no more windows??

This commit is contained in:
lewd-alt
2025-05-07 10:45:18 -07:00
parent eecd2a0399
commit 9d89d2cb6a
933 changed files with 408908 additions and 407973 deletions

View File

@@ -1,427 +1,428 @@
using System;
using System.Runtime.Serialization;
namespace SlaveMatrix;
[Serializable]
public enum ConnectionInfo
namespace SlaveMatrix
{
none,
_基髪_接続,
_目左_接続,
_目右_接続,
__接続,
__接続,
_頬左_接続,
_頬右_接続,
__接続,
_左_接続,
_右_接続,
_耳左_接続,
_耳右_接続,
_鼻肌_接続,
_単眼目_接続,
_単眼眉_接続,
_大顎基_接続,
_顔面_接続,
_頭頂_接続,
_頬肌左_接続,
_頬肌右_接続,
_触覚左_接続,
_触覚右_接続,
_頭頂左_接続,
_頭頂右_接続,
_横髪左_接続,
_横髪右_接続,
_前髪_接続,
_後髪_接続,
0__左5_接続,
0__左4_接続,
0__左3_接続,
0__左2_接続,
0__左1_接続,
0__中央_接続,
0__右1_接続,
0__右2_接続,
0__右3_接続,
0__右4_接続,
0__右5_接続,
_肢系_肢_接続,
__接続,
_宇_涙_接続,
__接続,
_瞼_接続,
_瞼_接続,
_人_鼻水左_接続,
_人_鼻水右_接続,
_獣_鼻水左_接続,
__鼻水_接続,
_吹出し_接続,
__接続,
__接続,
_肩左_接続,
_肩右_接続,
_胸左_接続,
_胸右_接続,
__接続,
_翼上左_接続,
_翼上右_接続,
_翼下左_接続,
_翼下右_接続,
_背中_接続,
_噴乳_接続,
_上腕_接続,
__接続,
__接続,
_翼左_接続,
_翼右_接続,
__接続,
_左_接続,
_右_接続,
_膣基_接続,
_肛門_接続,
_半身_接続,
__接続,
_上着_接続,
__接続,
_翼左_接続,
_翼右_接続,
_人_腹板_接続,
_獣_腹板_接続,
_人_肛門精液_接続,
_獣_肛門精液_接続,
_人_陰核_接続,
_人_尿道_接続,
_人_膣口_接続,
__陰核_接続,
__尿道_接続,
__膣口_接続,
_クロス_上着ボトム後_接続,
_甲_触覚左_接続,
_甲_触覚右_接続,
_虫_触覚左_接続,
__触覚_接続,
__触覚_接続,
__触覚_接続,
_宇_頭部後_接続,
_蜘_出糸_接続,
_ヘ_尾先_接続,
_ウ_尾先_接続,
_魚_左1_接続,
_魚_右1_接続,
_魚_左2_接続,
_魚_右2_接続,
_魚_左3_接続,
_魚_右3_接続,
_魚_左4_接続,
_魚_右4_接続,
_魚_左5_接続,
_魚_右5_接続,
_魚_左6_接続,
_魚_右6_接続,
_魚_左7_接続,
_魚_右7_接続,
_魚_左8_接続,
_魚_右8_接続,
_魚_左9_接続,
_魚_右9_接続,
_魚_左10_接続,
_魚_右10_接続,
_魚_左11_接続,
_魚_右11_接続,
_魚_左12_接続,
_魚_右12_接続,
_魚_左13_接続,
_魚_右13_接続,
_魚_左14_接続,
_魚_右14_接続,
_魚_左15_接続,
_魚_右15_接続,
_魚_左16_接続,
_魚_右16_接続,
_魚_左17_接続,
_魚_右17_接続,
_魚_左18_接続,
_魚_右18_接続,
_魚_左19_接続,
_魚_右19_接続,
_魚_左20_接続,
_魚_右20_接続,
_魚_左21_接続,
_魚_右21_接続,
_魚_左22_接続,
_魚_右22_接続,
_魚_左23_接続,
_魚_右23_接続,
_魚_左24_接続,
_魚_右24_接続,
_魚_左25_接続,
_魚_右25_接続,
_魚_左26_接続,
_魚_右26_接続,
_魚_左27_接続,
_魚_右27_接続,
_魚_左28_接続,
_魚_右28_接続,
_魚_左29_接続,
_魚_右29_接続,
_魚_左30_接続,
_魚_右30_接続,
_魚_左31_接続,
_魚_右31_接続,
_魚_左32_接続,
_魚_右32_接続,
_魚_左33_接続,
_魚_右33_接続,
_魚_左34_接続,
_魚_右34_接続,
_魚_尾先_接続,
__左1_接続,
__右1_接続,
_鯨_左2_接続,
_鯨_右2_接続,
_鯨_左3_接続,
_鯨_右3_接続,
_鯨_左4_接続,
_鯨_右4_接続,
_鯨_左5_接続,
_鯨_右5_接続,
_鯨_左6_接続,
_鯨_右6_接続,
_鯨_左7_接続,
_鯨_右7_接続,
_鯨_左8_接続,
_鯨_右8_接続,
_鯨_左9_接続,
_鯨_右9_接続,
_鯨_左10_接続,
_鯨_右10_接続,
_鯨_左11_接続,
_鯨_右11_接続,
_鯨_左12_接続,
_鯨_右12_接続,
_鯨_左13_接続,
_鯨_右13_接続,
_鯨_左14_接続,
_鯨_右14_接続,
_鯨_左15_接続,
_鯨_右15_接続,
_鯨_左16_接続,
_鯨_右16_接続,
_鯨_左17_接続,
_鯨_右17_接続,
_鯨_左18_接続,
_鯨_右18_接続,
_鯨_左19_接続,
_鯨_右19_接続,
_鯨_左20_接続,
_鯨_右20_接続,
_鯨_左21_接続,
_鯨_右21_接続,
_鯨_左22_接続,
_鯨_右22_接続,
_鯨_左23_接続,
_鯨_右23_接続,
_鯨_左24_接続,
_鯨_右24_接続,
_鯨_左25_接続,
_鯨_右25_接続,
_鯨_左26_接続,
_鯨_右26_接続,
_鯨_左27_接続,
_鯨_右27_接続,
_鯨_左28_接続,
_鯨_右28_接続,
_鯨_左29_接続,
_鯨_右29_接続,
_鯨_左30_接続,
_鯨_右30_接続,
_鯨_左31_接続,
_鯨_右31_接続,
_鯨_左32_接続,
_鯨_右32_接続,
_鯨_左33_接続,
_鯨_右33_接続,
_鯨_左34_接続,
_鯨_右34_接続,
_鯨_尾先_接続,
__左1_接続,
__右1_接続,
_蟲_左2_接続,
_蟲_右2_接続,
_蟲_左3_接続,
_蟲_右3_接続,
_蟲_左4_接続,
_蟲_右4_接続,
_蟲_左5_接続,
_蟲_右5_接続,
_蟲_尾左_接続,
_蟲_尾右_接続,
_甲_軸1_接続,
_甲_軸2_接続,
_甲_軸3_接続,
_犬_頭_接続,
_犬_上腕左_接続,
_犬_上腕右_接続,
_犬_下腕左_接続,
_犬_下腕右_接続,
_犬_手左_接続,
_犬_手右_接続,
_蔦_節1_接続,
_蔦_節2_接続,
_蔦_節3_接続,
_蔦_節4_接続,
_蔦_節5_接続,
_蔦_節6_接続,
_蔦_節7_接続,
_蔦_節8_接続,
_蔦_節9_接続,
_蔦_節10_接続,
_蔦_節11_接続,
_蔦_節12_接続,
_蔦_節13_接続,
_蔦_節14_接続,
_蔦_節15_接続,
_蔦_節16_接続,
_蔦_節17_接続,
_蔦_節18_接続,
_蔦_節19_接続,
_蔦_節20_接続,
_蔦_節21_接続,
_蔦_節22_接続,
_蔦_節23_接続,
_蔦_節24_接続,
_蔦_先端_接続,
_人_下腕_接続,
_鳥_下腕_接続,
_蝙_下腕_接続,
__下腕_接続,
__下腕_接続,
_人_外腕_接続,
_人_手_接続,
_人_虫鎌_接続,
_鳥_手_接続,
__手_接続,
_蝙_腕輪_接続,
__手_接続,
__手_接続,
_人_脚_接続,
_獣__接続,
_蹄__接続,
__脚_接続,
__脚_接続,
_人_足_接続,
__脚輪下_接続,
__脚輪上_接続,
__足_接続,
_蹄_足_接続,
_鳥_足_接続,
__足_接続,
_魚_左0_接続,
_魚_右0_接続,
_魚_左1_接続,
_魚_右1_接続,
_魚_左2_接続,
_魚_右2_接続,
_魚_左3_接続,
_魚_右3_接続,
_魚_左4_接続,
_魚_右4_接続,
_魚_左5_接続,
_魚_右5_接続,
_魚_左6_接続,
_魚_右6_接続,
_魚__接続,
__左0_接続,
__右0_接続,
_鯨_左1_接続,
_鯨_右1_接続,
_鯨_左2_接続,
_鯨_右2_接続,
_鯨_左3_接続,
_鯨_右3_接続,
_鯨_左4_接続,
_鯨_右4_接続,
_鯨_左5_接続,
_鯨_右5_接続,
_鯨_左6_接続,
_鯨_右6_接続,
_鯨__接続,
__左_接続,
__右_接続,
_蛇_胴_接続,
__左0_接続,
__右0_接続,
_蟲_左1_接続,
_蟲_右1_接続,
_蟲__接続,
_脇左_接続,
_脇右_接続,
_胴_接続,
_左_接続,
_右_接続,
__接続,
_翼上左_接続,
_翼上右_接続,
_翼下左_接続,
_翼下右_接続,
_背中_接続,
_上腕_接続,
__接続,
__接続,
_翼左_接続,
_翼右_接続,
_腿左_接続,
_腿右_接続,
_膣基_接続,
_肛門_接続,
__接続,
_半身_接続,
_上着_接続,
__接続,
_翼左_接続,
_翼右_接続,
_蛸_軟体外左_接続,
_蛸_軟体外右_接続,
_蛸_軟体内左_接続,
_蛸_軟体内右_接続,
_蜘_触肢左_接続,
_蜘_触肢右_接続,
_蜘_節足左1_接続,
_蜘_節足左2_接続,
_蜘_節足左3_接続,
_蜘_節足左4_接続,
_蜘_節足右1_接続,
_蜘_節足右2_接続,
_蜘_節足右3_接続,
_蜘_節足右4_接続,
_蜘__接続,
_蠍_触肢左_接続,
__節足左1_接続,
_蠍_節足左2_接続,
_蠍_節足左3_接続,
_蠍_節足左4_接続,
_蠍_触肢右_接続,
_蠍_節足右1_接続,
_蠍_節足右2_接続,
_蠍_節足右3_接続,
_蠍_節足右4_接続,
_蠍_櫛状板左_接続,
_蠍_櫛状板右_接続,
_蠍__接続,
_植_根外左_接続,
_植_根内左_接続,
_植_根中央_接続,
_植_根内右_接続,
_植_根外右_接続,
_蛇_左_接続,
_蛇_右_接続,
_蛇_胴_接続,
__左_接続,
__右_接続,
__胴_接続,
_左_接続,
_右_接続,
__接続,
_尿道_接続
[Serializable]
public enum ConnectionInfo
{
none,
_基髪_接続,
_目左_接続,
_目右_接続,
__接続,
__接続,
_左_接続,
_右_接続,
__接続,
_眉左_接続,
_眉右_接続,
_耳左_接続,
_耳右_接続,
_鼻肌_接続,
_単眼目_接続,
_単眼眉_接続,
_大顎基_接続,
_顔面_接続,
_頭頂_接続,
_頬肌左_接続,
_頬肌右_接続,
_触覚左_接続,
_触覚右_接続,
_頭頂左_接続,
_頭頂右_接続,
_横髪左_接続,
_横髪右_接続,
_前髪_接続,
_後髪_接続,
0__左5_接続,
0__左4_接続,
0__左3_接続,
0__左2_接続,
0__左1_接続,
0__中央_接続,
0__右1_接続,
0__右2_接続,
0__右3_接続,
0__右4_接続,
0__右5_接続,
_肢系_肢_接続,
_瞼_接続,
_宇_涙_接続,
_瞼_接続,
_瞼_接続,
_瞼_接続,
__鼻水_接続,
_人_鼻水右_接続,
_獣_鼻水左_接続,
_獣_鼻水右_接続,
_吹出し_接続,
__接続,
__接続,
_肩左_接続,
_肩右_接続,
_左_接続,
_右_接続,
__接続,
_翼上左_接続,
_翼上右_接続,
_翼下左_接続,
_翼下右_接続,
_背中_接続,
_噴乳_接続,
_上腕_接続,
__接続,
__接続,
_左_接続,
_右_接続,
__接続,
_腿左_接続,
_腿右_接続,
_膣基_接続,
_肛門_接続,
_半身_接続,
__接続,
_上着_接続,
_肌_接続,
_翼左_接続,
_翼右_接続,
_人_腹板_接続,
_獣_腹板_接続,
_人_肛門精液_接続,
_獣_肛門精液_接続,
__陰核_接続,
__尿道_接続,
__膣口_接続,
_獣_陰核_接続,
_獣_尿道_接続,
_獣_膣口_接続,
_クロス_上着ボトム後_接続,
__触覚_接続,
__触覚_接続,
__触覚_接続,
_虫_触覚右_接続,
_蟲_触覚左_接続,
_蟲_触覚右_接続,
_宇_頭部後_接続,
_蜘_出糸_接続,
_ヘ_尾先_接続,
_ウ_尾先_接続,
_魚_左1_接続,
_魚_右1_接続,
_魚_左2_接続,
_魚_右2_接続,
_魚_左3_接続,
_魚_右3_接続,
_魚_左4_接続,
_魚_右4_接続,
_魚_左5_接続,
_魚_右5_接続,
_魚_左6_接続,
_魚_右6_接続,
_魚_左7_接続,
_魚_右7_接続,
_魚_左8_接続,
_魚_右8_接続,
_魚_左9_接続,
_魚_右9_接続,
_魚_左10_接続,
_魚_右10_接続,
_魚_左11_接続,
_魚_右11_接続,
_魚_左12_接続,
_魚_右12_接続,
_魚_左13_接続,
_魚_右13_接続,
_魚_左14_接続,
_魚_右14_接続,
_魚_左15_接続,
_魚_右15_接続,
_魚_左16_接続,
_魚_右16_接続,
_魚_左17_接続,
_魚_右17_接続,
_魚_左18_接続,
_魚_右18_接続,
_魚_左19_接続,
_魚_右19_接続,
_魚_左20_接続,
_魚_右20_接続,
_魚_左21_接続,
_魚_右21_接続,
_魚_左22_接続,
_魚_右22_接続,
_魚_左23_接続,
_魚_右23_接続,
_魚_左24_接続,
_魚_右24_接続,
_魚_左25_接続,
_魚_右25_接続,
_魚_左26_接続,
_魚_右26_接続,
_魚_左27_接続,
_魚_右27_接続,
_魚_左28_接続,
_魚_右28_接続,
_魚_左29_接続,
_魚_右29_接続,
_魚_左30_接続,
_魚_右30_接続,
_魚_左31_接続,
_魚_右31_接続,
_魚_左32_接続,
_魚_右32_接続,
_魚_左33_接続,
_魚_右33_接続,
__左34_接続,
__右34_接続,
_魚_尾先_接続,
_鯨_左1_接続,
_鯨_右1_接続,
_鯨_左2_接続,
_鯨_右2_接続,
_鯨_左3_接続,
_鯨_右3_接続,
_鯨_左4_接続,
_鯨_右4_接続,
_鯨_左5_接続,
_鯨_右5_接続,
_鯨_左6_接続,
_鯨_右6_接続,
_鯨_左7_接続,
_鯨_右7_接続,
_鯨_左8_接続,
_鯨_右8_接続,
_鯨_左9_接続,
_鯨_右9_接続,
_鯨_左10_接続,
_鯨_右10_接続,
_鯨_左11_接続,
_鯨_右11_接続,
_鯨_左12_接続,
_鯨_右12_接続,
_鯨_左13_接続,
_鯨_右13_接続,
_鯨_左14_接続,
_鯨_右14_接続,
_鯨_左15_接続,
_鯨_右15_接続,
_鯨_左16_接続,
_鯨_右16_接続,
_鯨_左17_接続,
_鯨_右17_接続,
_鯨_左18_接続,
_鯨_右18_接続,
_鯨_左19_接続,
_鯨_右19_接続,
_鯨_左20_接続,
_鯨_右20_接続,
_鯨_左21_接続,
_鯨_右21_接続,
_鯨_左22_接続,
_鯨_右22_接続,
_鯨_左23_接続,
_鯨_右23_接続,
_鯨_左24_接続,
_鯨_右24_接続,
_鯨_左25_接続,
_鯨_右25_接続,
_鯨_左26_接続,
_鯨_右26_接続,
_鯨_左27_接続,
_鯨_右27_接続,
_鯨_左28_接続,
_鯨_右28_接続,
_鯨_左29_接続,
_鯨_右29_接続,
_鯨_左30_接続,
_鯨_右30_接続,
_鯨_左31_接続,
_鯨_右31_接続,
_鯨_左32_接続,
_鯨_右32_接続,
_鯨_左33_接続,
_鯨_右33_接続,
__左34_接続,
__右34_接続,
_鯨_尾先_接続,
_蟲_左1_接続,
_蟲_右1_接続,
_蟲_左2_接続,
_蟲_右2_接続,
_蟲_左3_接続,
_蟲_右3_接続,
_蟲_左4_接続,
_蟲_右4_接続,
_蟲_左5_接続,
_蟲_右5_接続,
_蟲_尾左_接続,
_蟲_尾右_接続,
_甲_軸1_接続,
_甲_軸2_接続,
_甲_軸3_接続,
_犬__接続,
_犬_上腕左_接続,
_犬_上腕右_接続,
_犬_下腕左_接続,
_犬_下腕右_接続,
_犬_手左_接続,
_犬_手右_接続,
_蔦_節1_接続,
_蔦_節2_接続,
_蔦_節3_接続,
_蔦_節4_接続,
_蔦_節5_接続,
_蔦_節6_接続,
_蔦_節7_接続,
_蔦_節8_接続,
_蔦_節9_接続,
_蔦_節10_接続,
_蔦_節11_接続,
_蔦_節12_接続,
_蔦_節13_接続,
_蔦_節14_接続,
_蔦_節15_接続,
_蔦_節16_接続,
_蔦_節17_接続,
_蔦_節18_接続,
_蔦_節19_接続,
_蔦_節20_接続,
_蔦_節21_接続,
_蔦_節22_接続,
_蔦_節23_接続,
_蔦_節24_接続,
_蔦_先端_接続,
__下腕_接続,
__下腕_接続,
_蝙_下腕_接続,
_獣_下腕_接続,
_蹄_下腕_接続,
_人_外腕_接続,
__手_接続,
_人_虫鎌_接続,
__手_接続,
__手_接続,
_蝙_腕輪_接続,
_獣__接続,
_蹄__接続,
__脚_接続,
__脚_接続,
_蹄_脚_接続,
__脚_接続,
__脚_接続,
__足_接続,
_人_脚輪下_接続,
_人_脚輪上_接続,
__足_接続,
_蹄_足_接続,
_鳥_足_接続,
_竜_足_接続,
_魚_左0_接続,
_魚_右0_接続,
_魚_左1_接続,
_魚_右1_接続,
_魚_左2_接続,
_魚_右2_接続,
_魚_左3_接続,
_魚_右3_接続,
_魚_左4_接続,
_魚_右4_接続,
_魚_左5_接続,
_魚_右5_接続,
__左6_接続,
__右6_接続,
_魚_尾_接続,
_鯨_左0_接続,
_鯨_右0_接続,
_鯨_左1_接続,
_鯨_右1_接続,
_鯨_左2_接続,
_鯨_右2_接続,
_鯨_左3_接続,
_鯨_右3_接続,
_鯨_左4_接続,
_鯨_右4_接続,
_鯨_左5_接続,
_鯨_右5_接続,
__左6_接続,
__右6_接続,
_鯨_尾_接続,
__左_接続,
__右_接続,
_蛇_胴_接続,
_蟲_左0_接続,
_蟲_右0_接続,
_蟲_左1_接続,
_蟲_右1_接続,
_蟲_胴_接続,
_左_接続,
_右_接続,
__接続,
_左_接続,
_右_接続,
__接続,
_翼上左_接続,
_翼上右_接続,
_翼下左_接続,
_翼下右_接続,
_背中_接続,
_上腕_接続,
__接続,
__接続,
_翼左_接続,
_翼右_接続,
_腿左_接続,
_腿右_接続,
_膣基_接続,
_肛門_接続,
__接続,
_半身_接続,
_上着_接続,
_肌_接続,
_翼左_接続,
_翼右_接続,
_蛸_軟体外左_接続,
_蛸_軟体外右_接続,
_蛸_軟体内左_接続,
_蛸_軟体内右_接続,
_蜘_触肢左_接続,
_蜘_触肢右_接続,
_蜘_節足左1_接続,
_蜘_節足左2_接続,
_蜘_節足左3_接続,
_蜘_節足左4_接続,
_蜘_節足右1_接続,
_蜘_節足右2_接続,
_蜘_節足右3_接続,
__節足右4_接続,
_蜘_尾_接続,
_蠍_触肢左_接続,
_蠍_節足左1_接続,
_蠍_節足左2_接続,
_蠍_節足左3_接続,
_蠍_節足左4_接続,
_蠍_触肢右_接続,
_蠍_節足右1_接続,
_蠍_節足右2_接続,
_蠍_節足右3_接続,
_蠍_節足右4_接続,
_蠍_櫛状板左_接続,
_蠍_櫛状板右_接続,
_蠍_尾_接続,
_植_根外左_接続,
_植_根内左_接続,
_植_根中央_接続,
_植_根内右_接続,
_植_根外右_接続,
__左_接続,
__右_接続,
__胴_接続,
_蟲_左_接続,
_蟲_右_接続,
_蟲_胴_接続,
_顎左_接続,
_顎右_接続,
_花_接続,
_尿道_接続
}
}

View File

@@ -1,17 +1,18 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public struct ContactD
namespace SlaveMatrix
{
public ContactType c;
public struct ContactD
{
public ContactType c;
public Ele e;
public Ele e;
public Par p;
public Par p;
public override string ToString()
{
return ("接触:" + c).ToString() + "\r\n" + ("Ele:" + ((e == null) ? "null" : e.ToString())).ToString() + "\r\n" + ("Par:" + ((p == null) ? "null" : p.ToString())).ToString();
}
public override string ToString()
{
return ("接触:" + c).ToString() + "\r\n" + ("Ele:" + ((e == null) ? "null" : e.ToString())).ToString() + "\r\n" + ("Par:" + ((p == null) ? "null" : p.ToString())).ToString();
}
}
}

