0) { return new 花_薔D {