View File

@@ -3,358 +3,359 @@ using System.Drawing;
using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix;
public class InfoPanel
namespace SlaveMatrix
{
public Are Are;
public class InfoPanel
{
public Are Are;
private Med Med;
private Med Med;
public Par MaiB;
public Par MaiB;
public Tex Mai;
public Tex Mai;
public Par Mai2B;
public Par Mai2B;
public Tex Mai2;
public Tex Mai2;
public Par SubB;
public Par SubB;
public Tex Sub;
public Tex Sub;
public Par Sub2B;
public Par Sub2B;
public Tex Sub2;
public Tex Sub2;
private Lab SubInnfo_l;
private Lab SubInnfo_l;
public bool MaiShow = true;
public bool MaiShow = true;
public bool Mai2Show = true;
public bool Mai2Show = true;
public bool SubShow = true;
public bool SubShow = true;
public bool Sub2Show = true;
public bool Sub2Show = true;
private ParT yp;
private ParT yp;
private ParT np;
private ParT np;
public But1 yb;
public But1 yb;
public But1 nb;
public But1 nb;
public string TextIm
{
get
{
return Mai.TextIm;
}
set
{
Mai.TextIm = value;
}
}
public string TextIm
{
get
{
return Mai.TextIm;
}
set
{
Mai.TextIm = value;
}
}
public string Text
{
get
{
return Mai.Text;
}
set
{
Mai.Text = value;
}
}
public string Text
{
get
{
return Mai.Text;
}
set
{
Mai.Text = value;
}
}
public string Mai2Im
{
get
{
return Mai2.TextIm;
}
set
{
Mai2.TextIm = value;
}
}
public string Mai2Im
{
get
{
return Mai2.TextIm;
}
set
{
Mai2.TextIm = value;
}
}
public string SubInfoIm
{
get
{
return Sub.TextIm;
}
set
{
Sub.TextIm = value;
}
}
public string SubInfoIm
{
get
{
return Sub.TextIm;
}
set
{
Sub.TextIm = value;
}
}
public string SubInfo
{
get
{
return Sub.Text;
}
set
{
Sub.Text = value;
}
}
public string SubInfo
{
get
{
return Sub.Text;
}
set
{
Sub.Text = value;
}
}
public bool
{
get
{
return yp.Dra;
}
set
{
SetButPos();
yp.Dra = value;
np.Dra = value;
}
}
public bool
{
get
{
return yp.Dra;
}
set
{
SetButPos();
yp.Dra = value;
np.Dra = value;
}
}
public Action<But> yAct
{
set
{
yb.Action = delegate(But a)
{
value(a);
};
}
}
public Action<But> yAct
{
set
{
yb.Action = delegate(But a)
{
value(a);
};
}
}
public Action<But> nAct
{
set
{
nb.Action = delegate(But a)
{
value(a);
};
}
}
public Action<But> nAct
{
set
{
nb.Action = delegate(But a)
{
value(a);
};
}
}
public InfoPanel(Med Med, Are Are)
{
this.Med = Med;
this.Are = Are;
double num = 0.015;
double num2 = 0.1;
double num3 = Are.LocalWidth * 0.6 / num2;
double num4 = Are.LocalHeight * (1.0 / 6.0) / num2;
Vector2D vector2D = Are.GetPosition(0.2, 1.0 - num4 * num2 / Are.LocalHeight).AddY(0.0 - num);
double y = 1.01;
MaiB = new Par();
MaiB.BasePointBase = Dat.Vec2DZero;
MaiB.PositionBase = vector2D;
MaiB.SizeBase = num2;
MaiB.OP.AddRange(new Out[1] { Shas.Get正方形() });
MaiB.OP.ScalingX(MaiB.BasePointBase, num3);
MaiB.OP.ScalingY(MaiB.BasePointBase, num4);
MaiB.Closed = true;
MaiB.BrushColor = Color.FromArgb(160, Col.Black);
MaiB.Hit = false;
MaiB.JP.Add(new Joi(MaiB.OP.GetCenter()));
Mai = new Tex("Tex1", vector2D, num2, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.08, 0, " ", Col.White, Col.Black, Color.Transparent, 19.0, Col.White, delegate(Tex sp)
{
sp.Text = sp.Text;
});
Mai.ParT.BasePointBase = Mai.ParT.OP.GetCenter().MulY(y);
Mai.Position = MaiB.ToGlobal(MaiB.JP[0].Joint);
Mai.Feed.OP.OutlineFalse();
double num5 = num4 * 4.53;
Mai2B = new Par();
Mai2B.BasePointBase = Dat.Vec2DZero;
Mai2B.PositionBase = new Vector2D(vector2D.X, 0.01);
Mai2B.SizeBase = num2;
Mai2B.OP.AddRange(new Out[1] { Shas.Get正方形() });
Mai2B.OP.ScalingX(Mai2B.BasePointBase, num3);
Mai2B.OP.ScalingY(Mai2B.BasePointBase, num5);
Mai2B.Closed = true;
Mai2B.BrushColor = Color.FromArgb(160, Col.Black);
Mai2B.Hit = false;
Mai2B.JP.Add(new Joi(Mai2B.OP.GetCenter()));
Mai2 = new Tex("Tex3", vector2D, num2, num3 * 0.98, num5 * 0.97, new Font("MS Gothic", 1f), 0.08, 0, " ", Col.White, Col.Black, Color.Transparent, 19.0, Col.White, delegate(Tex sp)
{
sp.Text = sp.Text;
});
Mai2.ParT.BasePointBase = Mai2.ParT.OP.GetCenter().MulY(y);
Mai2.Position = Mai2B.ToGlobal(Mai2B.JP[0].Joint);
Mai2.Feed.OP.OutlineFalse();
num3 = Are.LocalWidth * 0.19 / num2;
vector2D = Are.GetPosition(1.0 - (num3 * num2 / Are.LocalWidth + 0.005), 1.0 - num4 * num2 / Are.LocalHeight).AddY(0.0 - num);
SubB = new Par();
SubB.BasePointBase = Dat.Vec2DZero;
SubB.PositionBase = vector2D;
SubB.SizeBase = num2;
SubB.OP.AddRange(new Out[1] { Shas.Get正方形() });
SubB.OP.ScalingX(SubB.BasePointBase, num3);
SubB.OP.ScalingY(SubB.BasePointBase, num4);
SubB.Closed = true;
SubB.BrushColor = Color.FromArgb(160, Col.Black);
SubB.Hit = false;
SubB.JP.Add(new Joi(SubB.OP.GetCenter()));
Sub = new Tex("Tex4", vector2D, num2 * 1.01, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.07, 0, " ", Col.White, Col.Black, Color.Transparent, 15.0);
Sub.ParT.BasePointBase = Sub.ParT.OP.GetCenter().MulY(y);
Sub.Position = SubB.ToGlobal(SubB.JP[0].Joint);
SubInnfo_l = new Lab(Med, Are, "SubInfo", vector2D, num2, 1.0, new Font("MS Gothic", 1f), 0.07, "Sub Info.", Col.White, Col.Black, Color.FromArgb(160, Col.Black), Col.Empty, Input: false);
SubInnfo_l.ParT.PositionBase = SubInnfo_l.ParT.PositionBase.AddY((0.0 - SubInnfo_l.ParT.OP[0].ps[3].Y) * SubInnfo_l.ParT.SizeBase);
Sub2B = new Par();
Sub2B.BasePointBase = Dat.Vec2DZero;
Sub2B.PositionBase = new Vector2D(0.0025, vector2D.Y);
Sub2B.SizeBase = num2;
Sub2B.OP.AddRange(new Out[1] { Shas.Get正方形() });
Sub2B.OP.ScalingX(Sub2B.BasePointBase, num3);
Sub2B.OP.ScalingY(Sub2B.BasePointBase, num4);
Sub2B.Closed = true;
Sub2B.BrushColor = Color.FromArgb(160, Col.Black);
Sub2B.Hit = false;
Sub2B.JP.Add(new Joi(SubB.OP.GetCenter()));
Sub2 = new Tex("Tex3", Sub2B.PositionBase, num2 * 1.01, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.07, 0, "", Col.White, Col.Black, Color.Transparent, 15.0);
Sub2.ParT.BasePointBase = Sub2.ParT.OP.GetCenter().MulY(y);
Sub2.Position = Sub2B.ToGlobal(Sub2B.JP[0].Joint);
yp = new ParT();
yp.Text = "・" + GameText.;
yp.SizeBase = Mai.ParT.SizeBase;
yp.Font = new Font("MS Gothic", 1f);
yp.FontSize = Mai.ParT.FontSize;
yp.SetStringRectOutline(Are.Unit, Are.GD);
yp.RectSize = new Vector2D(yp.OP[0].ps[1].X, yp.OP[0].ps[2].Y);
yp.OP.ScalingY(yp.BasePointBase, 0.9);
yp.OP.OutlineFalse();
yp.Closed = true;
yp.TextColor = Col.White;
yp.BrushColor = Color.FromArgb(0, Col.Black);
yp.ShadBrush = new SolidBrush(Col.Black);
yp.StringFormat.Alignment = StringAlignment.Center;
yp.StringFormat.LineAlignment = StringAlignment.Center;
yp.PositionBase = new Vector2D(MaiB.Position.X + 0.001, MaiB.Position.Y);
yp.Dra = false;
yb = new But1(yp, delegate
{
});
np = new ParT();
np.Text = "・" + GameText.;
np.SizeBase = Mai.ParT.SizeBase;
np.Font = new Font("MS Gothic", 1f);
np.FontSize = Mai.ParT.FontSize;
np.SetStringRectOutline(Are.Unit, Are.GD);
np.RectSize = new Vector2D(np.OP[0].ps[1].X, np.OP[0].ps[2].Y);
np.OP.ScalingY(np.BasePointBase, 0.9);
np.OP.OutlineFalse();
np.Closed = true;
np.TextColor = Col.White;
np.BrushColor = Color.FromArgb(0, Col.Black);
np.ShadBrush = new SolidBrush(Col.Black);
np.StringFormat.Alignment = StringAlignment.Center;
np.StringFormat.LineAlignment = StringAlignment.Center;
np.PositionBase = new Vector2D(MaiB.Position.X + 0.001, MaiB.Position.Y);
np.Dra = false;
nb = new But1(np, delegate
{
});
}
public InfoPanel(Med Med, Are Are)
{
this.Med = Med;
this.Are = Are;
double num = 0.015;
double num2 = 0.1;
double num3 = Are.LocalWidth * 0.6 / num2;
double num4 = Are.LocalHeight * (1.0 / 6.0) / num2;
Vector2D vector2D = Are.GetPosition(0.2, 1.0 - num4 * num2 / Are.LocalHeight).AddY(0.0 - num);
double y = 1.01;
MaiB = new Par();
MaiB.BasePointBase = Dat.Vec2DZero;
MaiB.PositionBase = vector2D;
MaiB.SizeBase = num2;
MaiB.OP.AddRange(new Out[1] { Shas.Get正方形() });
MaiB.OP.ScalingX(MaiB.BasePointBase, num3);
MaiB.OP.ScalingY(MaiB.BasePointBase, num4);
MaiB.Closed = true;
MaiB.BrushColor = Color.FromArgb(160, Col.Black);
MaiB.Hit = false;
MaiB.JP.Add(new Joi(MaiB.OP.GetCenter()));
Mai = new Tex("Tex1", vector2D, num2, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.08, 0, " ", Col.White, Col.Black, Color.Transparent, 19.0, Col.White, delegate(Tex sp)
{
sp.Text = sp.Text;
});
Mai.ParT.BasePointBase = Mai.ParT.OP.GetCenter().MulY(y);
Mai.Position = MaiB.ToGlobal(MaiB.JP[0].Joint);
Mai.Feed.OP.OutlineFalse();
double num5 = num4 * 4.53;
Mai2B = new Par();
Mai2B.BasePointBase = Dat.Vec2DZero;
Mai2B.PositionBase = new Vector2D(vector2D.X, 0.01);
Mai2B.SizeBase = num2;
Mai2B.OP.AddRange(new Out[1] { Shas.Get正方形() });
Mai2B.OP.ScalingX(Mai2B.BasePointBase, num3);
Mai2B.OP.ScalingY(Mai2B.BasePointBase, num5);
Mai2B.Closed = true;
Mai2B.BrushColor = Color.FromArgb(160, Col.Black);
Mai2B.Hit = false;
Mai2B.JP.Add(new Joi(Mai2B.OP.GetCenter()));
Mai2 = new Tex("Tex3", vector2D, num2, num3 * 0.98, num5 * 0.97, new Font("MS Gothic", 1f), 0.08, 0, " ", Col.White, Col.Black, Color.Transparent, 19.0, Col.White, delegate(Tex sp)
{
sp.Text = sp.Text;
});
Mai2.ParT.BasePointBase = Mai2.ParT.OP.GetCenter().MulY(y);
Mai2.Position = Mai2B.ToGlobal(Mai2B.JP[0].Joint);
Mai2.Feed.OP.OutlineFalse();
num3 = Are.LocalWidth * 0.19 / num2;
vector2D = Are.GetPosition(1.0 - (num3 * num2 / Are.LocalWidth + 0.005), 1.0 - num4 * num2 / Are.LocalHeight).AddY(0.0 - num);
SubB = new Par();
SubB.BasePointBase = Dat.Vec2DZero;
SubB.PositionBase = vector2D;
SubB.SizeBase = num2;
SubB.OP.AddRange(new Out[1] { Shas.Get正方形() });
SubB.OP.ScalingX(SubB.BasePointBase, num3);
SubB.OP.ScalingY(SubB.BasePointBase, num4);
SubB.Closed = true;
SubB.BrushColor = Color.FromArgb(160, Col.Black);
SubB.Hit = false;
SubB.JP.Add(new Joi(SubB.OP.GetCenter()));
Sub = new Tex("Tex4", vector2D, num2 * 1.01, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.07, 0, " ", Col.White, Col.Black, Color.Transparent, 15.0);
Sub.ParT.BasePointBase = Sub.ParT.OP.GetCenter().MulY(y);
Sub.Position = SubB.ToGlobal(SubB.JP[0].Joint);
SubInnfo_l = new Lab(Med, Are, "SubInfo", vector2D, num2, 1.0, new Font("MS Gothic", 1f), 0.07, "Sub Info.", Col.White, Col.Black, Color.FromArgb(160, Col.Black), Col.Empty, Input: false);
SubInnfo_l.ParT.PositionBase = SubInnfo_l.ParT.PositionBase.AddY((0.0 - SubInnfo_l.ParT.OP[0].ps[3].Y) * SubInnfo_l.ParT.SizeBase);
Sub2B = new Par();
Sub2B.BasePointBase = Dat.Vec2DZero;
Sub2B.PositionBase = new Vector2D(0.0025, vector2D.Y);
Sub2B.SizeBase = num2;
Sub2B.OP.AddRange(new Out[1] { Shas.Get正方形() });
Sub2B.OP.ScalingX(Sub2B.BasePointBase, num3);
Sub2B.OP.ScalingY(Sub2B.BasePointBase, num4);
Sub2B.Closed = true;
Sub2B.BrushColor = Color.FromArgb(160, Col.Black);
Sub2B.Hit = false;
Sub2B.JP.Add(new Joi(SubB.OP.GetCenter()));
Sub2 = new Tex("Tex3", Sub2B.PositionBase, num2 * 1.01, num3 * 0.98, num4 * 0.91, new Font("MS Gothic", 1f), 0.07, 0, "", Col.White, Col.Black, Color.Transparent, 15.0);
Sub2.ParT.BasePointBase = Sub2.ParT.OP.GetCenter().MulY(y);
Sub2.Position = Sub2B.ToGlobal(Sub2B.JP[0].Joint);
yp = new ParT();
yp.Text = "・" + GameText.;
yp.SizeBase = Mai.ParT.SizeBase;
yp.Font = new Font("MS Gothic", 1f);
yp.FontSize = Mai.ParT.FontSize;
yp.SetStringRectOutline(Are.Unit, Are.GD);
yp.RectSize = new Vector2D(yp.OP[0].ps[1].X, yp.OP[0].ps[2].Y);
yp.OP.ScalingY(yp.BasePointBase, 0.9);
yp.OP.OutlineFalse();
yp.Closed = true;
yp.TextColor = Col.White;
yp.BrushColor = Color.FromArgb(0, Col.Black);
yp.ShadBrush = new SolidBrush(Col.Black);
yp.StringFormat.Alignment = StringAlignment.Center;
yp.StringFormat.LineAlignment = StringAlignment.Center;
yp.PositionBase = new Vector2D(MaiB.Position.X + 0.001, MaiB.Position.Y);
yp.Dra = false;
yb = new But1(yp, delegate
{
});
np = new ParT();
np.Text = "・" + GameText.;
np.SizeBase = Mai.ParT.SizeBase;
np.Font = new Font("MS Gothic", 1f);
np.FontSize = Mai.ParT.FontSize;
np.SetStringRectOutline(Are.Unit, Are.GD);
np.RectSize = new Vector2D(np.OP[0].ps[1].X, np.OP[0].ps[2].Y);
np.OP.ScalingY(np.BasePointBase, 0.9);
np.OP.OutlineFalse();
np.Closed = true;
np.TextColor = Col.White;
np.BrushColor = Color.FromArgb(0, Col.Black);
np.ShadBrush = new SolidBrush(Col.Black);
np.StringFormat.Alignment = StringAlignment.Center;
np.StringFormat.LineAlignment = StringAlignment.Center;
np.PositionBase = new Vector2D(MaiB.Position.X + 0.001, MaiB.Position.Y);
np.Dra = false;
nb = new But1(np, delegate
{
});
}
public void SetHitColor(Med Med)
{
Mai.SetHitColor(Med);
Sub.SetHitColor(Med);
SubInnfo_l.SetHitColor(Med);
Mai2.SetHitColor(Med);
Sub2.SetHitColor(Med);
yb.SetHitColor(Med);
nb.SetHitColor(Med);
}
public void SetHitColor(Med Med)
{
Mai.SetHitColor(Med);
Sub.SetHitColor(Med);
SubInnfo_l.SetHitColor(Med);
Mai2.SetHitColor(Med);
Sub2.SetHitColor(Med);
yb.SetHitColor(Med);
nb.SetHitColor(Med);
}
public void UpdateSub2()
{
Sub2.TextIm = GameText. + "\r\n" + Sta.GameData..ToString("#,0") + "\r\n" + GameText. + "\r\n" + Sta.GameData..ToString("#,0") + "\r\n" + Sta.GameData. + GameText. + "/" + Sta.GameData.;
}
public void UpdateSub2()
{
Sub2.TextIm = GameText. + "\r\n" + Sta.GameData..ToString("#,0") + "\r\n" + GameText. + "\r\n" + Sta.GameData..ToString("#,0") + "\r\n" + Sta.GameData. + GameText. + "/" + Sta.GameData.;
}
private void SetButPos()
{
yp.PositionBase = new Vector2D(yp.PositionBase.X, Mai.ParT.ToGlobal(Mai.ParT.GetStringRect(Are.Unit, Are.GD).v2).Y + 0.0025);
np.PositionBase = new Vector2D(np.PositionBase.X, yp.ToGlobal(yp.OP.Last().ps.Last()).Y + 0.0025);
}
private void SetButPos()
{
yp.PositionBase = new Vector2D(yp.PositionBase.X, Mai.ParT.ToGlobal(Mai.ParT.GetStringRect(Are.Unit, Are.GD).v2).Y + 0.0025);
np.PositionBase = new Vector2D(np.PositionBase.X, yp.ToGlobal(yp.OP.Last().ps.Last()).Y + 0.0025);
}
public void Move(ref Color HitColor)
{
yb.Move(ref HitColor);
nb.Move(ref HitColor);
}
public void Move(ref Color HitColor)
{
yb.Move(ref HitColor);
nb.Move(ref HitColor);
}
public void Down(ref Color HitColor)
{
Sub.Down(ref HitColor);
yb.Down(ref HitColor);
nb.Down(ref HitColor);
}
public void Down(ref Color HitColor)
{
Sub.Down(ref HitColor);
yb.Down(ref HitColor);
nb.Down(ref HitColor);
}
public void DownB(ref Color HitColor)
{
yb.Down(ref HitColor);
nb.Down(ref HitColor);
}
public void DownB(ref Color HitColor)
{
yb.Down(ref HitColor);
nb.Down(ref HitColor);
}
public void Up(ref Color HitColor)
{
Sub.Up(ref HitColor);
yb.Up(ref HitColor);
nb.Up(ref HitColor);
}
public void Up(ref Color HitColor)
{
Sub.Up(ref HitColor);
yb.Up(ref HitColor);
nb.Up(ref HitColor);
}
public void Draw(Are Are, FPS FPS)
{
if (MaiShow)
{
Are.Draw(MaiB);
Mai.Progression(FPS);
Are.Draw(Mai.Pars);
}
if (Mai2Show)
{
Are.Draw(Mai2B);
Are.Draw(Mai2.Pars);
}
if (SubShow)
{
Are.Draw(SubB);
Sub.Progression(FPS);
Are.Draw(Sub.Pars);
Are.Draw(SubInnfo_l.ParT);
}
if (Sub2Show)
{
Are.Draw(Sub2B);
Are.Draw(Sub2.Pars);
}
if (yp.Dra)
{
Are.Draw(yp);
}
if (np.Dra)
{
Are.Draw(np);
}
}
public void Draw(Are Are, FPS FPS)
{
if (MaiShow)
{
Are.Draw(MaiB);
Mai.Progression(FPS);
Are.Draw(Mai.Pars);
}
if (Mai2Show)
{
Are.Draw(Mai2B);
Are.Draw(Mai2.Pars);
}
if (SubShow)
{
Are.Draw(SubB);
Sub.Progression(FPS);
Are.Draw(Sub.Pars);
Are.Draw(SubInnfo_l.ParT);
}
if (Sub2Show)
{
Are.Draw(Sub2B);
Are.Draw(Sub2.Pars);
}
if (yp.Dra)
{
Are.Draw(yp);
}
if (np.Dra)
{
Are.Draw(np);
}
}
public void Dispose()
{
MaiB.Dispose();
Mai.Dispose();
Mai2B.Dispose();
Mai2.Dispose();
SubB.Dispose();
Sub.Dispose();
SubInnfo_l.Dispose();
Sub2B.Dispose();
Sub2.Dispose();
}
public void Dispose()
{
MaiB.Dispose();
Mai.Dispose();
Mai2B.Dispose();
Mai2.Dispose();
SubB.Dispose();
Sub.Dispose();
SubInnfo_l.Dispose();
Sub2B.Dispose();
Sub2.Dispose();
}
}
}

View File

@@ -3,110 +3,111 @@ using System.Drawing;
using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix;
public struct sep
namespace SlaveMatrix
{
public Ele Sta;
public struct sep
{
public Ele Sta;
public Ele Ele;
public Ele Ele;
public Par Par;
public Par Par;
public List<int> Path;
public List<int> Path;
public Vector2D Pos;
}
//three subclasses: one for bukkake, kiss marks, and whip marks
public class Stamp
{
public Med Med;
public Are Are;
public Cha Cha;
public Bod Bod;
protected EleD EleD;
protected List<sep> sta = new List<sep>();
protected const int Max = 33;
protected Par p;
protected Color2 c2;
protected Ele he;
protected sep sep;
public virtual void Draw(Are Are)
{
}
public virtual void Add(Vector2D cp, Color hc)
{
}
public Stamp()
{
}
public Stamp(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD)
{
this.Med = Med;
this.Are = Are;
this.Cha = Cha;
this.Bod = Bod;
this.EleD = EleD;
}
public virtual void Dispose()
{
foreach (sep stum in sta)
{
stum.Sta.Dispose();
}
}
public void Clear()
{
foreach (sep stum in sta)
{
stum.Sta.Dispose();
}
sta.Clear();
}
public void Clear()
{
sep[] array = sta.Where((sep e) => e.Ele is _人 || e.Ele is _人 || e.Ele is _人).ToArray();
for (int i = 0; i < array.Length; i++)
{
sep item = array[i];
item.Sta.Dispose();
sta.Remove(item);
}
}
public bool 1(Ele e)
{
if (e != null && !(e is ) && !(e is ))
{
return !(e is );
}
return false;
}
public bool 2(Ele e)
{
if (e != null && !(e is _人) && !(e is ) && !(e is ))
{
return !(e is );
}
return false;
}
public Vector2D Pos;
}
//three subclasses: one for bukkake, kiss marks, and whip marks
public class Stamp
{
public Med Med;
public Are Are;
public Cha Cha;
public Bod Bod;
protected EleD EleD;
protected List<sep> sta = new List<sep>();
protected const int Max = 33;
protected Par p;
protected Color2 c2;
protected Ele he;
protected sep sep;
public virtual void Draw(Are Are)
{
}
public virtual void Add(Vector2D cp, Color hc)
{
}
public Stamp()
{
}
public Stamp(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD)
{
this.Med = Med;
this.Are = Are;
this.Cha = Cha;
this.Bod = Bod;
this.EleD = EleD;
}
public virtual void Dispose()
{
foreach (sep stum in sta)
{
stum.Sta.Dispose();
}
}
public void Clear()
{
foreach (sep stum in sta)
{
stum.Sta.Dispose();
}
sta.Clear();
}
public void Clear()
{
sep[] array = sta.Where((sep e) => e.Ele is _人 || e.Ele is _人 || e.Ele is _人).ToArray();
for (int i = 0; i < array.Length; i++)
{
sep item = array[i];
item.Sta.Dispose();
sta.Remove(item);
}
}
public bool 1(Ele e)
{
if (e != null && !(e is ) && !(e is ))
{
return !(e is );
}
return false;
}
public bool 2(Ele e)
{
if (e != null && !(e is _人) && !(e is ) && !(e is ))
{
return !(e is );
}
return false;
}
}
}

View File

@@ -2,241 +2,242 @@ using System.Collections.Generic;
using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix;
public struct ryps
namespace SlaveMatrix
{
public Par r;
public struct ryps
{
public Par r;
public Vector2D c;
public Vector2D c;
public Vector2D[] ps;
}
public Vector2D[] ps;
}
public class Sweat
{
private HashSet<string> = new HashSet<string>
{
Sta.t.ToString(),
Sta.t.ToString(),
Sta.t.ToString(),
Sta.t.ToString()
};
public class Sweat
{
private HashSet<string> = new HashSet<string>
{
Sta.t.ToString(),
Sta.t.ToString(),
Sta.t.ToString(),
Sta.t.ToString()
};
private ryps[] ;
private ryps[] ;
private List<Ele> = new List<Ele>();
private List<Ele> = new List<Ele>();
private List<double> = new List<double>();
private List<double> = new List<double>();
public Mot ;
public Mot ;
private Mot ;
private Mot ;
private bool = true;
private bool = true;
private int i;
private int i;
private Ele ;
private Ele ;
private Vector2D tp;
private Vector2D tp;
public void Draw(Are Are)
{
if (!.Run && !.Run)
{
return;
}
this.i = 0;
ryps[] array = ;
for (int i = 0; i < array.Length; i++)
{
ryps ryps2 = array[i];
Vector2D[] ps = ryps2.ps;
foreach (Vector2D local in ps)
{
= [this.i];
if (. != 0.0)
{
tp = ryps2.r.ToGlobal(local);
..CurJoinRoot.PositionBase = tp + (ryps2.r.ToGlobal(ryps2.c) - tp) * [this.i];
..JoinPA();
.();
..Draw(Are);
}
this.i++;
}
}
}
public void Draw(Are Are)
{
if (!.Run && !.Run)
{
return;
}
this.i = 0;
ryps[] array = ;
for (int i = 0; i < array.Length; i++)
{
ryps ryps2 = array[i];
Vector2D[] ps = ryps2.ps;
foreach (Vector2D local in ps)
{
= [this.i];
if (. != 0.0)
{
tp = ryps2.r.ToGlobal(local);
..CurJoinRoot.PositionBase = tp + (ryps2.r.ToGlobal(ryps2.c) - tp) * [this.i];
..JoinPA();
.();
..Draw(Are);
}
this.i++;
}
}
}
public Sweat(Med Med, Are Are, Cha Cha, Mots Mots)
{
Ele[] es = null;
Ele n = null;
bool re = false;
= new Mot(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
{
if ()
{
es = .Where((Ele e) => e. != 0.0).ToArray();
Ele[] array5 = es;
for (int num3 = 0; num3 < array5.Length; num3++)
{
array5[num3]. = 0.0;
}
}
},
Runing = delegate(Mot m)
{
if ()
{
Ele[] array4 = es;
for (int num2 = 0; num2 < array4.Length; num2++)
{
array4[num2]. = m.Value;
}
}
else if (!re)
{
n.Yv = m.Value;
}
else
{
n. = m.Value;
}
},
Reaing = delegate(Mot m)
{
if ()
{
Ele[] array3 = es;
for (int l = 0; l < array3.Length; l++)
{
array3[l]. = 1.0;
}
m.ResetValue();
= false;
es = .Where((Ele e) => e. != 0.0).ToArray();
n = es[RNG.XS.Next(es.Length)];
}
else
{
re = true;
}
},
Rouing = delegate(Mot m)
{
if (!)
{
n.Yv = 0.0;
n. = 0.0;
es = .Where((Ele e) => e. != 0.0).ToArray();
if (es.Length != 0)
{
n = es[RNG.XS.Next(es.Length)];
}
es = .Where((Ele e) => e. == 0.0).ToArray();
if (es.Length != 0)
{
es[RNG.XS.Next(es.Length)]. = 1.0;
}
re = false;
m.ResetValue();
}
},
Ending = delegate(Mot m)
{
if (!)
{
n.Yv = 0.0;
n. = 0.0;
es = .Where((Ele e) => e. != 0.0).ToArray();
n = es[RNG.XS.Next(es.Length)];
es = .Where((Ele e) => e. == 0.0).ToArray();
es[RNG.XS.Next(es.Length)]. = 1.0;
re = false;
m.ResetValue();
.Start();
}
}
};
Mots.Add(.GetHashCode().ToString(), );
= new Mot(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
{
es = .Where((Ele e) => e. != 0.0).ToArray();
},
Runing = delegate(Mot m)
{
Ele[] array2 = es;
for (int k = 0; k < array2.Length; k++)
{
array2[k]. = m.Value.Inverse();
}
},
Reaing = delegate(Mot m)
{
m.End();
m.ResetValue();
Ele[] array = es;
for (int j = 0; j < array.Length; j++)
{
array[j]. = 1.0;
}
= true;
},
Rouing = delegate
{
},
Ending = delegate
{
}
};
Mots.Add(.GetHashCode().ToString(), );
List<ryps> list = new List<ryps>();
int num = 0;
D e2 = new D();
ryps ryps;
foreach (Ele item in Cha.Bod.Elements.Where((Ele e) => .Contains(e.GetType().ToString())))
{
ryps = default(ryps);
ryps.r = item..CurJoinRoot;
ryps.c = ryps.r.OP.GetCenter();
ryps.ps = (from p in ryps.r.OP.EnumPoints()
where ryps.c.Y > p.Y
select p).ToArray();
list.Add(ryps);
Vector2D[] ps = ryps.ps;
for (int i = 0; i < ps.Length; i++)
{
_ = ref ps[i];
= new (Are.DisUnit, .N0, Cha., Med, e2);
.SetHitFalse();
. = ((RNG.XS.NextDouble() < 0.2) ? 1.0 : 0.0);
.Add(num switch
{
1 => 0.5,
0 => 0.7,
_ => 0.3,
});
.Add();
num = ((num != 2) ? (num + 1) : 0);
}
}
= list.ToArray();
}
public Sweat(Med Med, Are Are, Cha Cha, Mots Mots)
{
Ele[] es = null;
Ele n = null;
bool re = false;
= new Mot(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
{
if ()
{
es = .Where((Ele e) => e. != 0.0).ToArray();
Ele[] array5 = es;
for (int num3 = 0; num3 < array5.Length; num3++)
{
array5[num3]. = 0.0;
}
}
},
Runing = delegate(Mot m)
{
if ()
{
Ele[] array4 = es;
for (int num2 = 0; num2 < array4.Length; num2++)
{
array4[num2]. = m.Value;
}
}
else if (!re)
{
n.Yv = m.Value;
}
else
{
n. = m.Value;
}
},
Reaing = delegate(Mot m)
{
if ()
{
Ele[] array3 = es;
for (int l = 0; l < array3.Length; l++)
{
array3[l]. = 1.0;
}
m.ResetValue();
= false;
es = .Where((Ele e) => e. != 0.0).ToArray();
n = es[RNG.XS.Next(es.Length)];
}
else
{
re = true;
}
},
Rouing = delegate(Mot m)
{
if (!)
{
n.Yv = 0.0;
n. = 0.0;
es = .Where((Ele e) => e. != 0.0).ToArray();
if (es.Length != 0)
{
n = es[RNG.XS.Next(es.Length)];
}
es = .Where((Ele e) => e. == 0.0).ToArray();
if (es.Length != 0)
{
es[RNG.XS.Next(es.Length)]. = 1.0;
}
re = false;
m.ResetValue();
}
},
Ending = delegate(Mot m)
{
if (!)
{
n.Yv = 0.0;
n. = 0.0;
es = .Where((Ele e) => e. != 0.0).ToArray();
n = es[RNG.XS.Next(es.Length)];
es = .Where((Ele e) => e. == 0.0).ToArray();
es[RNG.XS.Next(es.Length)]. = 1.0;
re = false;
m.ResetValue();
.Start();
}
}
};
Mots.Add(.GetHashCode().ToString(), );
= new Mot(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
{
es = .Where((Ele e) => e. != 0.0).ToArray();
},
Runing = delegate(Mot m)
{
Ele[] array2 = es;
for (int k = 0; k < array2.Length; k++)
{
array2[k]. = m.Value.Inverse();
}
},
Reaing = delegate(Mot m)
{
m.End();
m.ResetValue();
Ele[] array = es;
for (int j = 0; j < array.Length; j++)
{
array[j]. = 1.0;
}
= true;
},
Rouing = delegate
{
},
Ending = delegate
{
}
};
Mots.Add(.GetHashCode().ToString(), );
List<ryps> list = new List<ryps>();
int num = 0;
D e2 = new D();
ryps ryps;
foreach (Ele item in Cha.Bod.Elements.Where((Ele e) => .Contains(e.GetType().ToString())))
{
ryps = default(ryps);
ryps.r = item..CurJoinRoot;
ryps.c = ryps.r.OP.GetCenter();
ryps.ps = (from p in ryps.r.OP.EnumPoints()
where ryps.c.Y > p.Y
select p).ToArray();
list.Add(ryps);
Vector2D[] ps = ryps.ps;
for (int i = 0; i < ps.Length; i++)
{
_ = ref ps[i];
= new (Are.DisUnit, .N0, Cha., Med, e2);
.SetHitFalse();
. = ((RNG.XS.NextDouble() < 0.2) ? 1.0 : 0.0);
.Add(num switch
{
1 => 0.5,
0 => 0.7,
_ => 0.3,
});
.Add();
num = ((num != 2) ? (num + 1) : 0);
}
}
= list.ToArray();
}
public void Dispose()
{
foreach (Ele item in )
{
item.Dispose();
}
}
public void Dispose()
{
foreach (Ele item in )
{
item.Dispose();
}
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,58 +1,59 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class T剃刀D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class T剃刀D : EleD
{
public bool _表示 = true;
public bool _刃1_表示 = true;
public bool _刃1_表示 = true;
public bool _刃2_表示 = true;
public bool _刃2_表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _グリップ0_表示 = true;
public bool _グリップ0_表示 = true;
public bool _グリップ1_表示 = true;
public bool _グリップ1_表示 = true;
public bool _グリップ2_表示 = true;
public bool _グリップ2_表示 = true;
public bool _グリップ3_表示 = true;
public bool _グリップ3_表示 = true;
public bool _グリップ4_表示 = true;
public bool _グリップ4_表示 = true;
public bool _グリップ5_表示 = true;
public bool _グリップ5_表示 = true;
public bool _グリップ6_表示 = true;
public bool _グリップ6_表示 = true;
public bool _グリップ7_表示 = true;
public bool _グリップ7_表示 = true;
public bool _グリップ8_表示 = true;
public bool _グリップ8_表示 = true;
public bool _グリップ9_表示 = true;
public bool _グリップ9_表示 = true;
public bool _グリップ10_表示 = true;
public bool _グリップ10_表示 = true;
public bool _グリップ11_表示 = true;
public bool _グリップ11_表示 = true;
public bool _グリップ12_表示 = true;
public bool _グリップ12_表示 = true;
public bool _グリップ13_表示 = true;
public bool _グリップ13_表示 = true;
public bool _グリップ14_表示 = true;
public bool _グリップ14_表示 = true;
public bool _グリップ15_表示 = true;
public bool _グリップ15_表示 = true;
public T剃刀D()
{
ThisType = GetType();
}
public T剃刀D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new T剃刀(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new T剃刀(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,8 +1,9 @@
namespace SlaveMatrix;
public enum UsageStatus
namespace SlaveMatrix
{
Standby,
InUse,
Attach
public enum UsageStatus
{
Standby,
InUse,
Attach
}
}

View File

@@ -1,12 +1,13 @@
namespace SlaveMatrix;
public class 1 : 0
namespace SlaveMatrix
{
public virtual bool _髪縛1_表示 { get; set; }
public class 1 : 0
{
public virtual bool _髪縛1_表示 { get; set; }
public virtual bool _髪縛2_表示 { get; set; }
public virtual bool _髪縛2_表示 { get; set; }
public virtual void ( )
{
}
public virtual void ( )
{
}
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class 1D : 0D
namespace SlaveMatrix
{
[Serializable]
public class 1D : 0D
{
}
}

View File

@@ -1,16 +1,17 @@
namespace SlaveMatrix;
public class 2 : 0
namespace SlaveMatrix
{
public virtual bool _髪縛1_表示 { get; set; }
public class 2 : 0
{
public virtual bool _髪縛1_表示 { get; set; }
public virtual bool _髪縛2_表示 { get; set; }
public virtual bool _髪縛2_表示 { get; set; }
public virtual bool _髪縛1_表示 { get; set; }
public virtual bool _髪縛1_表示 { get; set; }
public virtual bool _髪縛2_表示 { get; set; }
public virtual bool _髪縛2_表示 { get; set; }
public virtual void ( , )
{
}
public virtual void ( , )
{
}
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class 2D : 0D
namespace SlaveMatrix
{
[Serializable]
public class 2D : 0D
{
}
}

View File

@@ -1,200 +1,201 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class _大 : Ele
namespace SlaveMatrix
{
public Par X0Y0_精液;
public class _大 : Ele
{
public Par X0Y0_精液;
public Par X0Y1_精液;
public Par X0Y1_精液;
public Par X0Y2_精液;
public Par X0Y2_精液;
public Par X0Y3_精液;
public Par X0Y3_精液;
public Par X0Y4_精液;
public Par X0Y4_精液;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_精液CP;
public ColorP X0Y0_精液CP;
public ColorP X0Y1_精液CP;
public ColorP X0Y1_精液CP;
public ColorP X0Y2_精液CP;
public ColorP X0Y2_精液CP;
public ColorP X0Y3_精液CP;
public ColorP X0Y3_精液CP;
public ColorP X0Y4_精液CP;
public ColorP X0Y4_精液CP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_精液.Dra;
}
set
{
X0Y0_精液.Dra = value;
X0Y1_精液.Dra = value;
X0Y2_精液.Dra = value;
X0Y3_精液.Dra = value;
X0Y4_精液.Dra = value;
X0Y0_精液.Hit = value;
X0Y1_精液.Hit = value;
X0Y2_精液.Hit = value;
X0Y3_精液.Hit = value;
X0Y4_精液.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_精液.Dra;
}
set
{
X0Y0_精液.Dra = value;
X0Y1_精液.Dra = value;
X0Y2_精液.Dra = value;
X0Y3_精液.Dra = value;
X0Y4_精液.Dra = value;
X0Y0_精液.Hit = value;
X0Y1_精液.Hit = value;
X0Y2_精液.Hit = value;
X0Y3_精液.Hit = value;
X0Y4_精液.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public _大(double DisUnit, , , Med Med, _大D e)
{
ThisType = GetType();
Dif dif = new Dif(Sta.["ぶっかけ"][1]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_精液 = pars["精液"].ToPar();
pars = [0][1];
X0Y1_精液 = pars["精液"].ToPar();
pars = [0][2];
X0Y2_精液 = pars["精液"].ToPar();
pars = [0][3];
X0Y3_精液 = pars["精液"].ToPar();
pars = [0][4];
X0Y4_精液 = pars["精液"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_精液CP = new ColorP(X0Y0_精液, CD, DisUnit, abj: true);
X0Y1_精液CP = new ColorP(X0Y1_精液, CD, DisUnit, abj: true);
X0Y2_精液CP = new ColorP(X0Y2_精液, CD, DisUnit, abj: true);
X0Y3_精液CP = new ColorP(X0Y3_精液, CD, DisUnit, abj: true);
X0Y4_精液CP = new ColorP(X0Y4_精液, CD, DisUnit, abj: true);
= e.;
}
public _大(double DisUnit, , , Med Med, _大D e)
{
ThisType = GetType();
Dif dif = new Dif(Sta.["ぶっかけ"][1]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_精液 = pars["精液"].ToPar();
pars = [0][1];
X0Y1_精液 = pars["精液"].ToPar();
pars = [0][2];
X0Y2_精液 = pars["精液"].ToPar();
pars = [0][3];
X0Y3_精液 = pars["精液"].ToPar();
pars = [0][4];
X0Y4_精液 = pars["精液"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_精液CP = new ColorP(X0Y0_精液, CD, DisUnit, abj: true);
X0Y1_精液CP = new ColorP(X0Y1_精液, CD, DisUnit, abj: true);
X0Y2_精液CP = new ColorP(X0Y2_精液, CD, DisUnit, abj: true);
X0Y3_精液CP = new ColorP(X0Y3_精液, CD, DisUnit, abj: true);
X0Y4_精液CP = new ColorP(X0Y4_精液, CD, DisUnit, abj: true);
= e.;
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_精液CP.Update();
break;
case 1:
X0Y1_精液CP.Update();
break;
case 2:
X0Y2_精液CP.Update();
break;
case 3:
X0Y3_精液CP.Update();
break;
default:
X0Y4_精液CP.Update();
break;
}
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_精液CP.Update();
break;
case 1:
X0Y1_精液CP.Update();
break;
case 2:
X0Y2_精液CP.Update();
break;
case 3:
X0Y3_精液CP.Update();
break;
default:
X0Y4_精液CP.Update();
break;
}
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD(ref ., ref .);
}
private void N0( )
{
CD = new ColorD(ref ., ref .);
}
}
}

View File

@@ -1,20 +1,21 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _大D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _大D : EleD
{
public bool _表示 = true;
public _大D()
{
ThisType = GetType();
}
public _大D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _大(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _大(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,200 +1,201 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class _小 : Ele
namespace SlaveMatrix
{
public Par X0Y0_精液;
public class _小 : Ele
{
public Par X0Y0_精液;
public Par X0Y1_精液;
public Par X0Y1_精液;
public Par X0Y2_精液;
public Par X0Y2_精液;
public Par X0Y3_精液;
public Par X0Y3_精液;
public Par X0Y4_精液;
public Par X0Y4_精液;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_精液CP;
public ColorP X0Y0_精液CP;
public ColorP X0Y1_精液CP;
public ColorP X0Y1_精液CP;
public ColorP X0Y2_精液CP;
public ColorP X0Y2_精液CP;
public ColorP X0Y3_精液CP;
public ColorP X0Y3_精液CP;
public ColorP X0Y4_精液CP;
public ColorP X0Y4_精液CP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_精液.Dra;
}
set
{
X0Y0_精液.Dra = value;
X0Y1_精液.Dra = value;
X0Y2_精液.Dra = value;
X0Y3_精液.Dra = value;
X0Y4_精液.Dra = value;
X0Y0_精液.Hit = value;
X0Y1_精液.Hit = value;
X0Y2_精液.Hit = value;
X0Y3_精液.Hit = value;
X0Y4_精液.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_精液.Dra;
}
set
{
X0Y0_精液.Dra = value;
X0Y1_精液.Dra = value;
X0Y2_精液.Dra = value;
X0Y3_精液.Dra = value;
X0Y4_精液.Dra = value;
X0Y0_精液.Hit = value;
X0Y1_精液.Hit = value;
X0Y2_精液.Hit = value;
X0Y3_精液.Hit = value;
X0Y4_精液.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public _小(double DisUnit, , , Med Med, _小D e)
{
ThisType = GetType();
Dif dif = new Dif(Sta.["ぶっかけ"][0]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_精液 = pars["精液"].ToPar();
pars = [0][1];
X0Y1_精液 = pars["精液"].ToPar();
pars = [0][2];
X0Y2_精液 = pars["精液"].ToPar();
pars = [0][3];
X0Y3_精液 = pars["精液"].ToPar();
pars = [0][4];
X0Y4_精液 = pars["精液"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_精液CP = new ColorP(X0Y0_精液, CD, DisUnit, abj: true);
X0Y1_精液CP = new ColorP(X0Y1_精液, CD, DisUnit, abj: true);
X0Y2_精液CP = new ColorP(X0Y2_精液, CD, DisUnit, abj: true);
X0Y3_精液CP = new ColorP(X0Y3_精液, CD, DisUnit, abj: true);
X0Y4_精液CP = new ColorP(X0Y4_精液, CD, DisUnit, abj: true);
= e.;
}
public _小(double DisUnit, , , Med Med, _小D e)
{
ThisType = GetType();
Dif dif = new Dif(Sta.["ぶっかけ"][0]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_精液 = pars["精液"].ToPar();
pars = [0][1];
X0Y1_精液 = pars["精液"].ToPar();
pars = [0][2];
X0Y2_精液 = pars["精液"].ToPar();
pars = [0][3];
X0Y3_精液 = pars["精液"].ToPar();
pars = [0][4];
X0Y4_精液 = pars["精液"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_精液CP = new ColorP(X0Y0_精液, CD, DisUnit, abj: true);
X0Y1_精液CP = new ColorP(X0Y1_精液, CD, DisUnit, abj: true);
X0Y2_精液CP = new ColorP(X0Y2_精液, CD, DisUnit, abj: true);
X0Y3_精液CP = new ColorP(X0Y3_精液, CD, DisUnit, abj: true);
X0Y4_精液CP = new ColorP(X0Y4_精液, CD, DisUnit, abj: true);
= e.;
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_精液CP.Update();
break;
case 1:
X0Y1_精液CP.Update();
break;
case 2:
X0Y2_精液CP.Update();
break;
case 3:
X0Y3_精液CP.Update();
break;
default:
X0Y4_精液CP.Update();
break;
}
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_精液CP.Update();
break;
case 1:
X0Y1_精液CP.Update();
break;
case 2:
X0Y2_精液CP.Update();
break;
case 3:
X0Y3_精液CP.Update();
break;
default:
X0Y4_精液CP.Update();
break;
}
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD(ref ., ref .);
}
private void N0( )
{
CD = new ColorD(ref ., ref .);
}
}
}

View File

@@ -1,20 +1,21 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _小D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _小D : EleD
{
public bool _表示 = true;
public _小D()
{
ThisType = GetType();
}
public _小D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _小(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _小(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,5 +1,6 @@
namespace SlaveMatrix;
public class : 1
namespace SlaveMatrix
{
public class : 1
{
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class D : 1D
namespace SlaveMatrix
{
[Serializable]
public class D : 1D
{
}
}

View File

@@ -1,144 +1,145 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class : Ele
namespace SlaveMatrix
{
public Par X0Y0_キスマーク;
public class : Ele
{
public Par X0Y0_キスマーク;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_キスマークCP;
public ColorP X0Y0_キスマークCP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_キスマーク.Dra;
}
set
{
X0Y0_キスマーク.Dra = value;
X0Y0_キスマーク.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_キスマーク.Dra;
}
set
{
X0Y0_キスマーク.Dra = value;
X0Y0_キスマーク.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public (double DisUnit, , , Med Med, D e)
{
ThisType = GetType();
= new Difs(Sta.["キスマーク"]);
Pars pars = [0][0];
X0Y0_キスマーク = pars["キスマーク"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_キスマークCP = new ColorP(X0Y0_キスマーク, CD, DisUnit, abj: true);
= e.;
}
public (double DisUnit, , , Med Med, D e)
{
ThisType = GetType();
= new Difs(Sta.["キスマーク"]);
Pars pars = [0][0];
X0Y0_キスマーク = pars["キスマーク"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_キスマークCP = new ColorP(X0Y0_キスマーク, CD, DisUnit, abj: true);
= e.;
}
public override void ()
{
X0Y0_キスマークCP.Update();
}
public override void ()
{
X0Y0_キスマークCP.Update();
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD(ref Col.Empty, ref .);
}
private void N0( )
{
CD = new ColorD(ref Col.Empty, ref .);
}
}
}

View File

@@ -1,20 +1,21 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class D : EleD
{
public bool _表示 = true;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

View File

@@ -1,195 +1,196 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class 1 : Ele
namespace SlaveMatrix
{
public Par X0Y0_根本;
public class 1 : Ele
{
public Par X0Y0_根本;
public Par X0Y0_先端;
public Par X0Y0_先端;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_根本CP;
public ColorP X0Y0_根本CP;
public ColorP X0Y0_先端CP;
public ColorP X0Y0_先端CP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_根本.Dra;
}
set
{
X0Y0_根本.Dra = value;
X0Y0_根本.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_根本.Dra;
}
set
{
X0Y0_根本.Dra = value;
X0Y0_根本.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_先端.Dra;
}
set
{
X0Y0_先端.Dra = value;
X0Y0_先端.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_先端.Dra;
}
set
{
X0Y0_先端.Dra = value;
X0Y0_先端.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public 1(double DisUnit, , , Med Med, 1D e)
{
ThisType = GetType();
= new Difs(Sta.["キャップ中"]);
Pars pars = [0][0];
X0Y0_根本 = pars["根本"].ToPar();
X0Y0_先端 = pars["先端"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_根本CP = new ColorP(X0Y0_根本, CD, DisUnit, abj: true);
X0Y0_先端CP = new ColorP(X0Y0_先端, CD, DisUnit, abj: true);
= e.;
Vector2D local = X0Y0_根本.OP[0].ps[2];
foreach (Par item in .EnumJoinRoot)
{
item.BasePointBase = item.ToLocal(X0Y0_根本.ToGlobal(local));
}
}
public 1(double DisUnit, , , Med Med, 1D e)
{
ThisType = GetType();
= new Difs(Sta.["キャップ中"]);
Pars pars = [0][0];
X0Y0_根本 = pars["根本"].ToPar();
X0Y0_先端 = pars["先端"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_根本CP = new ColorP(X0Y0_根本, CD, DisUnit, abj: true);
X0Y0_先端CP = new ColorP(X0Y0_先端, CD, DisUnit, abj: true);
= e.;
Vector2D local = X0Y0_根本.OP[0].ps[2];
foreach (Par item in .EnumJoinRoot)
{
item.BasePointBase = item.ToLocal(X0Y0_根本.ToGlobal(local));
}
}
public override void ()
{
X0Y0_根本CP.Update();
X0Y0_先端CP.Update();
}
public override void ()
{
X0Y0_根本CP.Update();
X0Y0_先端CP.Update();
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD();
CD = new ColorD();
}
private void N0( )
{
CD = new ColorD();
CD = new ColorD();
}
public void ( )
{
CD. = .;
CD. = .;
}
public void ( )
{
CD. = .;
CD. = .;
}
}
}

View File

@@ -1,22 +1,23 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class 1D : EleD
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class 1D : EleD
{
public bool _表示;
public bool _表示;
public bool _表示;
public 1D()
{
ThisType = GetType();
}
public 1D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new 1(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new 1(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,190 +1,191 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class 2 : Ele
namespace SlaveMatrix
{
public Par X0Y0_根本;
public class 2 : Ele
{
public Par X0Y0_根本;
public Par X0Y0_先端;
public Par X0Y0_先端;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_根本CP;
public ColorP X0Y0_根本CP;
public ColorP X0Y0_先端CP;
public ColorP X0Y0_先端CP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_根本.Dra;
}
set
{
X0Y0_根本.Dra = value;
X0Y0_根本.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_根本.Dra;
}
set
{
X0Y0_根本.Dra = value;
X0Y0_根本.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_先端.Dra;
}
set
{
X0Y0_先端.Dra = value;
X0Y0_先端.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_先端.Dra;
}
set
{
X0Y0_先端.Dra = value;
X0Y0_先端.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public 2(double DisUnit, , , Med Med, 2D e)
{
ThisType = GetType();
= new Difs(Sta.["キャップ左"]);
Pars pars = [0][0];
X0Y0_根本 = pars["根本"].ToPar();
X0Y0_先端 = pars["先端"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_根本CP = new ColorP(X0Y0_根本, CD, DisUnit, abj: true);
X0Y0_先端CP = new ColorP(X0Y0_先端, CD, DisUnit, abj: true);
= e.;
}
public 2(double DisUnit, , , Med Med, 2D e)
{
ThisType = GetType();
= new Difs(Sta.["キャップ左"]);
Pars pars = [0][0];
X0Y0_根本 = pars["根本"].ToPar();
X0Y0_先端 = pars["先端"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_根本CP = new ColorP(X0Y0_根本, CD, DisUnit, abj: true);
X0Y0_先端CP = new ColorP(X0Y0_先端, CD, DisUnit, abj: true);
= e.;
}
public override void ()
{
X0Y0_根本CP.Update();
X0Y0_先端CP.Update();
}
public override void ()
{
X0Y0_根本CP.Update();
X0Y0_先端CP.Update();
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD();
CD = new ColorD();
}
private void N0( )
{
CD = new ColorD();
CD = new ColorD();
}
public void ( )
{
CD. = .;
CD. = .;
}
public void ( )
{
CD. = .;
CD. = .;
}
}
}

View File

@@ -1,22 +1,23 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class 2D : EleD
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class 2D : EleD
{
public bool _表示;
public bool _表示;
public bool _表示;
public 2D()
{
ThisType = GetType();
}
public 2D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new 2(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new 2(DisUnit, , , Med, this);
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,27 +1,28 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public struct
{
public bool _表示;
public bool _表示;
public bool _表示;
public ;
public ;
public void SetDefault()
{
_表示 = true;
_表示 = true;
.SetDefault();
}
public void SetDefault()
{
_表示 = true;
_表示 = true;
.SetDefault();
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
}
}

View File

@@ -1,36 +1,37 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct
{
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.HotPink;
= Color.HotPink;
SetColor2();
}
public void SetDefault()
{
= Color.HotPink;
= Color.HotPink;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,29 +1,30 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class
namespace SlaveMatrix
{
private Med Med;
public class
{
private Med Med;
private hd;
private hd;
public (Med Med, hd)
{
this.Med = Med;
this.hd = hd;
}
public (Med Med, hd)
{
this.Med = Med;
this.hd = hd;
}
public void Set()
{
string text = "";
text = hd.Text;
hd.Text = text;
}
public void Set()
{
string text = "";
text = hd.Text;
hd.Text = text;
}
public void Set状態()
{
string 6 = GameText.6;
hd.Text = 6;
}
public void Set状態()
{
string 6 = GameText.6;
hd.Text = 6;
}
}
}

View File

@@ -1,36 +1,37 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct B色
namespace SlaveMatrix
{
public Color 1;
[Serializable]
public struct B色
{
public Color 1;
public Color 2;
public Color 2;
public Color2 1;
public Color2 1;
public Color2 2;
public Color2 2;
public void SetDefault()
{
1 = Color.OldLace;
2 = Color.OldLace;
SetColor2();
}
public void SetDefault()
{
1 = Color.OldLace;
2 = Color.OldLace;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out 1);
2 = 1;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out 1);
2 = 1;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref 1, out 1);
Col.GetGrad(ref 2, out 2);
}
public void SetColor2()
{
Col.GetGrad(ref 1, out 1);
Col.GetGrad(ref 2, out 2);
}
}
}

View File

@@ -1,36 +1,37 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct T色
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct T色
{
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.OldLace;
= Color.OldLace;
SetColor2();
}
public void SetDefault()
{
= Color.OldLace;
= Color.OldLace;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,5 +1,6 @@
namespace SlaveMatrix;
public class : 1
namespace SlaveMatrix
{
public class : 1
{
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class D : 1D
namespace SlaveMatrix
{
[Serializable]
public class D : 1D
{
}
}

View File

@@ -3,96 +3,97 @@ using System.Drawing;
using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix;
public class B : Stamp
namespace SlaveMatrix
{
private Mot ;
public class B : Stamp
{
private Mot ;
public override void Draw(Are Are)
{
try
{
if (sta.Count <= 0)
{
return;
}
foreach (sep stum in sta)
{
if (stum.Sta.)
{
p = stum.Ele..Current.GetPar(stum.Path);
stum.Sta.B = p.ToGlobal(stum.Pos);
stum.Sta.();
stum.Sta..Draw(Are);
}
}
}
catch
{
}
}
public override void Draw(Are Are)
{
try
{
if (sta.Count <= 0)
{
return;
}
foreach (sep stum in sta)
{
if (stum.Sta.)
{
p = stum.Ele..Current.GetPar(stum.Path);
stum.Sta.B = p.ToGlobal(stum.Pos);
stum.Sta.();
stum.Sta..Draw(Are);
}
}
}
catch
{
}
}
public void Add(Vector2D cp, Color hc, Dictionary<Ele, List<Ele>> )
{
he = Bod.GetHitEle(hc);
if (2(he))
{
if (sta.Count >= 33)
{
sep = sta[0];
sta.RemoveAt(0);
sep.Sta.Dispose();
}
sep = default(sep);
sep.Sta = EleD.GetEle(Are.DisUnit, Med, Sta.GameData.);
sep.Sta.SetHitFalse();
sep.Sta.Xv = RNG.XS.NextDouble();
sep.Sta. = RNG.XS.NextBool();
sep.Ele = he;
sep.Par = he..GetHitPar_(hc);
sep.Path = sep.Par.GetPath();
sep.Pos = sep.Par.ToLocal(cp);
if (.ContainsKey(he))
{
[he].Add(sep.Sta);
}
else
{
[he] = new List<Ele> { sep.Sta };
}
sta.Add(sep);
.Start();
}
}
public void Add(Vector2D cp, Color hc, Dictionary<Ele, List<Ele>> )
{
he = Bod.GetHitEle(hc);
if (2(he))
{
if (sta.Count >= 33)
{
sep = sta[0];
sta.RemoveAt(0);
sep.Sta.Dispose();
}
sep = default(sep);
sep.Sta = EleD.GetEle(Are.DisUnit, Med, Sta.GameData.);
sep.Sta.SetHitFalse();
sep.Sta.Xv = RNG.XS.NextDouble();
sep.Sta. = RNG.XS.NextBool();
sep.Ele = he;
sep.Par = he..GetHitPar_(hc);
sep.Path = sep.Par.GetPath();
sep.Pos = sep.Par.ToLocal(cp);
if (.ContainsKey(he))
{
[he].Add(sep.Sta);
}
else
{
[he] = new List<Ele> { sep.Sta };
}
sta.Add(sep);
.Start();
}
}
public B(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD, Mots Mots)
: base(Med, Are, Cha, Bod, EleD)
{
Ele e = null;
= new Mot(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate(Mot m)
{
e = sta.Last().Sta;
m.Max = RNG.XS.NextDouble();
},
Runing = delegate(Mot m)
{
e.Yv = m.Value;
},
Reaing = delegate(Mot m)
{
m.End();
},
Rouing = delegate
{
},
Ending = delegate
{
}
};
Mots.Add(EleD.GetHashCode().ToString(), );
}
public B(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD, Mots Mots)
: base(Med, Are, Cha, Bod, EleD)
{
Ele e = null;
= new Mot(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate(Mot m)
{
e = sta.Last().Sta;
m.Max = RNG.XS.NextDouble();
},
Runing = delegate(Mot m)
{
e.Yv = m.Value;
},
Reaing = delegate(Mot m)
{
m.End();
},
Rouing = delegate
{
},
Ending = delegate
{
}
};
Mots.Add(EleD.GetHashCode().ToString(), );
}
}
}

View File

@@ -1,65 +1,66 @@
using System.Drawing;
using _2DGAMELIB;
namespace SlaveMatrix;
public class K : Stamp
namespace SlaveMatrix
{
private Ele Par;
public class K : Stamp
{
private Ele Par;
public override void Draw(Are Are)
{
try
{
if (sta.Count <= 0)
{
return;
}
foreach (sep stum in sta)
{
p = stum.Ele..Current.GetPar(stum.Path);
stum.Sta.B = p.AngleBase - stum.Par.AngleBase;
stum.Sta.B = p.ToGlobal(stum.Pos);
stum.Sta.();
stum.Sta..Draw(Are);
}
}
catch
{
}
}
public override void Draw(Are Are)
{
try
{
if (sta.Count <= 0)
{
return;
}
foreach (sep stum in sta)
{
p = stum.Ele..Current.GetPar(stum.Path);
stum.Sta.B = p.AngleBase - stum.Par.AngleBase;
stum.Sta.B = p.ToGlobal(stum.Pos);
stum.Sta.();
stum.Sta..Draw(Are);
}
}
catch
{
}
}
public Add(Vector2D cp, Color hc, Ele he)
{
if (1(he) && he == Par)
{
p = he..GetHitPar_(hc);
c2 = he.GetParOfColorP(p).ColorD.;
if (c2.Col1 == Cha..O.Col1 || c2.Col2 == Cha..O.Col1)
{
if (sta.Count >= 33)
{
sep = sta[0];
sta.RemoveAt(0);
sep.Sta.Dispose();
}
sep = default(sep);
sep.Sta = EleD.GetEle(Are.DisUnit, Med, Cha.);
sep.Sta.SetHitFalse();
sep.Ele = he;
sep.Par = p;
sep.Path = sep.Par.GetPath();
sep.Pos = sep.Par.ToLocal(cp);
sta.Add(sep);
}
return ()sep.Sta;
}
return null;
}
public Add(Vector2D cp, Color hc, Ele he)
{
if (1(he) && he == Par)
{
p = he..GetHitPar_(hc);
c2 = he.GetParOfColorP(p).ColorD.;
if (c2.Col1 == Cha..O.Col1 || c2.Col2 == Cha..O.Col1)
{
if (sta.Count >= 33)
{
sep = sta[0];
sta.RemoveAt(0);
sep.Sta.Dispose();
}
sep = default(sep);
sep.Sta = EleD.GetEle(Are.DisUnit, Med, Cha.);
sep.Sta.SetHitFalse();
sep.Ele = he;
sep.Par = p;
sep.Path = sep.Par.GetPath();
sep.Pos = sep.Par.ToLocal(cp);
sta.Add(sep);
}
return ()sep.Sta;
}
return null;
}
public K(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD, Ele Par)
: base(Med, Are, Cha, Bod, EleD)
{
this.Par = Par;
}
public K(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD, Ele Par)
: base(Med, Are, Cha, Bod, EleD)
{
this.Par = Par;
}
}
}

View File

@@ -1,67 +1,68 @@
using System.Drawing;
using _2DGAMELIB;
namespace SlaveMatrix;
public class W : Stamp
namespace SlaveMatrix
{
private Ele Par;
public class W : Stamp
{
private Ele Par;
public override void Draw(Are Are)
{
try
{
if (sta.Count <= 0)
{
return;
}
foreach (sep stum in sta)
{
p = stum.Ele..Current.GetPar(stum.Path);
stum.Sta.B = p.AngleBase - stum.Par.AngleBase;
stum.Sta.B = p.ToGlobal(stum.Pos);
stum.Sta.();
stum.Sta..Draw(Are);
}
}
catch
{
}
}
public override void Draw(Are Are)
{
try
{
if (sta.Count <= 0)
{
return;
}
foreach (sep stum in sta)
{
p = stum.Ele..Current.GetPar(stum.Path);
stum.Sta.B = p.AngleBase - stum.Par.AngleBase;
stum.Sta.B = p.ToGlobal(stum.Pos);
stum.Sta.();
stum.Sta..Draw(Are);
}
}
catch
{
}
}
public bool Add(Vector2D cp, Color hc, Ele he)
{
if (2(he) && he == Par)
{
p = he..GetHitPar_(hc);
c2 = he.GetParOfColorP(p).ColorD.;
if (c2.Col1 == Cha..O.Col1 || c2.Col2 == Cha..O.Col1)
{
if (sta.Count >= 33)
{
sep = sta[0];
sta.RemoveAt(0);
sep.Sta.Dispose();
}
sep = default(sep);
sep.Sta = EleD.GetEle(Are.DisUnit, Med, Cha.);
sep.Sta.SetHitFalse();
sep.Sta.C = 45.0 * (double)(RNG.XS.NextBool() ? 1 : (-1)) * RNG.XS.NextDouble();
sep.Ele = he;
sep.Par = p;
sep.Path = sep.Par.GetPath();
sep.Pos = sep.Par.ToLocal(cp + (he. - cp).newNormalize() * 0.01);
sta.Add(sep);
}
return true;
}
return false;
}
public bool Add(Vector2D cp, Color hc, Ele he)
{
if (2(he) && he == Par)
{
p = he..GetHitPar_(hc);
c2 = he.GetParOfColorP(p).ColorD.;
if (c2.Col1 == Cha..O.Col1 || c2.Col2 == Cha..O.Col1)
{
if (sta.Count >= 33)
{
sep = sta[0];
sta.RemoveAt(0);
sep.Sta.Dispose();
}
sep = default(sep);
sep.Sta = EleD.GetEle(Are.DisUnit, Med, Cha.);
sep.Sta.SetHitFalse();
sep.Sta.C = 45.0 * (double)(RNG.XS.NextBool() ? 1 : (-1)) * RNG.XS.NextDouble();
sep.Ele = he;
sep.Par = p;
sep.Path = sep.Par.GetPath();
sep.Pos = sep.Par.ToLocal(cp + (he. - cp).newNormalize() * 0.01);
sta.Add(sep);
}
return true;
}
return false;
}
public W(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD, Ele Par)
: base(Med, Are, Cha, Bod, EleD)
{
this.Par = Par;
EleD.B = 0.9;
}
public W(Med Med, Are Are, Cha Cha, Bod Bod, EleD EleD, Ele Par)
: base(Med, Are, Cha, Bod, EleD)
{
this.Par = Par;
EleD.B = 0.9;
}
}
}

View File

@@ -1,36 +1,37 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct T色
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct T色
{
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.OldLace;
= Color.OldLace;
SetColor2();
}
public void SetDefault()
{
= Color.OldLace;
= Color.OldLace;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,39 +1,40 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public T_ドレス情報 T;
[Serializable]
public struct
{
public T_ドレス情報 T;
public M_ドレス情報 M;
public M_ドレス情報 M;
public ;
public ;
public bool IsShow
{
get
{
if (!T.IsShow)
{
return M.IsShow;
}
return true;
}
}
public bool IsShow
{
get
{
if (!T.IsShow)
{
return M.IsShow;
}
return true;
}
}
public void SetDefault()
{
T.SetDefault();
M.SetDefault();
.SetDefault();
}
public void SetDefault()
{
T.SetDefault();
M.SetDefault();
.SetDefault();
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
}
}

View File

@@ -1,50 +1,51 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct
{
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
Col.Add(ref Col.DarkGreen, 0, 0, -50, out );
= Color.Gold;
= Color.Gold;
= Col.Black;
SetColor2();
}
public void SetDefault()
{
Col.Add(ref Col.DarkGreen, 0, 0, -50, out );
= Color.Gold;
= Color.Gold;
= Col.Black;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,49 +1,50 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class
namespace SlaveMatrix
{
public _ドレス ;
public class
{
public _ドレス ;
public _ドレス ;
public _ドレス ;
private Par[] ;
private Par[] ;
private Par[] ;
private Par[] ;
private Par[] ;
private Par[] ;
private Vector2D[] m;
private Vector2D[] m;
private Vector2D[] m;
private Vector2D[] m;
private Vector2D[] m;
private Vector2D[] m;
public (_ドレス , _ドレス )
{
this. = ;
this. = ;
= new Par[5] { .X0Y0_左_服, .X0Y0_左_バスト, .X0Y0_右_服, .X0Y0_右_バスト, .X0Y0_服 };
= new Par[2] { .X0Y0_左_縁, .X0Y0_縁_縁左 };
= new Par[2] { .X0Y0_右_縁, .X0Y0_縁_縁右 };
}
public (_ドレス , _ドレス )
{
this. = ;
this. = ;
= new Par[5] { .X0Y0_左_服, .X0Y0_左_バスト, .X0Y0_右_服, .X0Y0_右_バスト, .X0Y0_服 };
= new Par[2] { .X0Y0_左_縁, .X0Y0_縁_縁左 };
= new Par[2] { .X0Y0_右_縁, .X0Y0_縁_縁右 };
}
public void ()
{
.GetMiY_MaY(out m);
.GetMiY_MaY(out m);
.GetMiY_MaY(out m);
.(m, m, m);
.(m, m, m);
}
public void ()
{
.GetMiY_MaY(out m);
.GetMiY_MaY(out m);
.GetMiY_MaY(out m);
.(m, m, m);
.(m, m, m);
}
public bool Contains(Ele e)
{
if ( != e)
{
return == e;
}
return true;
}
public bool Contains(Ele e)
{
if ( != e)
{
return == e;
}
return true;
}
}
}

View File

@@ -1,27 +1,28 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public bool ;
[Serializable]
public struct
{
public bool ;
public bool ;
public bool ;
public ;
public ;
public void SetDefault()
{
= true;
= true;
.SetDefault();
}
public void SetDefault()
{
= true;
= true;
.SetDefault();
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
}
}

View File

@@ -1,36 +1,37 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct
{
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
Col.Add(ref Col.Green, 0, 0, -50, out );
= Color.Gold;
SetColor2();
}
public void SetDefault()
{
Col.Add(ref Col.Green, 0, 0, -50, out );
= Color.Gold;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,71 +1,72 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct B色
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct B色
{
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.DarkRed;
= Col.Black;
= Col.Black;
= Color.DarkRed;
= Col.Black;
SetColor2();
}
public void SetDefault()
{
= Color.DarkRed;
= Col.Black;
= Col.Black;
= Color.DarkRed;
= Col.Black;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
= ;
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
= ;
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void Setビキニ()
{
= Color.DarkRed;
= Col.White;
= Col.White;
= Col.White;
= Col.White;
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void Setビキニ()
{
= Color.DarkRed;
= Col.White;
= Col.White;
= Col.White;
= Col.White;
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,48 +1,49 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class D : EleD
{
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _輪1_輪外_表示 = true;
public bool _輪1_輪外_表示 = true;
public bool _輪1_輪内_表示 = true;
public bool _輪1_輪内_表示 = true;
public bool _輪2_輪外_表示 = true;
public bool _輪2_輪外_表示 = true;
public bool _輪2_輪内_表示 = true;
public bool _輪2_輪内_表示 = true;
public bool _輪3_輪外_表示 = true;
public bool _輪3_輪外_表示 = true;
public bool _輪3_輪内_表示 = true;
public bool _輪3_輪内_表示 = true;
public bool _鎖1_表示 = true;
public bool _鎖1_表示 = true;
public bool _鎖2_表示 = true;
public bool _鎖2_表示 = true;
public bool _鎖3_表示 = true;
public bool _鎖3_表示 = true;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,40 +1,41 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _アナルD : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _アナルD : EleD
{
public bool _表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン下_表示 = true;
public bool _ボタン下_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー4_表示 = true;
public bool _パワー4_表示 = true;
public _アナルD()
{
ThisType = GetType();
}
public _アナルD()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _アナル(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _アナル(DisUnit, , , Med, this);
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,64 +1,65 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _コモンD : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _コモンD : EleD
{
public bool _表示 = true;
public bool 1_ = true;
public bool 1_ = true;
public bool 2_ = true;
public bool 2_ = true;
public bool 3_ = true;
public bool 3_ = true;
public bool 4_ = true;
public bool 4_ = true;
public bool 5_ = true;
public bool 5_ = true;
public bool 6_ = true;
public bool 6_ = true;
public bool 7_ = true;
public bool 7_ = true;
public bool 8_ = true;
public bool 8_ = true;
public bool 9_ = true;
public bool 9_ = true;
public bool 10_ = true;
public bool 10_ = true;
public bool 11_ = true;
public bool 11_ = true;
public bool 12_ = true;
public bool 12_ = true;
public bool _ユニット_表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン下_表示 = true;
public bool _ボタン下_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー4_表示 = true;
public bool _パワー4_表示 = true;
public _コモンD()
{
ThisType = GetType();
}
public _コモンD()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _コモン(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _コモン(DisUnit, , , Med, this);
}
}
}

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@@ -1,48 +1,49 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _ディルD : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _ディルD : EleD
{
public bool _表示 = true;
public bool 1_ = true;
public bool 1_ = true;
public bool 2_ = true;
public bool 2_ = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン下_表示 = true;
public bool _ボタン下_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー4_表示 = true;
public bool _パワー4_表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public _ディルD()
{
ThisType = GetType();
}
public _ディルD()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _ディル(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _ディル(DisUnit, , , Med, this);
}
}
}

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@@ -1,54 +1,55 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _デンマD : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _デンマD : EleD
{
public bool _表示 = true;
public bool 1_ = true;
public bool 1_ = true;
public bool 2_ = true;
public bool 2_ = true;
public bool 3_ = true;
public bool 3_ = true;
public bool 4_ = true;
public bool 4_ = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン下_表示 = true;
public bool _ボタン下_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー4_表示 = true;
public bool _パワー4_表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public _デンマD()
{
ThisType = GetType();
}
public _デンマD()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _デンマ(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _デンマ(DisUnit, , , Med, this);
}
}
}

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@@ -1,82 +1,83 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _ドリルD : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class _ドリルD : EleD
{
public bool _表示 = true;
public bool 1_ = true;
public bool 1_ = true;
public bool 2_ = true;
public bool 2_ = true;
public bool 3_ = true;
public bool 3_ = true;
public bool 4_ = true;
public bool 4_ = true;
public bool 5_ = true;
public bool 5_ = true;
public bool 6_ = true;
public bool 6_ = true;
public bool 7_ = true;
public bool 7_ = true;
public bool 8_ = true;
public bool 8_ = true;
public bool 9_ = true;
public bool 9_ = true;
public bool 10_ = true;
public bool 10_ = true;
public bool 11_ = true;
public bool 11_ = true;
public bool 12_ = true;
public bool 12_ = true;
public bool 13_ = true;
public bool 13_ = true;
public bool 14_ = true;
public bool 14_ = true;
public bool 15_ = true;
public bool 15_ = true;
public bool 16_ = true;
public bool 16_ = true;
public bool 17_ = true;
public bool 17_ = true;
public bool 18_ = true;
public bool 18_ = true;
public bool _ユニット_表示 = true;
public bool _ユニット_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線上_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ユニット線下_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン上_表示 = true;
public bool _ボタン下_表示 = true;
public bool _ボタン下_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー根_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー1_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー2_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー3_表示 = true;
public bool _パワー4_表示 = true;
public bool _パワー4_表示 = true;
public bool 19_ = true;
public bool 19_ = true;
public bool 20_ = true;
public bool 20_ = true;
public bool 21_ = true;
public bool 21_ = true;
public _ドリルD()
{
ThisType = GetType();
}
public _ドリルD()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _ドリル(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _ドリル(DisUnit, , , Med, this);
}
}
}

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@@ -1,44 +1,45 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class D : EleD
{
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool 1_ = true;
public bool 1_ = true;
public bool 2_ = true;
public bool 2_ = true;
public bool 3_ = true;
public bool 3_ = true;
public bool 4_ = true;
public bool 4_ = true;
public bool 5_ = true;
public bool 5_ = true;
public bool 6_ = true;
public bool 6_ = true;
public bool 7_ = true;
public bool 7_ = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

View File

@@ -1,43 +1,44 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct T色
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct T色
{
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.DarkRed;
= Col.White;
= Col.White;
SetColor2();
}
public void SetDefault()
{
= Color.DarkRed;
= Col.White;
= Col.White;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,163 +1,164 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class : Ele
namespace SlaveMatrix
{
public Par X0Y0_ピアス;
public class : Ele
{
public Par X0Y0_ピアス;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_ピアスCP;
public ColorP X0Y0_ピアスCP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_ピアス.Dra;
}
set
{
X0Y0_ピアス.Dra = value;
X0Y0_ピアス.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_ピアス.Dra;
}
set
{
X0Y0_ピアス.Dra = value;
X0Y0_ピアス.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public (double DisUnit, , , Med Med, D e)
{
ThisType = GetType();
= new Difs(Sta.["ピアス"]);
Pars pars = [0][0];
X0Y0_ピアス = pars["ピアス"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_ピアスCP = new ColorP(X0Y0_ピアス, CD, DisUnit, abj: true);
= e.;
}
public (double DisUnit, , , Med Med, D e)
{
ThisType = GetType();
= new Difs(Sta.["ピアス"]);
Pars pars = [0][0];
X0Y0_ピアス = pars["ピアス"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_ピアスCP = new ColorP(X0Y0_ピアス, CD, DisUnit, abj: true);
= e.;
}
public override void ()
{
X0Y0_ピアスCP.Update();
}
public override void ()
{
X0Y0_ピアスCP.Update();
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD();
}
private void N0( )
{
CD = new ColorD();
}
public void ( )
{
CD. = .;
}
public void ( )
{
CD. = .;
}
}
}

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@@ -1,20 +1,21 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class D : EleD
{
public bool _表示;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

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@@ -1,24 +1,25 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public struct
{
public bool _表示;
public ;
public ;
public void SetDefault()
{
_表示 = true;
.SetDefault();
}
public void SetDefault()
{
_表示 = true;
.SetDefault();
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
}
}

View File

@@ -1,29 +1,30 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct
{
public Color ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.Gold;
SetColor2();
}
public void SetDefault()
{
= Color.Gold;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
}
}
}

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@@ -1,78 +1,79 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct T色
namespace SlaveMatrix
{
public Color 1;
[Serializable]
public struct T色
{
public Color 1;
public Color 2;
public Color 2;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 1;
public Color2 1;
public Color2 2;
public Color2 2;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
1 = Color.DarkRed;
2 = Color.DarkRed;
= Col.Black;
= Col.Black;
= Col.Black;
= Color.DarkRed;
= Col.Black;
= Color.Gold;
SetColor2();
}
public void SetDefault()
{
1 = Color.DarkRed;
2 = Color.DarkRed;
= Col.Black;
= Col.Black;
= Col.Black;
= Color.DarkRed;
= Col.Black;
= Color.Gold;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out 1);
2 = 1;
Col.GetRandomClothesColor(out );
= ;
= ;
= 1;
= ;
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out 1);
2 = 1;
Col.GetRandomClothesColor(out );
= ;
= ;
= 1;
= ;
Col.GetRandomClothesColor(out );
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref 1, out 1);
Col.GetGrad(ref 2, out 2);
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref 1, out 1);
Col.GetGrad(ref 2, out 2);
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,266 +1,267 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct _脚情報
namespace SlaveMatrix
{
public bool _タン_タン_表示;
[Serializable]
public struct _脚情報
{
public bool _タン_タン_表示;
public bool _タン_縁_縁1_表示;
public bool _タン_縁_縁1_表示;
public bool _タン_縁_縁2_表示;
public bool _タン_縁_縁2_表示;
public bool _ブーツ_ブーツ_表示;
public bool _ブーツ_ブーツ_表示;
public bool _ブーツ_皺_皺1_表示;
public bool _ブーツ_皺_皺1_表示;
public bool _ブーツ_皺_皺2_表示;
public bool _ブーツ_皺_皺2_表示;
public bool _ブーツ_縁_縁1_表示;
public bool _ブーツ_縁_縁1_表示;
public bool _ブーツ_縁_縁2_表示;
public bool _ブーツ_縁_縁2_表示;
public bool _ブーツ_縁_縁3_表示;
public bool _ブーツ_縁_縁3_表示;
public bool _ブーツ_縁_縁4_表示;
public bool _ブーツ_縁_縁4_表示;
public bool _柄_表示;
public bool _柄_表示;
public bool _紐_紐_表示;
public bool _紐_紐_表示;
public bool _紐_紐1_紐下_金具上_金具_表示;
public bool _紐_紐1_紐下_金具上_金具_表示;
public bool _紐_紐1_紐下_金具上_穴_表示;
public bool _紐_紐1_紐下_金具上_穴_表示;
public bool _紐_紐1_紐下_紐_表示;
public bool _紐_紐1_紐下_紐_表示;
public bool _紐_紐1_紐上_金具上_金具_表示;
public bool _紐_紐1_紐上_金具上_金具_表示;
public bool _紐_紐1_紐上_金具上_穴_表示;
public bool _紐_紐1_紐上_金具上_穴_表示;
public bool _紐_紐1_紐上_紐_表示;
public bool _紐_紐1_紐上_紐_表示;
public bool _紐_紐2_紐下_金具上_金具_表示;
public bool _紐_紐2_紐下_金具上_金具_表示;
public bool _紐_紐2_紐下_金具上_穴_表示;
public bool _紐_紐2_紐下_金具上_穴_表示;
public bool _紐_紐2_紐下_紐_表示;
public bool _紐_紐2_紐下_紐_表示;
public bool _紐_紐2_紐上_金具上_金具_表示;
public bool _紐_紐2_紐上_金具上_金具_表示;
public bool _紐_紐2_紐上_金具上_穴_表示;
public bool _紐_紐2_紐上_金具上_穴_表示;
public bool _紐_紐2_紐上_紐_表示;
public bool _紐_紐2_紐上_紐_表示;
public bool _紐_紐3_紐下_金具上_金具_表示;
public bool _紐_紐3_紐下_金具上_金具_表示;
public bool _紐_紐3_紐下_金具上_穴_表示;
public bool _紐_紐3_紐下_金具上_穴_表示;
public bool _紐_紐3_紐下_紐_表示;
public bool _紐_紐3_紐下_紐_表示;
public bool _紐_紐3_紐上_金具上_金具_表示;
public bool _紐_紐3_紐上_金具上_金具_表示;
public bool _紐_紐3_紐上_金具上_穴_表示;
public bool _紐_紐3_紐上_金具上_穴_表示;
public bool _紐_紐3_紐上_紐_表示;
public bool _紐_紐3_紐上_紐_表示;
public bool _紐_紐4_紐下_金具上_金具_表示;
public bool _紐_紐4_紐下_金具上_金具_表示;
public bool _紐_紐4_紐下_金具上_穴_表示;
public bool _紐_紐4_紐下_金具上_穴_表示;
public bool _紐_紐4_紐下_紐_表示;
public bool _紐_紐4_紐下_紐_表示;
public bool _紐_紐4_紐上_金具上_金具_表示;
public bool _紐_紐4_紐上_金具上_金具_表示;
public bool _紐_紐4_紐上_金具上_穴_表示;
public bool _紐_紐4_紐上_金具上_穴_表示;
public bool _紐_紐4_紐上_紐_表示;
public bool _紐_紐4_紐上_紐_表示;
public bool _紐_紐5_紐下_金具上_金具_表示;
public bool _紐_紐5_紐下_金具上_金具_表示;
public bool _紐_紐5_紐下_金具上_穴_表示;
public bool _紐_紐5_紐下_金具上_穴_表示;
public bool _紐_紐5_紐下_紐_表示;
public bool _紐_紐5_紐下_紐_表示;
public bool _紐_紐5_紐上_金具上_金具_表示;
public bool _紐_紐5_紐上_金具上_金具_表示;
public bool _紐_紐5_紐上_金具上_穴_表示;
public bool _紐_紐5_紐上_金具上_穴_表示;
public bool _紐_紐5_紐上_紐_表示;
public bool _紐_紐5_紐上_紐_表示;
public bool _紐_紐6_紐下_金具上_金具_表示;
public bool _紐_紐6_紐下_金具上_金具_表示;
public bool _紐_紐6_紐下_金具上_穴_表示;
public bool _紐_紐6_紐下_金具上_穴_表示;
public bool _紐_紐6_紐下_紐_表示;
public bool _紐_紐6_紐下_紐_表示;
public bool _紐_紐6_紐上_金具上_金具_表示;
public bool _紐_紐6_紐上_金具上_金具_表示;
public bool _紐_紐6_紐上_金具上_穴_表示;
public bool _紐_紐6_紐上_金具上_穴_表示;
public bool _紐_紐6_紐上_紐_表示;
public bool _紐_紐6_紐上_紐_表示;
public bool _紐_紐7_紐下_金具上_金具_表示;
public bool _紐_紐7_紐下_金具上_金具_表示;
public bool _紐_紐7_紐下_金具上_穴_表示;
public bool _紐_紐7_紐下_金具上_穴_表示;
public bool _紐_紐7_紐下_紐_表示;
public bool _紐_紐7_紐下_紐_表示;
public bool _紐_紐7_紐上_金具上_金具_表示;
public bool _紐_紐7_紐上_金具上_金具_表示;
public bool _紐_紐7_紐上_金具上_穴_表示;
public bool _紐_紐7_紐上_金具上_穴_表示;
public bool _紐_紐7_紐上_紐_表示;
public bool _紐_紐7_紐上_紐_表示;
public bool _紐_紐8_紐下_金具上_金具_表示;
public bool _紐_紐8_紐下_金具上_金具_表示;
public bool _紐_紐8_紐下_金具上_穴_表示;
public bool _紐_紐8_紐下_金具上_穴_表示;
public bool _紐_紐8_紐下_紐_表示;
public bool _紐_紐8_紐下_紐_表示;
public bool _紐_紐8_紐上_金具上_金具_表示;
public bool _紐_紐8_紐上_金具上_金具_表示;
public bool _紐_紐8_紐上_金具上_穴_表示;
public bool _紐_紐8_紐上_金具上_穴_表示;
public bool _紐_紐8_紐上_紐_表示;
public bool _紐_紐8_紐上_紐_表示;
public bool _紐_紐9_紐下_金具上_金具_表示;
public bool _紐_紐9_紐下_金具上_金具_表示;
public bool _紐_紐9_紐下_金具上_穴_表示;
public bool _紐_紐9_紐下_金具上_穴_表示;
public bool _紐_紐9_紐下_紐_表示;
public bool _紐_紐9_紐下_紐_表示;
public bool _紐_紐9_紐上_金具上_金具_表示;
public bool _紐_紐9_紐上_金具上_金具_表示;
public bool _紐_紐9_紐上_金具上_穴_表示;
public bool _紐_紐9_紐上_金具上_穴_表示;
public bool _紐_紐9_紐上_紐_表示;
public bool _紐_紐9_紐上_紐_表示;
public bool _紐_紐10_紐下_金具上_金具_表示;
public bool _紐_紐10_紐下_金具上_金具_表示;
public bool _紐_紐10_紐下_金具上_穴_表示;
public bool _紐_紐10_紐下_金具上_穴_表示;
public bool _紐_紐10_紐下_紐_表示;
public bool _紐_紐10_紐下_紐_表示;
public bool _紐_紐10_紐上_金具上_金具_表示;
public bool _紐_紐10_紐上_金具上_金具_表示;
public bool _紐_紐10_紐上_金具上_穴_表示;
public bool _紐_紐10_紐上_金具上_穴_表示;
public bool _紐_紐10_紐上_紐_表示;
public bool _紐_紐10_紐上_紐_表示;
public bool _紐_紐11_紐下_金具上_金具_表示;
public bool _紐_紐11_紐下_金具上_金具_表示;
public bool _紐_紐11_紐下_金具上_穴_表示;
public bool _紐_紐11_紐下_金具上_穴_表示;
public bool _紐_紐11_紐下_紐_表示;
public bool _紐_紐11_紐下_紐_表示;
public bool _紐_紐11_紐上_金具上_金具_表示;
public bool _紐_紐11_紐上_金具上_金具_表示;
public bool _紐_紐11_紐上_金具上_穴_表示;
public bool _紐_紐11_紐上_金具上_穴_表示;
public bool _紐_紐11_紐上_紐_表示;
public bool _紐_紐11_紐上_紐_表示;
public bool _紐_結び_紐左_紐3_表示;
public bool _紐_結び_紐左_紐3_表示;
public bool _紐_結び_紐左_紐2_表示;
public bool _紐_結び_紐左_紐2_表示;
public bool _紐_結び_紐左_紐1_表示;
public bool _紐_結び_紐左_紐1_表示;
public bool _紐_結び_紐右_紐3_表示;
public bool _紐_結び_紐右_紐3_表示;
public bool _紐_結び_紐右_紐2_表示;
public bool _紐_結び_紐右_紐2_表示;
public bool _紐_結び_紐右_紐1_表示;
public bool _紐_結び_紐右_紐1_表示;
public bool _紐_結び_結び目_表示;
public bool _紐_結び_結び目_表示;
public void SetDefault()
{
_タン_タン_表示 = true;
_タン_縁_縁1_表示 = true;
_タン_縁_縁2_表示 = true;
_ブーツ_ブーツ_表示 = true;
_ブーツ_皺_皺1_表示 = true;
_ブーツ_皺_皺2_表示 = true;
_ブーツ_縁_縁1_表示 = true;
_ブーツ_縁_縁2_表示 = true;
_ブーツ_縁_縁3_表示 = true;
_ブーツ_縁_縁4_表示 = true;
_柄_表示 = true;
_紐_紐_表示 = true;
_紐_紐1_紐下_金具上_金具_表示 = true;
_紐_紐1_紐下_金具上_穴_表示 = true;
_紐_紐1_紐下_紐_表示 = true;
_紐_紐1_紐上_金具上_金具_表示 = true;
_紐_紐1_紐上_金具上_穴_表示 = true;
_紐_紐1_紐上_紐_表示 = true;
_紐_紐2_紐下_金具上_金具_表示 = true;
_紐_紐2_紐下_金具上_穴_表示 = true;
_紐_紐2_紐下_紐_表示 = true;
_紐_紐2_紐上_金具上_金具_表示 = true;
_紐_紐2_紐上_金具上_穴_表示 = true;
_紐_紐2_紐上_紐_表示 = true;
_紐_紐3_紐下_金具上_金具_表示 = true;
_紐_紐3_紐下_金具上_穴_表示 = true;
_紐_紐3_紐下_紐_表示 = true;
_紐_紐3_紐上_金具上_金具_表示 = true;
_紐_紐3_紐上_金具上_穴_表示 = true;
_紐_紐3_紐上_紐_表示 = true;
_紐_紐4_紐下_金具上_金具_表示 = true;
_紐_紐4_紐下_金具上_穴_表示 = true;
_紐_紐4_紐下_紐_表示 = true;
_紐_紐4_紐上_金具上_金具_表示 = true;
_紐_紐4_紐上_金具上_穴_表示 = true;
_紐_紐4_紐上_紐_表示 = true;
_紐_紐5_紐下_金具上_金具_表示 = true;
_紐_紐5_紐下_金具上_穴_表示 = true;
_紐_紐5_紐下_紐_表示 = true;
_紐_紐5_紐上_金具上_金具_表示 = true;
_紐_紐5_紐上_金具上_穴_表示 = true;
_紐_紐5_紐上_紐_表示 = true;
_紐_紐6_紐下_金具上_金具_表示 = true;
_紐_紐6_紐下_金具上_穴_表示 = true;
_紐_紐6_紐下_紐_表示 = true;
_紐_紐6_紐上_金具上_金具_表示 = true;
_紐_紐6_紐上_金具上_穴_表示 = true;
_紐_紐6_紐上_紐_表示 = true;
_紐_紐7_紐下_金具上_金具_表示 = true;
_紐_紐7_紐下_金具上_穴_表示 = true;
_紐_紐7_紐下_紐_表示 = true;
_紐_紐7_紐上_金具上_金具_表示 = true;
_紐_紐7_紐上_金具上_穴_表示 = true;
_紐_紐7_紐上_紐_表示 = true;
_紐_紐8_紐下_金具上_金具_表示 = true;
_紐_紐8_紐下_金具上_穴_表示 = true;
_紐_紐8_紐下_紐_表示 = true;
_紐_紐8_紐上_金具上_金具_表示 = true;
_紐_紐8_紐上_金具上_穴_表示 = true;
_紐_紐8_紐上_紐_表示 = true;
_紐_紐9_紐下_金具上_金具_表示 = true;
_紐_紐9_紐下_金具上_穴_表示 = true;
_紐_紐9_紐下_紐_表示 = true;
_紐_紐9_紐上_金具上_金具_表示 = true;
_紐_紐9_紐上_金具上_穴_表示 = true;
_紐_紐9_紐上_紐_表示 = true;
_紐_紐10_紐下_金具上_金具_表示 = true;
_紐_紐10_紐下_金具上_穴_表示 = true;
_紐_紐10_紐下_紐_表示 = true;
_紐_紐10_紐上_金具上_金具_表示 = true;
_紐_紐10_紐上_金具上_穴_表示 = true;
_紐_紐10_紐上_紐_表示 = true;
_紐_紐11_紐下_金具上_金具_表示 = true;
_紐_紐11_紐下_金具上_穴_表示 = true;
_紐_紐11_紐下_紐_表示 = true;
_紐_紐11_紐上_金具上_金具_表示 = true;
_紐_紐11_紐上_金具上_穴_表示 = true;
_紐_紐11_紐上_紐_表示 = true;
_紐_結び_紐左_紐3_表示 = true;
_紐_結び_紐左_紐2_表示 = true;
_紐_結び_紐左_紐1_表示 = true;
_紐_結び_紐右_紐3_表示 = true;
_紐_結び_紐右_紐2_表示 = true;
_紐_結び_紐右_紐1_表示 = true;
_紐_結び_結び目_表示 = true;
}
public void SetDefault()
{
_タン_タン_表示 = true;
_タン_縁_縁1_表示 = true;
_タン_縁_縁2_表示 = true;
_ブーツ_ブーツ_表示 = true;
_ブーツ_皺_皺1_表示 = true;
_ブーツ_皺_皺2_表示 = true;
_ブーツ_縁_縁1_表示 = true;
_ブーツ_縁_縁2_表示 = true;
_ブーツ_縁_縁3_表示 = true;
_ブーツ_縁_縁4_表示 = true;
_柄_表示 = true;
_紐_紐_表示 = true;
_紐_紐1_紐下_金具上_金具_表示 = true;
_紐_紐1_紐下_金具上_穴_表示 = true;
_紐_紐1_紐下_紐_表示 = true;
_紐_紐1_紐上_金具上_金具_表示 = true;
_紐_紐1_紐上_金具上_穴_表示 = true;
_紐_紐1_紐上_紐_表示 = true;
_紐_紐2_紐下_金具上_金具_表示 = true;
_紐_紐2_紐下_金具上_穴_表示 = true;
_紐_紐2_紐下_紐_表示 = true;
_紐_紐2_紐上_金具上_金具_表示 = true;
_紐_紐2_紐上_金具上_穴_表示 = true;
_紐_紐2_紐上_紐_表示 = true;
_紐_紐3_紐下_金具上_金具_表示 = true;
_紐_紐3_紐下_金具上_穴_表示 = true;
_紐_紐3_紐下_紐_表示 = true;
_紐_紐3_紐上_金具上_金具_表示 = true;
_紐_紐3_紐上_金具上_穴_表示 = true;
_紐_紐3_紐上_紐_表示 = true;
_紐_紐4_紐下_金具上_金具_表示 = true;
_紐_紐4_紐下_金具上_穴_表示 = true;
_紐_紐4_紐下_紐_表示 = true;
_紐_紐4_紐上_金具上_金具_表示 = true;
_紐_紐4_紐上_金具上_穴_表示 = true;
_紐_紐4_紐上_紐_表示 = true;
_紐_紐5_紐下_金具上_金具_表示 = true;
_紐_紐5_紐下_金具上_穴_表示 = true;
_紐_紐5_紐下_紐_表示 = true;
_紐_紐5_紐上_金具上_金具_表示 = true;
_紐_紐5_紐上_金具上_穴_表示 = true;
_紐_紐5_紐上_紐_表示 = true;
_紐_紐6_紐下_金具上_金具_表示 = true;
_紐_紐6_紐下_金具上_穴_表示 = true;
_紐_紐6_紐下_紐_表示 = true;
_紐_紐6_紐上_金具上_金具_表示 = true;
_紐_紐6_紐上_金具上_穴_表示 = true;
_紐_紐6_紐上_紐_表示 = true;
_紐_紐7_紐下_金具上_金具_表示 = true;
_紐_紐7_紐下_金具上_穴_表示 = true;
_紐_紐7_紐下_紐_表示 = true;
_紐_紐7_紐上_金具上_金具_表示 = true;
_紐_紐7_紐上_金具上_穴_表示 = true;
_紐_紐7_紐上_紐_表示 = true;
_紐_紐8_紐下_金具上_金具_表示 = true;
_紐_紐8_紐下_金具上_穴_表示 = true;
_紐_紐8_紐下_紐_表示 = true;
_紐_紐8_紐上_金具上_金具_表示 = true;
_紐_紐8_紐上_金具上_穴_表示 = true;
_紐_紐8_紐上_紐_表示 = true;
_紐_紐9_紐下_金具上_金具_表示 = true;
_紐_紐9_紐下_金具上_穴_表示 = true;
_紐_紐9_紐下_紐_表示 = true;
_紐_紐9_紐上_金具上_金具_表示 = true;
_紐_紐9_紐上_金具上_穴_表示 = true;
_紐_紐9_紐上_紐_表示 = true;
_紐_紐10_紐下_金具上_金具_表示 = true;
_紐_紐10_紐下_金具上_穴_表示 = true;
_紐_紐10_紐下_紐_表示 = true;
_紐_紐10_紐上_金具上_金具_表示 = true;
_紐_紐10_紐上_金具上_穴_表示 = true;
_紐_紐10_紐上_紐_表示 = true;
_紐_紐11_紐下_金具上_金具_表示 = true;
_紐_紐11_紐下_金具上_穴_表示 = true;
_紐_紐11_紐下_紐_表示 = true;
_紐_紐11_紐上_金具上_金具_表示 = true;
_紐_紐11_紐上_金具上_穴_表示 = true;
_紐_紐11_紐上_紐_表示 = true;
_紐_結び_紐左_紐3_表示 = true;
_紐_結び_紐左_紐2_表示 = true;
_紐_結び_紐左_紐1_表示 = true;
_紐_結び_紐右_紐3_表示 = true;
_紐_結び_紐右_紐2_表示 = true;
_紐_結び_紐右_紐1_表示 = true;
_紐_結び_結び目_表示 = true;
}
}
}

View File

@@ -1,128 +1,129 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct _足情報
namespace SlaveMatrix
{
public bool 0__表示;
[Serializable]
public struct _足情報
{
public bool 0__表示;
public bool 0__表示;
public bool 0__表示;
public bool 1__表示;
public bool 1__表示;
public bool 1__バンプ_表示;
public bool 1__バンプ_表示;
public bool 1__縁_縁1_表示;
public bool 1__縁_縁1_表示;
public bool 1__縁_縁2_表示;
public bool 1__縁_縁2_表示;
public bool 1__縁_縁3_表示;
public bool 1__縁_縁3_表示;
public bool 1__縁_縁4_表示;
public bool 1__縁_縁4_表示;
public bool 1__表示;
public bool 1__表示;
public bool 1__表示;
public bool 1__表示;
public bool 1__紐1_紐下_金具上_金具_表示;
public bool 1__紐1_紐下_金具上_金具_表示;
public bool 1__紐1_紐下_金具上_穴_表示;
public bool 1__紐1_紐下_金具上_穴_表示;
public bool 1__紐1_紐下_紐_表示;
public bool 1__紐1_紐下_紐_表示;
public bool 1__紐1_紐上_金具上_金具_表示;
public bool 1__紐1_紐上_金具上_金具_表示;
public bool 1__紐1_紐上_金具上_穴_表示;
public bool 1__紐1_紐上_金具上_穴_表示;
public bool 1__紐1_紐上_紐_表示;
public bool 1__紐1_紐上_紐_表示;
public bool 1__紐2_紐下_金具上_金具_表示;
public bool 1__紐2_紐下_金具上_金具_表示;
public bool 1__紐2_紐下_金具上_穴_表示;
public bool 1__紐2_紐下_金具上_穴_表示;
public bool 1__紐2_紐下_紐_表示;
public bool 1__紐2_紐下_紐_表示;
public bool 1__紐2_紐上_金具上_金具_表示;
public bool 1__紐2_紐上_金具上_金具_表示;
public bool 1__紐2_紐上_金具上_穴_表示;
public bool 1__紐2_紐上_金具上_穴_表示;
public bool 1__紐2_紐上_紐_表示;
public bool 1__紐2_紐上_紐_表示;
public bool 1__紐3_紐下_金具上_金具_表示;
public bool 1__紐3_紐下_金具上_金具_表示;
public bool 1__紐3_紐下_金具上_穴_表示;
public bool 1__紐3_紐下_金具上_穴_表示;
public bool 1__紐3_紐下_紐_表示;
public bool 1__紐3_紐下_紐_表示;
public bool 1__紐3_紐上_金具上_金具_表示;
public bool 1__紐3_紐上_金具上_金具_表示;
public bool 1__紐3_紐上_金具上_穴_表示;
public bool 1__紐3_紐上_金具上_穴_表示;
public bool 1__紐3_紐上_紐_表示;
public bool 1__紐3_紐上_紐_表示;
public bool 1__紐4_紐下_金具上_金具_表示;
public bool 1__紐4_紐下_金具上_金具_表示;
public bool 1__紐4_紐下_金具上_穴_表示;
public bool 1__紐4_紐下_金具上_穴_表示;
public bool 1__紐4_紐下_紐_表示;
public bool 1__紐4_紐下_紐_表示;
public bool 1__紐4_紐上_金具上_金具_表示;
public bool 1__紐4_紐上_金具上_金具_表示;
public bool 1__紐4_紐上_金具上_穴_表示;
public bool 1__紐4_紐上_金具上_穴_表示;
public bool 1__紐4_紐上_紐_表示;
public bool 1__紐4_紐上_紐_表示;
public bool 1__紐5_金具1_金具_表示;
public bool 1__紐5_金具1_金具_表示;
public bool 1__紐5_金具1_穴_表示;
public bool 1__紐5_金具1_穴_表示;
public bool 1__紐5_金具2_金具_表示;
public bool 1__紐5_金具2_金具_表示;
public bool 1__紐5_金具2_穴_表示;
public bool 1__紐5_金具2_穴_表示;
public bool 1__紐5_紐_表示;
public bool 1__紐5_紐_表示;
public void SetDefault()
{
0__表示 = true;
0__表示 = true;
1__表示 = true;
1__バンプ_表示 = true;
1__縁_縁1_表示 = true;
1__縁_縁2_表示 = true;
1__縁_縁3_表示 = true;
1__縁_縁4_表示 = true;
1__表示 = true;
1__表示 = true;
1__紐1_紐下_金具上_金具_表示 = true;
1__紐1_紐下_金具上_穴_表示 = true;
1__紐1_紐下_紐_表示 = true;
1__紐1_紐上_金具上_金具_表示 = true;
1__紐1_紐上_金具上_穴_表示 = true;
1__紐1_紐上_紐_表示 = true;
1__紐2_紐下_金具上_金具_表示 = true;
1__紐2_紐下_金具上_穴_表示 = true;
1__紐2_紐下_紐_表示 = true;
1__紐2_紐上_金具上_金具_表示 = true;
1__紐2_紐上_金具上_穴_表示 = true;
1__紐2_紐上_紐_表示 = true;
1__紐3_紐下_金具上_金具_表示 = true;
1__紐3_紐下_金具上_穴_表示 = true;
1__紐3_紐下_紐_表示 = true;
1__紐3_紐上_金具上_金具_表示 = true;
1__紐3_紐上_金具上_穴_表示 = true;
1__紐3_紐上_紐_表示 = true;
1__紐4_紐下_金具上_金具_表示 = true;
1__紐4_紐下_金具上_穴_表示 = true;
1__紐4_紐下_紐_表示 = true;
1__紐4_紐上_金具上_金具_表示 = true;
1__紐4_紐上_金具上_穴_表示 = true;
1__紐4_紐上_紐_表示 = true;
1__紐5_金具1_金具_表示 = true;
1__紐5_金具1_穴_表示 = true;
1__紐5_金具2_金具_表示 = true;
1__紐5_金具2_穴_表示 = true;
1__紐5_紐_表示 = true;
}
public void SetDefault()
{
0__表示 = true;
0__表示 = true;
1__表示 = true;
1__バンプ_表示 = true;
1__縁_縁1_表示 = true;
1__縁_縁2_表示 = true;
1__縁_縁3_表示 = true;
1__縁_縁4_表示 = true;
1__表示 = true;
1__表示 = true;
1__紐1_紐下_金具上_金具_表示 = true;
1__紐1_紐下_金具上_穴_表示 = true;
1__紐1_紐下_紐_表示 = true;
1__紐1_紐上_金具上_金具_表示 = true;
1__紐1_紐上_金具上_穴_表示 = true;
1__紐1_紐上_紐_表示 = true;
1__紐2_紐下_金具上_金具_表示 = true;
1__紐2_紐下_金具上_穴_表示 = true;
1__紐2_紐下_紐_表示 = true;
1__紐2_紐上_金具上_金具_表示 = true;
1__紐2_紐上_金具上_穴_表示 = true;
1__紐2_紐上_紐_表示 = true;
1__紐3_紐下_金具上_金具_表示 = true;
1__紐3_紐下_金具上_穴_表示 = true;
1__紐3_紐下_紐_表示 = true;
1__紐3_紐上_金具上_金具_表示 = true;
1__紐3_紐上_金具上_穴_表示 = true;
1__紐3_紐上_紐_表示 = true;
1__紐4_紐下_金具上_金具_表示 = true;
1__紐4_紐下_金具上_穴_表示 = true;
1__紐4_紐下_紐_表示 = true;
1__紐4_紐上_金具上_金具_表示 = true;
1__紐4_紐上_金具上_穴_表示 = true;
1__紐4_紐上_紐_表示 = true;
1__紐5_金具1_金具_表示 = true;
1__紐5_金具1_穴_表示 = true;
1__紐5_金具2_金具_表示 = true;
1__紐5_金具2_穴_表示 = true;
1__紐5_紐_表示 = true;
}
}
}

View File

@@ -1,27 +1,28 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public _脚情報 ;
[Serializable]
public struct
{
public _脚情報 ;
public _足情報 ;
public _足情報 ;
public ;
public ;
public void SetDefault()
{
.SetDefault();
.SetDefault();
.SetDefault();
}
public void SetDefault()
{
.SetDefault();
.SetDefault();
.SetDefault();
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
public static GetDefault()
{
result = default();
result.SetDefault();
return result;
}
}
}

View File

@@ -1,85 +1,86 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct
namespace SlaveMatrix
{
public Color 1;
[Serializable]
public struct
{
public Color 1;
public Color 2;
public Color 2;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 1;
public Color2 1;
public Color2 2;
public Color2 2;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
Col.Add(ref Col.DarkGreen, 0, 0, -50, out 1);
Col.Add(ref Col.Indigo, 0, 0, -50, out 2);
= Color.Gold;
= Color.Gold;
= Col.Black;
= Color.Gray;
= Col.Black;
= Col.Black;
= Col.Black;
SetColor2();
}
public void SetDefault()
{
Col.Add(ref Col.DarkGreen, 0, 0, -50, out 1);
Col.Add(ref Col.Indigo, 0, 0, -50, out 2);
= Color.Gold;
= Color.Gold;
= Col.Black;
= Color.Gray;
= Col.Black;
= Col.Black;
= Col.Black;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out 1);
Col.GetRandomClothesColor(out 2);
Col.GetRandomClothesColor(out );
= ;
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
= ;
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out 1);
Col.GetRandomClothesColor(out 2);
Col.GetRandomClothesColor(out );
= ;
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
= ;
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref 1, out 1);
Col.GetGrad(ref 2, out 2);
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetMetal(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref 1, out 1);
Col.GetGrad(ref 2, out 2);
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetMetal(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,32 +1,33 @@
using System;
using System.Collections.Generic;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class D : EleD
{
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public List<EleD> 尿_接続 = new List<EleD>();
public List<EleD> 尿_接続 = new List<EleD>();
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public void 尿(EleD e)
{
尿_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._尿道_接続;
}
public void 尿(EleD e)
{
尿_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._尿道_接続;
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,6 @@
namespace SlaveMatrix;
public class : Ele
namespace SlaveMatrix
{
public class : Ele
{
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
[Serializable]
public class D : EleD
{
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -2,45 +2,46 @@ using System;
using System.Collections.Generic;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _人D : D
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class _人D : D
{
public bool _表示;
public bool _表示;
public bool _表示;
public bool _表示;
public bool _表示;
public bool 1_;
public bool 1_;
public bool 2_;
public bool 2_;
public bool 1_;
public bool 1_;
public bool 2_;
public bool 2_;
public bool ;
public bool ;
public double = 1.0;
public double = 1.0;
public List<EleD> _接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public _人D()
{
ThisType = GetType();
}
public _人D()
{
ThisType = GetType();
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._人_腹板_接続;
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._人_腹板_接続;
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _人(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _人(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,295 +1,296 @@
using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix;
public class _獣 :
namespace SlaveMatrix
{
public Par X0Y0_腹;
public class _獣 :
{
public Par X0Y0_腹;
public Par X0Y0_臍;
public Par X0Y0_臍;
public Par X0Y1_腹;
public Par X0Y1_腹;
public Par X0Y1_臍;
public Par X0Y1_臍;
public Par X0Y2_腹;
public Par X0Y2_腹;
public Par X0Y2_臍;
public Par X0Y2_臍;
public Par X0Y3_腹;
public Par X0Y3_腹;
public Par X0Y3_臍;
public Par X0Y3_臍;
public Par X0Y4_腹;
public Par X0Y4_腹;
public Par X0Y4_臍;
public Par X0Y4_臍;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_腹CP;
public ColorP X0Y0_腹CP;
public ColorP X0Y0_臍CP;
public ColorP X0Y0_臍CP;
public ColorP X0Y1_腹CP;
public ColorP X0Y1_腹CP;
public ColorP X0Y1_臍CP;
public ColorP X0Y1_臍CP;
public ColorP X0Y2_腹CP;
public ColorP X0Y2_腹CP;
public ColorP X0Y2_臍CP;
public ColorP X0Y2_臍CP;
public ColorP X0Y3_腹CP;
public ColorP X0Y3_腹CP;
public ColorP X0Y3_臍CP;
public ColorP X0Y3_臍CP;
public ColorP X0Y4_腹CP;
public ColorP X0Y4_腹CP;
public ColorP X0Y4_臍CP;
public ColorP X0Y4_臍CP;
public Ele[] _接続;
public Ele[] _接続;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_腹.Dra;
}
set
{
X0Y0_腹.Dra = value;
X0Y1_腹.Dra = value;
X0Y2_腹.Dra = value;
X0Y3_腹.Dra = value;
X0Y4_腹.Dra = value;
X0Y0_腹.Hit = value;
X0Y1_腹.Hit = value;
X0Y2_腹.Hit = value;
X0Y3_腹.Hit = value;
X0Y4_腹.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_腹.Dra;
}
set
{
X0Y0_腹.Dra = value;
X0Y1_腹.Dra = value;
X0Y2_腹.Dra = value;
X0Y3_腹.Dra = value;
X0Y4_腹.Dra = value;
X0Y0_腹.Hit = value;
X0Y1_腹.Hit = value;
X0Y2_腹.Hit = value;
X0Y3_腹.Hit = value;
X0Y4_腹.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_臍.Dra;
}
set
{
X0Y0_臍.Dra = value;
X0Y1_臍.Dra = value;
X0Y2_臍.Dra = value;
X0Y3_臍.Dra = value;
X0Y4_臍.Dra = value;
X0Y0_臍.Hit = value;
X0Y1_臍.Hit = value;
X0Y2_臍.Hit = value;
X0Y3_臍.Hit = value;
X0Y4_臍.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_臍.Dra;
}
set
{
X0Y0_臍.Dra = value;
X0Y1_臍.Dra = value;
X0Y2_臍.Dra = value;
X0Y3_臍.Dra = value;
X0Y4_臍.Dra = value;
X0Y0_臍.Hit = value;
X0Y1_臍.Hit = value;
X0Y2_臍.Hit = value;
X0Y3_臍.Hit = value;
X0Y4_臍.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
}
}
public JointS _接続点 => new JointS(, X0Y0_腹, 0);
public JointS _接続点 => new JointS(, X0Y0_腹, 0);
public _獣(double DisUnit, , , Med Med, _獣D e)
{
_獣 _獣2 = this;
ThisType = GetType();
= new Difs(Sta.["四足ボテ腹"]);
Pars pars = [0][0];
X0Y0_腹 = pars["腹"].ToPar();
X0Y0_臍 = pars["臍"].ToPar();
pars = [0][1];
X0Y1_腹 = pars["腹"].ToPar();
X0Y1_臍 = pars["臍"].ToPar();
pars = [0][2];
X0Y2_腹 = pars["腹"].ToPar();
X0Y2_臍 = pars["臍"].ToPar();
pars = [0][3];
X0Y3_腹 = pars["腹"].ToPar();
X0Y3_臍 = pars["臍"].ToPar();
pars = [0][4];
X0Y4_腹 = pars["腹"].ToPar();
X0Y4_臍 = pars["臍"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
if (e._接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _獣2;
f.ConnectionType = ConnectionInfo._獣_腹板_接続;
f.(_獣2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_腹CP = new ColorP(X0Y0_腹, CD, DisUnit, abj: true);
X0Y0_臍CP = new ColorP(X0Y0_臍, CD, DisUnit, abj: false);
X0Y1_腹CP = new ColorP(X0Y1_腹, CD, DisUnit, abj: true);
X0Y1_臍CP = new ColorP(X0Y1_臍, CD, DisUnit, abj: false);
X0Y2_腹CP = new ColorP(X0Y2_腹, CD, DisUnit, abj: true);
X0Y2_臍CP = new ColorP(X0Y2_臍, CD, DisUnit, abj: false);
X0Y3_腹CP = new ColorP(X0Y3_腹, CD, DisUnit, abj: true);
X0Y3_臍CP = new ColorP(X0Y3_臍, CD, DisUnit, abj: false);
X0Y4_腹CP = new ColorP(X0Y4_腹, CD, DisUnit, abj: true);
X0Y4_臍CP = new ColorP(X0Y4_臍, CD, DisUnit, abj: false);
= e.;
double num = 1.0;
X0Y0_臍.BasePointBase = new Vector2D(X0Y0_臍.BasePointBase.X, 0.360579157918298);
X0Y1_臍.BasePointBase = new Vector2D(X0Y1_臍.BasePointBase.X, 0.360579157918298);
X0Y2_臍.BasePointBase = new Vector2D(X0Y2_臍.BasePointBase.X, 0.360579157918298);
X0Y3_臍.BasePointBase = new Vector2D(X0Y3_臍.BasePointBase.X, 0.360579157918298);
X0Y4_臍.BasePointBase = new Vector2D(X0Y4_臍.BasePointBase.X, 0.360579157918298);
num = 1.5;
X0Y0_臍.SizeBase *= num;
X0Y1_臍.SizeBase *= num;
X0Y2_臍.SizeBase *= num;
X0Y3_臍.SizeBase *= num;
X0Y4_臍.SizeBase *= num;
num = 0.6;
X0Y0_臍.SizeXBase *= num;
X0Y1_臍.SizeXBase *= num;
X0Y2_臍.SizeXBase *= num;
X0Y3_臍.SizeXBase *= num;
X0Y4_臍.SizeXBase *= num;
}
public _獣(double DisUnit, , , Med Med, _獣D e)
{
_獣 _獣2 = this;
ThisType = GetType();
= new Difs(Sta.["四足ボテ腹"]);
Pars pars = [0][0];
X0Y0_腹 = pars["腹"].ToPar();
X0Y0_臍 = pars["臍"].ToPar();
pars = [0][1];
X0Y1_腹 = pars["腹"].ToPar();
X0Y1_臍 = pars["臍"].ToPar();
pars = [0][2];
X0Y2_腹 = pars["腹"].ToPar();
X0Y2_臍 = pars["臍"].ToPar();
pars = [0][3];
X0Y3_腹 = pars["腹"].ToPar();
X0Y3_臍 = pars["臍"].ToPar();
pars = [0][4];
X0Y4_腹 = pars["腹"].ToPar();
X0Y4_臍 = pars["臍"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
if (e._接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = _獣2;
f.ConnectionType = ConnectionInfo._獣_腹板_接続;
f.(_獣2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_腹CP = new ColorP(X0Y0_腹, CD, DisUnit, abj: true);
X0Y0_臍CP = new ColorP(X0Y0_臍, CD, DisUnit, abj: false);
X0Y1_腹CP = new ColorP(X0Y1_腹, CD, DisUnit, abj: true);
X0Y1_臍CP = new ColorP(X0Y1_臍, CD, DisUnit, abj: false);
X0Y2_腹CP = new ColorP(X0Y2_腹, CD, DisUnit, abj: true);
X0Y2_臍CP = new ColorP(X0Y2_臍, CD, DisUnit, abj: false);
X0Y3_腹CP = new ColorP(X0Y3_腹, CD, DisUnit, abj: true);
X0Y3_臍CP = new ColorP(X0Y3_臍, CD, DisUnit, abj: false);
X0Y4_腹CP = new ColorP(X0Y4_腹, CD, DisUnit, abj: true);
X0Y4_臍CP = new ColorP(X0Y4_臍, CD, DisUnit, abj: false);
= e.;
double num = 1.0;
X0Y0_臍.BasePointBase = new Vector2D(X0Y0_臍.BasePointBase.X, 0.360579157918298);
X0Y1_臍.BasePointBase = new Vector2D(X0Y1_臍.BasePointBase.X, 0.360579157918298);
X0Y2_臍.BasePointBase = new Vector2D(X0Y2_臍.BasePointBase.X, 0.360579157918298);
X0Y3_臍.BasePointBase = new Vector2D(X0Y3_臍.BasePointBase.X, 0.360579157918298);
X0Y4_臍.BasePointBase = new Vector2D(X0Y4_臍.BasePointBase.X, 0.360579157918298);
num = 1.5;
X0Y0_臍.SizeBase *= num;
X0Y1_臍.SizeBase *= num;
X0Y2_臍.SizeBase *= num;
X0Y3_臍.SizeBase *= num;
X0Y4_臍.SizeBase *= num;
num = 0.6;
X0Y0_臍.SizeXBase *= num;
X0Y1_臍.SizeXBase *= num;
X0Y2_臍.SizeXBase *= num;
X0Y3_臍.SizeXBase *= num;
X0Y4_臍.SizeXBase *= num;
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_腹CP.Update();
X0Y0_臍CP.Update();
break;
case 1:
X0Y1_腹CP.Update();
X0Y1_臍CP.Update();
break;
case 2:
X0Y2_腹CP.Update();
X0Y2_臍CP.Update();
break;
case 3:
X0Y3_腹CP.Update();
X0Y3_臍CP.Update();
break;
default:
X0Y4_腹CP.Update();
X0Y4_臍CP.Update();
break;
}
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_腹CP.Update();
X0Y0_臍CP.Update();
break;
case 1:
X0Y1_腹CP.Update();
X0Y1_臍CP.Update();
break;
case 2:
X0Y2_腹CP.Update();
X0Y2_臍CP.Update();
break;
case 3:
X0Y3_腹CP.Update();
X0Y3_臍CP.Update();
break;
default:
X0Y4_腹CP.Update();
X0Y4_臍CP.Update();
break;
}
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
}
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
}
}
}

View File

@@ -2,31 +2,32 @@ using System;
using System.Collections.Generic;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _獣D : D
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class _獣D : D
{
public bool _表示;
public bool _表示;
public bool _表示;
public List<EleD> _接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public _獣D()
{
ThisType = GetType();
}
public _獣D()
{
ThisType = GetType();
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._獣_腹板_接続;
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._獣_腹板_接続;
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _獣(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _獣(DisUnit, , , Med, this);
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,34 +1,35 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool 4__表示;
[Serializable]
public class D : EleD
{
public bool 4__表示;
public bool 4__表示;
public bool 4__表示;
public bool 3__表示;
public bool 3__表示;
public bool 3__表示;
public bool 3__表示;
public bool 2__表示;
public bool 2__表示;
public bool 2__表示;
public bool 2__表示;
public bool 1__表示;
public bool 1__表示;
public bool 1__表示;
public bool 1__表示;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

View File

@@ -1,62 +1,63 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct B色
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct B色
{
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.DarkRed;
= Color.Gold;
= Col.White;
= Col.White;
SetColor2();
}
public void SetDefault()
{
= Color.DarkRed;
= Color.Gold;
= Col.White;
= Col.White;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void Setヴィオラ()
{
Col.Add(ref Col.DarkGreen, 0, 0, -50, out );
= Color.Gold;
= Color.Gold;
= Col.Black;
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void Setヴィオラ()
{
Col.Add(ref Col.DarkGreen, 0, 0, -50, out );
= Color.Gold;
= Color.Gold;
= Col.Black;
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

View File

@@ -1,43 +1,44 @@
using System;
using System.Drawing;
namespace SlaveMatrix;
[Serializable]
public struct T色
namespace SlaveMatrix
{
public Color ;
[Serializable]
public struct T色
{
public Color ;
public Color ;
public Color ;
public Color ;
public Color ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public Color2 ;
public void SetDefault()
{
= Color.DarkRed;
= Col.White;
= Col.White;
SetColor2();
}
public void SetDefault()
{
= Color.DarkRed;
= Col.White;
= Col.White;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetRandom()
{
Col.GetRandomClothesColor(out );
Col.GetRandomClothesColor(out );
= ;
SetColor2();
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
public void SetColor2()
{
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
Col.GetGrad(ref , out );
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,24 +1,25 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class D : EleD
{
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

View File

@@ -2,437 +2,438 @@ using System.Diagnostics;
using System.Drawing;
using _2DGAMELIB;
namespace SlaveMatrix;
public class : B
namespace SlaveMatrix
{
public bool Is吸付;
public class : B
{
public bool Is吸付;
public bool Is舐め;
public bool Is舐め;
private Mot ;
private Mot ;
private ContactD ;
private ContactD ;
private double x;
private double x;
private Vector2D v;
private Vector2D v;
private Vector2D o;
private Vector2D o;
public bool ;
public bool ;
public bool Isモード
{
get
{
if (!Is吸付 && !Is舐め)
{
return 調UI..Is挿入;
}
return true;
}
}
public bool Isモード
{
get
{
if (!Is吸付 && !Is舐め)
{
return 調UI..Is挿入;
}
return true;
}
}
public void ()
{
調UI..Enqueue(delegate(Are a)
{
調UI..Sound(a, .Ele..GetAreaPoint(0.01), Sta..GetVal(1.0, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), Col.Black, 0.2, b: true);
});
}
public void ()
{
調UI..Enqueue(delegate(Are a)
{
調UI..Sound(a, .Ele..GetAreaPoint(0.01), Sta..GetVal(1.0, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), Col.Black, 0.2, b: true);
});
}
private void (string str, ref ContactD cd)
{
if (Sta.GameData.)
{
ip.SubInfoIm = (調UI.IsHitCha(ref cd) ? (str + "LDo:" + GameText. + "\r\nWh:" + GameText. + "\r\n") : si());
}
}
private void (string str, ref ContactD cd)
{
if (Sta.GameData.)
{
ip.SubInfoIm = (調UI.IsHitCha(ref cd) ? (str + "LDo:" + GameText. + "\r\nWh:" + GameText. + "\r\n") : si());
}
}
private void (string str)
{
if (Sta.GameData.)
{
ip.SubInfoIm = str + "LUp:" + GameText.;
}
}
private void (string str)
{
if (Sta.GameData.)
{
ip.SubInfoIm = str + "LUp:" + GameText.;
}
}
private string si()
{
if (!Isモード)
{
return "MCl:" + GameText. + "\r\n" + (調UI...Run ? "" : ("RCl:" + GameText.));
}
return "";
}
private string si()
{
if (!Isモード)
{
return "MCl:" + GameText. + "\r\n" + (調UI...Run ? "" : ("RCl:" + GameText.));
}
return "";
}
public void (ref ContactD cd)
{
調UI.Action(cd.c, ActionType.Licking, CurrentState.End, ToolType., 0, 1, : false, : false);
Player.();
Player.();
Is舐め = false;
調UI.();
}
public void (ref ContactD cd)
{
調UI.Action(cd.c, ActionType.Licking, CurrentState.End, ToolType., 0, 1, : false, : false);
Player.();
Player.();
Is舐め = false;
調UI.();
}
public void Move(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != )
{
return;
}
v = cp;
x = (o.X - v.X) * 0.008;
if (Isモード)
{
if (Is吸付)
{
//TODO fix?
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置));
}
else if (Is舐め)
{
if (cd.e == null)
{
(ref cd);
}
else if (Sta.GameData.)
{
ip.SubInfoIm = "Wh:" + GameText.;
}
}
else
{
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
else if (cd.c == ContactType.Milk)
{
調UI..Xi = 0;
調UI.Set_乳首(.Ele, cd.e.);
= cd;
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Nucleus)
{
調UI..Xi = 0;
調UI.Set_陰核(.Ele);
= cd;
(GameText. + "\r\n", ref cd);
}
else if (Player.1 && cd.c == ContactType.Mouth)
{
= cd;
.Ele. = 0.5;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else if (cd.c == ContactType.Vagina)
{
= cd;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else if (cd.c == ContactType.Anal)
{
= cd;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else if (cd.c == ContactType.Thread)
{
= cd;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else
{
調UI..Xi = 0;
調UI..Yi = 0;
調UI.();
if (!(調UI.X < cp.X) || !(cp.Y < 調UI.Y))
{
.Ele. = 1.0;
}
("", ref cd);
}
o = v;
}
public void Move(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != )
{
return;
}
v = cp;
x = (o.X - v.X) * 0.008;
if (Isモード)
{
if (Is吸付)
{
//TODO fix?
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置));
}
else if (Is舐め)
{
if (cd.e == null)
{
(ref cd);
}
else if (Sta.GameData.)
{
ip.SubInfoIm = "Wh:" + GameText.;
}
}
else
{
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
else if (cd.c == ContactType.Milk)
{
調UI..Xi = 0;
調UI.Set_乳首(.Ele, cd.e.);
= cd;
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Nucleus)
{
調UI..Xi = 0;
調UI.Set_陰核(.Ele);
= cd;
(GameText. + "\r\n", ref cd);
}
else if (Player.1 && cd.c == ContactType.Mouth)
{
= cd;
.Ele. = 0.5;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else if (cd.c == ContactType.Vagina)
{
= cd;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else if (cd.c == ContactType.Anal)
{
= cd;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else if (cd.c == ContactType.Thread)
{
= cd;
調UI..Xi = 4;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
else
{
調UI..Xi = 0;
調UI..Yi = 0;
調UI.();
if (!(調UI.X < cp.X) || !(cp.Y < 調UI.Y))
{
.Ele. = 1.0;
}
("", ref cd);
}
o = v;
}
public void Down(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != )
{
return;
}
if (mb == MouseButtons.Left)
{
if (!調UI..Is挿入 && 調UI..Xi != 4 && 調UI.IsHitCha(ref cd))
{
(ref cd);
調UI..Xi = 1;
Is吸付 = true;
= cd;
if (cd.c == ContactType.Milk)
{
調UI.Set_乳首(.Ele, cd.e.);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Nucleus)
{
調UI.Set_陰核(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Mouth)
{
.Ele. = 0.5;
.Ele.C = (double)RNG.XS.NextSign() * 45.0;
調UI.Set_口(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Vagina)
{
調UI.Set_膣口(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Anal)
{
調UI.Set_肛門(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Thread)
{
調UI.Set_出糸(.Ele);
(GameText. + "\r\n");
調UI.();
}
else
{
("");
}
調UI.Action(.c, ActionType., CurrentState.Start, ToolType., 0, 1, : false, : false);
Player.();
Player.();
.Start();
}
else
{
調UI..Down(ref mb, ref cp, ref hc, ref cd);
}
}
else if (mb == MouseButtons.Right)
{
if (!Isモード && !調UI..Is挿入)
{
調UI.Focus.Ele. = 0.5;
調UI.Focus = 調UI.CM;
調UI.CM.Ele.B = cp;
調UI.. = true;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
else if (mb == MouseButtons.Middle && !Isモード && !調UI..Is挿入)
{
if ()
{
= false;
return;
}
調UI.Focus.Ele. = 0.5;
調UI.Focus = 調UI.CM;
調UI..B = cp;
調UI.. = true;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
public void Down(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != )
{
return;
}
if (mb == MouseButtons.Left)
{
if (!調UI..Is挿入 && 調UI..Xi != 4 && 調UI.IsHitCha(ref cd))
{
(ref cd);
調UI..Xi = 1;
Is吸付 = true;
= cd;
if (cd.c == ContactType.Milk)
{
調UI.Set_乳首(.Ele, cd.e.);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Nucleus)
{
調UI.Set_陰核(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Mouth)
{
.Ele. = 0.5;
.Ele.C = (double)RNG.XS.NextSign() * 45.0;
調UI.Set_口(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Vagina)
{
調UI.Set_膣口(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Anal)
{
調UI.Set_肛門(.Ele);
(GameText. + "\r\n");
調UI.();
}
else if (cd.c == ContactType.Thread)
{
調UI.Set_出糸(.Ele);
(GameText. + "\r\n");
調UI.();
}
else
{
("");
}
調UI.Action(.c, ActionType., CurrentState.Start, ToolType., 0, 1, : false, : false);
Player.();
Player.();
.Start();
}
else
{
調UI..Down(ref mb, ref cp, ref hc, ref cd);
}
}
else if (mb == MouseButtons.Right)
{
if (!Isモード && !調UI..Is挿入)
{
調UI.Focus.Ele. = 0.5;
調UI.Focus = 調UI.CM;
調UI.CM.Ele.B = cp;
調UI.. = true;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
else if (mb == MouseButtons.Middle && !Isモード && !調UI..Is挿入)
{
if ()
{
= false;
return;
}
調UI.Focus.Ele. = 0.5;
調UI.Focus = 調UI.CM;
調UI..B = cp;
調UI.. = true;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
public void Up(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus == && mb == MouseButtons.Left && Is吸付)
{
調UI.Action(.c, ActionType., CurrentState.End, ToolType., 0, 1, : false, : false);
Player.();
Player.();
調UI..Xi = 0;
Is吸付 = false;
.End();
.Ele. = 1.0;
.Ele.C = 0.0;
調UI.();
if (cd.c == ContactType.Mouth)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Milk)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Nucleus)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Vagina)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Anal)
{
(GameText. + "\r\n", ref cd);
}
else
{
("", ref cd);
}
}
}
public void Up(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus == && mb == MouseButtons.Left && Is吸付)
{
調UI.Action(.c, ActionType., CurrentState.End, ToolType., 0, 1, : false, : false);
Player.();
Player.();
調UI..Xi = 0;
Is吸付 = false;
.End();
.Ele. = 1.0;
.Ele.C = 0.0;
調UI.();
if (cd.c == ContactType.Mouth)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Milk)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Nucleus)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Vagina)
{
(GameText. + "\r\n", ref cd);
}
else if (cd.c == ContactType.Anal)
{
(GameText. + "\r\n", ref cd);
}
else
{
("", ref cd);
}
}
}
public void Leave(ref MouseButtons mb, ref Vector2D cp, ref Color hc)
{
}
public void Leave(ref MouseButtons mb, ref Vector2D cp, ref Color hc)
{
}
public void Wheel(ref MouseButtons mb, ref Vector2D cp, ref int dt, ref Color hc, ref ContactD cd)
{
if (調UI.Focus == && !Is吸付 && !調UI..Is挿入 && 調UI.IsHitCha(ref cd))
{
if (!Is舐め)
{
調UI.Action(cd.c, ActionType.Licking, CurrentState.Start, ToolType., 0, 1, : false, : false);
Player.();
Player.();
}
else
{
調UI.Action(cd.c, ActionType.Licking, CurrentState.Continue, ToolType., 0, 1, : false, : false);
Player.();
Player.();
}
Is舐め = true;
if (調UI.IsHitCha(ref cd))
{
調UI.(ref cd);
}
調UI..Xi = 3;
調UI..Yi = (調UI..Yi - dt.Sign() * 2).Clamp(0, 調UI...CountY);
if (cd.c == ContactType.Mouth)
{
.Ele. = 0.5;
}
}
}
public void Wheel(ref MouseButtons mb, ref Vector2D cp, ref int dt, ref Color hc, ref ContactD cd)
{
if (調UI.Focus == && !Is吸付 && !調UI..Is挿入 && 調UI.IsHitCha(ref cd))
{
if (!Is舐め)
{
調UI.Action(cd.c, ActionType.Licking, CurrentState.Start, ToolType., 0, 1, : false, : false);
Player.();
Player.();
}
else
{
調UI.Action(cd.c, ActionType.Licking, CurrentState.Continue, ToolType., 0, 1, : false, : false);
Player.();
Player.();
}
Is舐め = true;
if (調UI.IsHitCha(ref cd))
{
調UI.(ref cd);
}
調UI..Xi = 3;
調UI..Yi = (調UI..Yi - dt.Sign() * 2).Clamp(0, 調UI...CountY);
if (cd.c == ContactType.Mouth)
{
.Ele. = 0.5;
}
}
}
public (TrainingUI 調UI, CM )
: base(調UI, )
{
2 = this;
double d = 0.0;
double s = 0.0;
bool f = true;
Stopwatch sw = new Stopwatch();
k = null;
Vector2D cp;
Color hc;
= new Mot(0.0, 0.15)
{
BaseSpeed = 4.0,
Staing = delegate
{
f = true;
sw.Restart();
s = 1.09.Reciprocal();
2.();
},
Runing = delegate(Mot m)
{
if (2..c == ContactType.Milk)
{
調UI.Set_乳首(2..Ele, 2..e.);
}
else if (2..c == ContactType.Nucleus)
{
調UI.Set_陰核(2..Ele);
}
if (f)
{
d = m.Value.Inverse();
2..Ele.C = s * d;
}
2..Ele.C = Oth.GetRandomVector() * d * 0.0005;
調UI..X2Y0_舌.PositionCont = Oth.GetRandomVector() * d * 0.001;
if (sw.IsRunning)
{
if (sw.ElapsedMilliseconds > 250)
{
cp = 2..Ele.B;
hc = 2.Med.GetHitColor(2.Med.FromBasePosition(cp));
k = 2.Bod.Addキスマーク(cp, hc);
sw.Stop();
}
}
else if (k != null)
{
k. = (k. + 0.05).Clamp(0.0, 1.0);
if (2.Bod.EI胸 != null)
{
2.Bod.EI胸.Updatef = true;
}
if (2.Bod.EI腕前 != null)
{
2.Bod.EI腕前.Updatef = true;
}
if (2.Bod.EI腿 != null)
{
2.Bod.EI腿.Updatef = true;
}
}
調UI.Action(2..c, ActionType., CurrentState.Continue, ToolType., 0, 1, : false, : false);
Player.();
Player.();
if (2.Bod..1_ && 2..c == ContactType.Milk && 2.Cha..Run)
{
Sta.GameData. = (Sta.GameData. + 0.02 * RNG.XS.NextDouble()).Clamp(0.0, 1.0);
}
},
Reaing = delegate(Mot m)
{
f = false;
d = m.Value.Inverse();
},
Rouing = delegate
{
},
Ending = delegate(Mot m)
{
m.ResetValue();
2..Ele.C = 1.0;
2..Ele.C = Dat.Vec2DZero;
調UI..X2Y0_舌.PositionCont = Dat.Vec2DZero;
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
}
public (TrainingUI 調UI, CM )
: base(調UI, )
{
2 = this;
double d = 0.0;
double s = 0.0;
bool f = true;
Stopwatch sw = new Stopwatch();
k = null;
Vector2D cp;
Color hc;
= new Mot(0.0, 0.15)
{
BaseSpeed = 4.0,
Staing = delegate
{
f = true;
sw.Restart();
s = 1.09.Reciprocal();
2.();
},
Runing = delegate(Mot m)
{
if (2..c == ContactType.Milk)
{
調UI.Set_乳首(2..Ele, 2..e.);
}
else if (2..c == ContactType.Nucleus)
{
調UI.Set_陰核(2..Ele);
}
if (f)
{
d = m.Value.Inverse();
2..Ele.C = s * d;
}
2..Ele.C = Oth.GetRandomVector() * d * 0.0005;
調UI..X2Y0_舌.PositionCont = Oth.GetRandomVector() * d * 0.001;
if (sw.IsRunning)
{
if (sw.ElapsedMilliseconds > 250)
{
cp = 2..Ele.B;
hc = 2.Med.GetHitColor(2.Med.FromBasePosition(cp));
k = 2.Bod.Addキスマーク(cp, hc);
sw.Stop();
}
}
else if (k != null)
{
k. = (k. + 0.05).Clamp(0.0, 1.0);
if (2.Bod.EI胸 != null)
{
2.Bod.EI胸.Updatef = true;
}
if (2.Bod.EI腕前 != null)
{
2.Bod.EI腕前.Updatef = true;
}
if (2.Bod.EI腿 != null)
{
2.Bod.EI腿.Updatef = true;
}
}
調UI.Action(2..c, ActionType., CurrentState.Continue, ToolType., 0, 1, : false, : false);
Player.();
Player.();
if (2.Bod..1_ && 2..c == ContactType.Milk && 2.Cha..Run)
{
Sta.GameData. = (Sta.GameData. + 0.02 * RNG.XS.NextDouble()).Clamp(0.0, 1.0);
}
},
Reaing = delegate(Mot m)
{
f = false;
d = m.Value.Inverse();
},
Rouing = delegate
{
},
Ending = delegate(Mot m)
{
m.ResetValue();
2..Ele.C = 1.0;
2..Ele.C = Dat.Vec2DZero;
調UI..X2Y0_舌.PositionCont = Dat.Vec2DZero;
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
}
public void SetCha(Cha Cha)
{
base.Cha = Cha;
Bod = Cha.Bod;
}
public void SetCha(Cha Cha)
{
base.Cha = Cha;
Bod = Cha.Bod;
}
public new void Reset()
{
base.Reset();
Is吸付 = false;
Is舐め = false;
?.End();
= default(ContactD);
x = 0.0;
v = default(Vector2D);
o = default(Vector2D);
= false;
}
public new void Reset()
{
base.Reset();
Is吸付 = false;
Is舐め = false;
?.End();
= default(ContactD);
x = 0.0;
v = default(Vector2D);
o = default(Vector2D);
= false;
}
}
}

View File

@@ -1,313 +1,314 @@
using System.Drawing;
using _2DGAMELIB;
namespace SlaveMatrix;
public class : Ele
namespace SlaveMatrix
{
public Par X0Y0_ロータ;
public class : Ele
{
public Par X0Y0_ロータ;
public Par X0Y0_ロータ線;
public Par X0Y0_ロータ線;
public Par X0Y0_コード;
public Par X0Y0_コード;
public Par X0Y1_ロータ;
public Par X0Y1_ロータ;
public Par X0Y1_ロータ線;
public Par X0Y1_ロータ線;
public Par X0Y1_コード;
public Par X0Y1_コード;
public Par X0Y2_ロータ;
public Par X0Y2_ロータ;
public Par X0Y2_ロータ線;
public Par X0Y2_ロータ線;
public Par X0Y2_コード;
public Par X0Y2_コード;
public Par X0Y3_ロータ;
public Par X0Y3_ロータ;
public Par X0Y3_コード;
public Par X0Y3_コード;
public Par X0Y4_ロータ;
public Par X0Y4_ロータ;
public Par X0Y4_コード;
public Par X0Y4_コード;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorP X0Y0_ロータCP;
public ColorP X0Y0_ロータCP;
public ColorP X0Y0_ロータ線CP;
public ColorP X0Y0_ロータ線CP;
public ColorP X0Y0_コードCP;
public ColorP X0Y0_コードCP;
public ColorP X0Y1_ロータCP;
public ColorP X0Y1_ロータCP;
public ColorP X0Y1_ロータ線CP;
public ColorP X0Y1_ロータ線CP;
public ColorP X0Y1_コードCP;
public ColorP X0Y1_コードCP;
public ColorP X0Y2_ロータCP;
public ColorP X0Y2_ロータCP;
public ColorP X0Y2_ロータ線CP;
public ColorP X0Y2_ロータ線CP;
public ColorP X0Y2_コードCP;
public ColorP X0Y2_コードCP;
public ColorP X0Y3_ロータCP;
public ColorP X0Y3_ロータCP;
public ColorP X0Y3_コードCP;
public ColorP X0Y3_コードCP;
public ColorP X0Y4_ロータCP;
public ColorP X0Y4_ロータCP;
public ColorP X0Y4_コードCP;
public ColorP X0Y4_コードCP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_ロータ.Dra;
}
set
{
X0Y0_ロータ.Dra = value;
X0Y1_ロータ.Dra = value;
X0Y2_ロータ.Dra = value;
X0Y3_ロータ.Dra = value;
X0Y4_ロータ.Dra = value;
X0Y0_ロータ.Hit = value;
X0Y1_ロータ.Hit = value;
X0Y2_ロータ.Hit = value;
X0Y3_ロータ.Hit = value;
X0Y4_ロータ.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_ロータ.Dra;
}
set
{
X0Y0_ロータ.Dra = value;
X0Y1_ロータ.Dra = value;
X0Y2_ロータ.Dra = value;
X0Y3_ロータ.Dra = value;
X0Y4_ロータ.Dra = value;
X0Y0_ロータ.Hit = value;
X0Y1_ロータ.Hit = value;
X0Y2_ロータ.Hit = value;
X0Y3_ロータ.Hit = value;
X0Y4_ロータ.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_ロータ線.Dra;
}
set
{
X0Y0_ロータ線.Dra = value;
X0Y1_ロータ線.Dra = value;
X0Y2_ロータ線.Dra = value;
X0Y0_ロータ線.Hit = value;
X0Y1_ロータ線.Hit = value;
X0Y2_ロータ線.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_ロータ線.Dra;
}
set
{
X0Y0_ロータ線.Dra = value;
X0Y1_ロータ線.Dra = value;
X0Y2_ロータ線.Dra = value;
X0Y0_ロータ線.Hit = value;
X0Y1_ロータ線.Hit = value;
X0Y2_ロータ線.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_コード.Dra;
}
set
{
X0Y0_コード.Dra = value;
X0Y1_コード.Dra = value;
X0Y2_コード.Dra = value;
X0Y3_コード.Dra = value;
X0Y4_コード.Dra = value;
X0Y0_コード.Hit = value;
X0Y1_コード.Hit = value;
X0Y2_コード.Hit = value;
X0Y3_コード.Hit = value;
X0Y4_コード.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_コード.Dra;
}
set
{
X0Y0_コード.Dra = value;
X0Y1_コード.Dra = value;
X0Y2_コード.Dra = value;
X0Y3_コード.Dra = value;
X0Y4_コード.Dra = value;
X0Y0_コード.Hit = value;
X0Y1_コード.Hit = value;
X0Y2_コード.Hit = value;
X0Y3_コード.Hit = value;
X0Y4_コード.Hit = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
CD. = value;
}
}
public (double DisUnit, , , Med Med, D e)
{
ThisType = GetType();
= new Difs(Sta.["ロータ"]);
Pars pars = [0][0];
X0Y0_ロータ = pars["ロータ"].ToPar();
X0Y0_ロータ線 = pars["ロータ線"].ToPar();
X0Y0_コード = pars["コード"].ToPar();
pars = [0][1];
X0Y1_ロータ = pars["ロータ"].ToPar();
X0Y1_ロータ線 = pars["ロータ線"].ToPar();
X0Y1_コード = pars["コード"].ToPar();
pars = [0][2];
X0Y2_ロータ = pars["ロータ"].ToPar();
X0Y2_ロータ線 = pars["ロータ線"].ToPar();
X0Y2_コード = pars["コード"].ToPar();
pars = [0][3];
X0Y3_ロータ = pars["ロータ"].ToPar();
X0Y3_コード = pars["コード"].ToPar();
pars = [0][4];
X0Y4_ロータ = pars["ロータ"].ToPar();
X0Y4_コード = pars["コード"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_ロータCP = new ColorP(X0Y0_ロータ, CD, DisUnit, abj: true);
X0Y0_ロータ線CP = new ColorP(X0Y0_ロータ線, CD, DisUnit, abj: true);
X0Y0_コードCP = new ColorP(X0Y0_コード, CD, DisUnit, abj: true);
X0Y1_ロータCP = new ColorP(X0Y1_ロータ, CD, DisUnit, abj: true);
X0Y1_ロータ線CP = new ColorP(X0Y1_ロータ線, CD, DisUnit, abj: true);
X0Y1_コードCP = new ColorP(X0Y1_コード, CD, DisUnit, abj: true);
X0Y2_ロータCP = new ColorP(X0Y2_ロータ, CD, DisUnit, abj: true);
X0Y2_ロータ線CP = new ColorP(X0Y2_ロータ線, CD, DisUnit, abj: true);
X0Y2_コードCP = new ColorP(X0Y2_コード, CD, DisUnit, abj: true);
X0Y3_ロータCP = new ColorP(X0Y3_ロータ, CD, DisUnit, abj: true);
X0Y3_コードCP = new ColorP(X0Y3_コード, CD, DisUnit, abj: true);
X0Y4_ロータCP = new ColorP(X0Y4_ロータ, CD, DisUnit, abj: true);
X0Y4_コードCP = new ColorP(X0Y4_コード, CD, DisUnit, abj: true);
= e.;
X0Y0_ロータ.BasePointBase = X0Y0_ロータ.ToLocal(X0Y0_ロータ.ToGlobal(X0Y0_ロータ.JP[2].Joint));
X0Y1_ロータ.BasePointBase = X0Y1_ロータ.ToLocal(X0Y1_ロータ.ToGlobal(X0Y1_ロータ.JP[2].Joint));
X0Y2_ロータ.BasePointBase = X0Y2_ロータ.ToLocal(X0Y2_ロータ.ToGlobal(X0Y2_ロータ.JP[2].Joint));
X0Y3_ロータ.BasePointBase = X0Y3_ロータ.ToLocal(X0Y3_ロータ.ToGlobal(X0Y3_ロータ.JP[1].Joint));
X0Y4_ロータ.BasePointBase = X0Y4_ロータ.ToLocal(X0Y4_ロータ.ToGlobal(X0Y4_ロータ.JP[1].Joint));
B = 1.08;
.JoinPAall();
}
public (double DisUnit, , , Med Med, D e)
{
ThisType = GetType();
= new Difs(Sta.["ロータ"]);
Pars pars = [0][0];
X0Y0_ロータ = pars["ロータ"].ToPar();
X0Y0_ロータ線 = pars["ロータ線"].ToPar();
X0Y0_コード = pars["コード"].ToPar();
pars = [0][1];
X0Y1_ロータ = pars["ロータ"].ToPar();
X0Y1_ロータ線 = pars["ロータ線"].ToPar();
X0Y1_コード = pars["コード"].ToPar();
pars = [0][2];
X0Y2_ロータ = pars["ロータ"].ToPar();
X0Y2_ロータ線 = pars["ロータ線"].ToPar();
X0Y2_コード = pars["コード"].ToPar();
pars = [0][3];
X0Y3_ロータ = pars["ロータ"].ToPar();
X0Y3_コード = pars["コード"].ToPar();
pars = [0][4];
X0Y4_ロータ = pars["ロータ"].ToPar();
X0Y4_コード = pars["コード"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_表示 = e._表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_ロータCP = new ColorP(X0Y0_ロータ, CD, DisUnit, abj: true);
X0Y0_ロータ線CP = new ColorP(X0Y0_ロータ線, CD, DisUnit, abj: true);
X0Y0_コードCP = new ColorP(X0Y0_コード, CD, DisUnit, abj: true);
X0Y1_ロータCP = new ColorP(X0Y1_ロータ, CD, DisUnit, abj: true);
X0Y1_ロータ線CP = new ColorP(X0Y1_ロータ線, CD, DisUnit, abj: true);
X0Y1_コードCP = new ColorP(X0Y1_コード, CD, DisUnit, abj: true);
X0Y2_ロータCP = new ColorP(X0Y2_ロータ, CD, DisUnit, abj: true);
X0Y2_ロータ線CP = new ColorP(X0Y2_ロータ線, CD, DisUnit, abj: true);
X0Y2_コードCP = new ColorP(X0Y2_コード, CD, DisUnit, abj: true);
X0Y3_ロータCP = new ColorP(X0Y3_ロータ, CD, DisUnit, abj: true);
X0Y3_コードCP = new ColorP(X0Y3_コード, CD, DisUnit, abj: true);
X0Y4_ロータCP = new ColorP(X0Y4_ロータ, CD, DisUnit, abj: true);
X0Y4_コードCP = new ColorP(X0Y4_コード, CD, DisUnit, abj: true);
= e.;
X0Y0_ロータ.BasePointBase = X0Y0_ロータ.ToLocal(X0Y0_ロータ.ToGlobal(X0Y0_ロータ.JP[2].Joint));
X0Y1_ロータ.BasePointBase = X0Y1_ロータ.ToLocal(X0Y1_ロータ.ToGlobal(X0Y1_ロータ.JP[2].Joint));
X0Y2_ロータ.BasePointBase = X0Y2_ロータ.ToLocal(X0Y2_ロータ.ToGlobal(X0Y2_ロータ.JP[2].Joint));
X0Y3_ロータ.BasePointBase = X0Y3_ロータ.ToLocal(X0Y3_ロータ.ToGlobal(X0Y3_ロータ.JP[1].Joint));
X0Y4_ロータ.BasePointBase = X0Y4_ロータ.ToLocal(X0Y4_ロータ.ToGlobal(X0Y4_ロータ.JP[1].Joint));
B = 1.08;
.JoinPAall();
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_ロータCP.Update();
X0Y0_ロータ線CP.Update();
X0Y0_コードCP.Update();
break;
case 1:
X0Y1_ロータCP.Update();
X0Y1_ロータ線CP.Update();
X0Y1_コードCP.Update();
break;
case 2:
X0Y2_ロータCP.Update();
X0Y2_ロータ線CP.Update();
X0Y2_コードCP.Update();
break;
case 3:
X0Y3_ロータCP.Update();
X0Y3_コードCP.Update();
break;
default:
X0Y4_ロータCP.Update();
X0Y4_コードCP.Update();
break;
}
}
public override void ()
{
switch (.IndexY)
{
case 0:
X0Y0_ロータCP.Update();
X0Y0_ロータ線CP.Update();
X0Y0_コードCP.Update();
break;
case 1:
X0Y1_ロータCP.Update();
X0Y1_ロータ線CP.Update();
X0Y1_コードCP.Update();
break;
case 2:
X0Y2_ロータCP.Update();
X0Y2_ロータ線CP.Update();
X0Y2_コードCP.Update();
break;
case 3:
X0Y3_ロータCP.Update();
X0Y3_コードCP.Update();
break;
default:
X0Y4_ロータCP.Update();
X0Y4_コードCP.Update();
break;
}
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
Col.GetGrad(ref Col.Violet, out var ret);
CD = new ColorD(ref Col.Black, ref ret);
CD = new ColorD(ref Col.Black, ref ret);
ret.Col2 = Color.FromArgb(0, ret.Col2);
CD = new ColorD(ref Col.Black, ref ret);
}
private void N0( )
{
Col.GetGrad(ref Col.Violet, out var ret);
CD = new ColorD(ref Col.Black, ref ret);
CD = new ColorD(ref Col.Black, ref ret);
ret.Col2 = Color.FromArgb(0, ret.Col2);
CD = new ColorD(ref Col.Black, ref ret);
}
}
}

View File

@@ -1,24 +1,25 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
public bool _表示 = true;
[Serializable]
public class D : EleD
{
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public bool _表示 = true;
public D()
{
ThisType = GetType();
}
public D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new (DisUnit, , , Med, this);
}
}
}

View File

@@ -1,31 +1,32 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class
namespace SlaveMatrix
{
private Med Med;
public class
{
private Med Med;
private hd;
private hd;
public (Med Med, hd)
{
this.Med = Med;
this.hd = hd;
}
public (Med Med, hd)
{
this.Med = Med;
this.hd = hd;
}
public void Set()
{
string text = "";
string mode = Med.Mode;
if (mode == "Office")
{
text = ((!Sta.GameData.) ? GameText. : GameText.);
}
else if (mode == "Debt")
{
text = GameText. + Sta.GameData..ToString("#,0") + GameText.;
}
hd.Text = text;
}
public void Set()
{
string text = "";
string mode = Med.Mode;
if (mode == "Office")
{
text = ((!Sta.GameData.) ? GameText. : GameText.);
}
else if (mode == "Debt")
{
text = GameText. + Sta.GameData..ToString("#,0") + GameText.;
}
hd.Text = text;
}
}
}

View File

@@ -1,78 +1,79 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct B_クロス情報
namespace SlaveMatrix
{
public bool ;
[Serializable]
public struct B_クロス情報
{
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public bool 3;
public bool 3;
public bool 4;
public bool 4;
public bool 5;
public bool 5;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public B色 ;
public B色 ;
public bool
{
get
{
if ( && 1)
{
return 2;
}
return false;
}
set
{
= value;
1 = value;
2 = value;
}
}
public bool
{
get
{
if ( && 1)
{
return 2;
}
return false;
}
set
{
= value;
1 = value;
2 = value;
}
}
public bool IsShow
{
get
{
if (! && !1 && !2 && !3 && !4 && !5 && ! && !1)
{
return 2;
}
return true;
}
}
public bool IsShow
{
get
{
if (! && !1 && !2 && !3 && !4 && !5 && ! && !1)
{
return 2;
}
return true;
}
}
public void SetDefault()
{
= true;
1 = true;
2 = true;
3 = true;
4 = true;
5 = true;
= true;
1 = true;
2 = true;
.SetDefault();
}
public void SetDefault()
{
= true;
1 = true;
2 = true;
3 = true;
4 = true;
5 = true;
= true;
1 = true;
2 = true;
.SetDefault();
}
public static B_クロス情報 GetDefault()
{
B_クロス情報 result = default(B_クロス情報);
result.SetDefault();
return result;
}
public static B_クロス情報 GetDefault()
{
B_クロス情報 result = default(B_クロス情報);
result.SetDefault();
return result;
}
}
}

View File

@@ -1,42 +1,43 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct B_前掛け情報
namespace SlaveMatrix
{
public bool ;
[Serializable]
public struct B_前掛け情報
{
public bool ;
public bool ;
public bool ;
public bool ;
public bool ;
public B色 ;
public B色 ;
public bool IsShow
{
get
{
if (! && !)
{
return ;
}
return true;
}
}
public bool IsShow
{
get
{
if (! && !)
{
return ;
}
return true;
}
}
public void SetDefault()
{
= true;
= true;
= true;
.SetDefault();
}
public void SetDefault()
{
= true;
= true;
= true;
.SetDefault();
}
public static B_前掛け情報 GetDefault()
{
B_前掛け情報 result = default(B_前掛け情報);
result.SetDefault();
return result;
}
public static B_前掛け情報 GetDefault()
{
B_前掛け情報 result = default(B_前掛け情報);
result.SetDefault();
return result;
}
}
}

View File

@@ -1,38 +1,39 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct M_ドレス情報
namespace SlaveMatrix
{
public bool ;
[Serializable]
public struct M_ドレス情報
{
public bool ;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public bool 3;
public bool 3;
public bool IsShow
{
get
{
if (! && ! && !1 && !2)
{
return 3;
}
return true;
}
}
public bool IsShow
{
get
{
if (! && ! && !1 && !2)
{
return 3;
}
return true;
}
}
public void SetDefault()
{
= true;
= true;
1 = true;
2 = true;
3 = true;
}
public void SetDefault()
{
= true;
= true;
1 = true;
2 = true;
3 = true;
}
}
}

View File

@@ -1,53 +1,54 @@
using System;
namespace SlaveMatrix;
[Serializable]
public struct T_ドレス情報
namespace SlaveMatrix
{
public bool ;
[Serializable]
public struct T_ドレス情報
{
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public bool 3;
public bool 3;
public bool 4;
public bool 4;
public bool 5;
public bool 5;
public bool 6;
public bool 6;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public bool IsShow
{
get
{
if (! && !1 && !2 && !3 && !4 && !5 && !6 && ! && !1)
{
return 2;
}
return true;
}
}
public bool IsShow
{
get
{
if (! && !1 && !2 && !3 && !4 && !5 && !6 && ! && !1)
{
return 2;
}
return true;
}
}
public void SetDefault()
{
= true;
1 = true;
2 = true;
3 = true;
4 = true;
5 = true;
6 = true;
= true;
1 = true;
2 = true;
}
public void SetDefault()
{
= true;
1 = true;
2 = true;
3 = true;
4 = true;
5 = true;
6 = true;
= true;
1 = true;
2 = true;
}
}
}

View File

@@ -1,5 +1,6 @@
namespace SlaveMatrix;
public class : Ele
namespace SlaveMatrix
{
public class : Ele
{
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
[Serializable]
public class D : EleD
{
}
}

View File

@@ -1,86 +1,87 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _ドレスD : D
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class _ドレスD : D
{
public bool _表示;
public bool _紐1_紐下_紐_表示;
public bool _紐1_紐下_紐_表示;
public bool _紐1_紐上_紐_表示;
public bool _紐1_紐上_紐_表示;
public bool _紐2_紐下_紐_表示;
public bool _紐2_紐下_紐_表示;
public bool _紐2_紐上_紐_表示;
public bool _紐2_紐上_紐_表示;
public bool _紐3_紐下_紐_表示;
public bool _紐3_紐下_紐_表示;
public bool _紐3_紐上_紐_表示;
public bool _紐3_紐上_紐_表示;
public bool _紐4_紐下_紐_表示;
public bool _紐4_紐下_紐_表示;
public bool _紐4_紐上_紐_表示;
public bool _紐4_紐上_紐_表示;
public bool _紐5_紐下_紐_表示;
public bool _紐5_紐下_紐_表示;
public bool _紐5_紐上_紐_表示;
public bool _紐5_紐上_紐_表示;
public bool _紐6_紐下_紐_表示;
public bool _紐6_紐下_紐_表示;
public bool _紐6_紐上_紐_表示;
public bool _紐6_紐上_紐_表示;
public bool _服_表示;
public bool _服_表示;
public bool _柄_柄1_表示;
public bool _柄_柄1_表示;
public bool _柄_柄2_表示;
public bool _柄_柄2_表示;
public bool _バスト_表示;
public bool _バスト_表示;
public bool _縁_表示;
public bool _縁_表示;
public bool _服_表示;
public bool _服_表示;
public bool _柄_柄1_表示;
public bool _柄_柄1_表示;
public bool _柄_柄2_表示;
public bool _柄_柄2_表示;
public bool _バスト_表示;
public bool _バスト_表示;
public bool _縁_表示;
public bool _縁_表示;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public bool 3;
public bool 3;
public bool 4;
public bool 4;
public bool 5;
public bool 5;
public bool 6;
public bool 6;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public double ;
public double ;
public _ドレスD()
{
ThisType = GetType();
}
public _ドレスD()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _ドレス(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _ドレス(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,5 +1,6 @@
namespace SlaveMatrix;
public class : Ele
namespace SlaveMatrix
{
public class : Ele
{
}
}

View File

@@ -1,8 +1,9 @@
using System;
namespace SlaveMatrix;
[Serializable]
public class D : EleD
namespace SlaveMatrix
{
[Serializable]
public class D : EleD
{
}
}

View File

@@ -2,79 +2,80 @@ using System;
using System.Collections.Generic;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _クロスD : D
namespace SlaveMatrix
{
public bool _下地_表示;
[Serializable]
public class _クロスD : D
{
public bool _下地_表示;
public bool _皺1_表示;
public bool _皺1_表示;
public bool _皺2_表示;
public bool _皺2_表示;
public bool _下地_表示;
public bool _下地_表示;
public bool _皺1_表示;
public bool _皺1_表示;
public bool _皺2_表示;
public bool _皺2_表示;
public bool _皺3_表示;
public bool _皺3_表示;
public bool _皺4_表示;
public bool _皺4_表示;
public bool _皺5_表示;
public bool _皺5_表示;
public bool _皺6_表示;
public bool _皺6_表示;
public bool _下地_表示;
public bool _下地_表示;
public bool _皺1_表示;
public bool _皺1_表示;
public bool _皺2_表示;
public bool _皺2_表示;
public bool _皺3_表示;
public bool _皺3_表示;
public bool _皺4_表示;
public bool _皺4_表示;
public bool _皺5_表示;
public bool _皺5_表示;
public bool _皺6_表示;
public bool _皺6_表示;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public bool 3;
public bool 3;
public bool 4;
public bool 4;
public bool 5;
public bool 5;
public bool ;
public bool ;
public bool 1;
public bool 1;
public bool 2;
public bool 2;
public List<EleD> _接続 = new List<EleD>();
public List<EleD> _接続 = new List<EleD>();
public _クロスD()
{
ThisType = GetType();
}
public _クロスD()
{
ThisType = GetType();
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._クロス_上着ボトム後_接続;
}
public void (EleD e)
{
_接続.Add(e);
e.Par = this;
e. = ConnectionInfo._クロス_上着ボトム後_接続;
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _クロス(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _クロス(DisUnit, , , Med, this);
}
}
}

View File

@@ -1,276 +1,277 @@
using _2DGAMELIB;
namespace SlaveMatrix;
public class _クロス後 :
namespace SlaveMatrix
{
public Par X0Y0_下地;
public class _クロス後 :
{
public Par X0Y0_下地;
public Par X0Y0_染み_染み2;
public Par X0Y0_染み_染み2;
public Par X0Y0_染み_染み1;
public Par X0Y0_染み_染み1;
public Par X0Y1_下地;
public Par X0Y1_下地;
public Par X0Y1_染み_染み2;
public Par X0Y1_染み_染み2;
public Par X0Y1_染み_染み1;
public Par X0Y1_染み_染み1;
public ColorD CD;
public ColorD CD;
public ColorD _染み2CD;
public ColorD _染み2CD;
public ColorD _染み1CD;
public ColorD _染み1CD;
public ColorP X0Y0_下地CP;
public ColorP X0Y0_下地CP;
public ColorP X0Y0_染み_染み2CP;
public ColorP X0Y0_染み_染み2CP;
public ColorP X0Y0_染み_染み1CP;
public ColorP X0Y0_染み_染み1CP;
public ColorP X0Y1_下地CP;
public ColorP X0Y1_下地CP;
public ColorP X0Y1_染み_染み2CP;
public ColorP X0Y1_染み_染み2CP;
public ColorP X0Y1_染み_染み1CP;
public ColorP X0Y1_染み_染み1CP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool _表示
{
get
{
return X0Y0_下地.Dra;
}
set
{
X0Y0_下地.Dra = value;
X0Y1_下地.Dra = value;
X0Y0_下地.Hit = false;
X0Y1_下地.Hit = false;
}
}
public bool _表示
{
get
{
return X0Y0_下地.Dra;
}
set
{
X0Y0_下地.Dra = value;
X0Y1_下地.Dra = value;
X0Y0_下地.Hit = false;
X0Y1_下地.Hit = false;
}
}
public bool _染み2_表示
{
get
{
return X0Y0_染み_染み2.Dra;
}
set
{
X0Y0_染み_染み2.Dra = value;
X0Y1_染み_染み2.Dra = value;
X0Y0_染み_染み2.Hit = false;
X0Y1_染み_染み2.Hit = false;
}
}
public bool _染み2_表示
{
get
{
return X0Y0_染み_染み2.Dra;
}
set
{
X0Y0_染み_染み2.Dra = value;
X0Y1_染み_染み2.Dra = value;
X0Y0_染み_染み2.Hit = false;
X0Y1_染み_染み2.Hit = false;
}
}
public bool _染み1_表示
{
get
{
return X0Y0_染み_染み1.Dra;
}
set
{
X0Y0_染み_染み1.Dra = value;
X0Y1_染み_染み1.Dra = value;
X0Y0_染み_染み1.Hit = false;
X0Y1_染み_染み1.Hit = false;
}
}
public bool _染み1_表示
{
get
{
return X0Y0_染み_染み1.Dra;
}
set
{
X0Y0_染み_染み1.Dra = value;
X0Y1_染み_染み1.Dra = value;
X0Y0_染み_染み1.Hit = false;
X0Y1_染み_染み1.Hit = false;
}
}
public bool
{
get
{
return _染み2_表示;
}
set
{
_染み2_表示 = value;
_染み1_表示 = value;
}
}
public bool
{
get
{
return _染み2_表示;
}
set
{
_染み2_表示 = value;
_染み1_表示 = value;
}
}
public double
{
get
{
return _染み2CD.;
}
set
{
_染み2CD. = value;
_染み1CD. = value;
}
}
public double
{
get
{
return _染み2CD.;
}
set
{
_染み2CD. = value;
_染み1CD. = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_染み2_表示 = value;
_染み1_表示 = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_染み2_表示 = value;
_染み1_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
_染み2CD. = value;
_染み1CD. = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
_染み2CD. = value;
_染み1CD. = value;
}
}
public _クロス後(double DisUnit, , , Med Med, _クロス後D e)
{
ThisType = GetType();
= new Difs(Sta.["上着ボトム後"]);
Pars pars = [0][0];
X0Y0_下地 = pars["下地"].ToPar();
Pars pars2 = pars["染み"].ToPars();
X0Y0_染み_染み2 = pars2["染み2"].ToPar();
X0Y0_染み_染み1 = pars2["染み1"].ToPar();
pars = [0][1];
X0Y1_下地 = pars["下地"].ToPar();
pars2 = pars["染み"].ToPars();
X0Y1_染み_染み2 = pars2["染み2"].ToPar();
X0Y1_染み_染み1 = pars2["染み1"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_染み2_表示 = e._染み2_表示;
_染み1_表示 = e._染み1_表示;
= e.;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_下地CP = new ColorP(X0Y0_下地, CD, DisUnit, abj: true);
X0Y0_染み_染み2CP = new ColorP(X0Y0_染み_染み2, _染み2CD, DisUnit, abj: true);
X0Y0_染み_染み1CP = new ColorP(X0Y0_染み_染み1, _染み1CD, DisUnit, abj: true);
X0Y1_下地CP = new ColorP(X0Y1_下地, CD, DisUnit, abj: true);
X0Y1_染み_染み2CP = new ColorP(X0Y1_染み_染み2, _染み2CD, DisUnit, abj: true);
X0Y1_染み_染み1CP = new ColorP(X0Y1_染み_染み1, _染み1CD, DisUnit, abj: true);
= e.;
= e.;
XB = 1.01;
YB = 0.95;
}
public _クロス後(double DisUnit, , , Med Med, _クロス後D e)
{
ThisType = GetType();
= new Difs(Sta.["上着ボトム後"]);
Pars pars = [0][0];
X0Y0_下地 = pars["下地"].ToPar();
Pars pars2 = pars["染み"].ToPars();
X0Y0_染み_染み2 = pars2["染み2"].ToPar();
X0Y0_染み_染み1 = pars2["染み1"].ToPar();
pars = [0][1];
X0Y1_下地 = pars["下地"].ToPar();
pars2 = pars["染み"].ToPars();
X0Y1_染み_染み2 = pars2["染み2"].ToPar();
X0Y1_染み_染み1 = pars2["染み1"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_染み2_表示 = e._染み2_表示;
_染み1_表示 = e._染み1_表示;
= e.;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_下地CP = new ColorP(X0Y0_下地, CD, DisUnit, abj: true);
X0Y0_染み_染み2CP = new ColorP(X0Y0_染み_染み2, _染み2CD, DisUnit, abj: true);
X0Y0_染み_染み1CP = new ColorP(X0Y0_染み_染み1, _染み1CD, DisUnit, abj: true);
X0Y1_下地CP = new ColorP(X0Y1_下地, CD, DisUnit, abj: true);
X0Y1_染み_染み2CP = new ColorP(X0Y1_染み_染み2, _染み2CD, DisUnit, abj: true);
X0Y1_染み_染み1CP = new ColorP(X0Y1_染み_染み1, _染み1CD, DisUnit, abj: true);
= e.;
= e.;
XB = 1.01;
YB = 0.95;
}
public override bool Is布(Par p)
{
if (p != X0Y0_下地 && p != X0Y0_染み_染み2 && p != X0Y0_染み_染み1 && p != X0Y1_下地 && p != X0Y1_染み_染み2)
{
return p == X0Y1_染み_染み1;
}
return true;
}
public override bool Is布(Par p)
{
if (p != X0Y0_下地 && p != X0Y0_染み_染み2 && p != X0Y0_染み_染み1 && p != X0Y1_下地 && p != X0Y1_染み_染み2)
{
return p == X0Y1_染み_染み1;
}
return true;
}
public override void ()
{
if (.IndexY == 0)
{
X0Y0_下地CP.Update();
X0Y0_染み_染み2CP.Update();
X0Y0_染み_染み1CP.Update();
}
else
{
X0Y1_下地CP.Update();
X0Y1_染み_染み2CP.Update();
X0Y1_染み_染み1CP.Update();
}
}
public override void ()
{
if (.IndexY == 0)
{
X0Y0_下地CP.Update();
X0Y0_染み_染み2CP.Update();
X0Y0_染み_染み1CP.Update();
}
else
{
X0Y1_下地CP.Update();
X0Y1_染み_染み2CP.Update();
X0Y1_染み_染み1CP.Update();
}
}
private void ( )
{
N0();
}
private void ( )
{
N0();
}
private void N0( )
{
CD = new ColorD();
_染み2CD = new ColorD(ref Col.Empty, ref .);
_染み1CD = new ColorD(ref Col.Empty, ref .);
}
private void N0( )
{
CD = new ColorD();
_染み2CD = new ColorD(ref Col.Empty, ref .);
_染み1CD = new ColorD(ref Col.Empty, ref .);
}
public void (B色 )
{
CD. = .1;
}
public void (B色 )
{
CD. = .1;
}
}
}

View File

@@ -1,28 +1,29 @@
using System;
using _2DGAMELIB;
namespace SlaveMatrix;
[Serializable]
public class _クロス後D : EleD
namespace SlaveMatrix
{
public bool _表示;
[Serializable]
public class _クロス後D : EleD
{
public bool _表示;
public bool _染み2_表示;
public bool _染み2_表示;
public bool _染み1_表示;
public bool _染み1_表示;
public bool ;
public bool ;
public double = 1.0;
public double = 1.0;
public _クロス後D()
{
ThisType = GetType();
}
public _クロス後D()
{
ThisType = GetType();
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _クロス後(DisUnit, , , Med, this);
}
public override Ele GetEle(double DisUnit, Med Med, )
{
return new _クロス後(DisUnit, , , Med, this);
}
}
}

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