Merge pull request #4 from Avebluha/dev
Added translation + Fixed bitmap resize
This commit is contained in:
@@ -9,7 +9,8 @@ namespace _2DGAMELIB
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private double unitS;
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public AreM(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag, double Strength)
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public AreM(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag, double Strength) :
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base(Unit, XRatio, YRatio, Size, DisMag, HitMag)
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{
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SetXYRatio(XRatio, YRatio);
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base.Size = Size;
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@@ -20,20 +21,20 @@ namespace _2DGAMELIB
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unitS = displayUnitScale * num;
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WH.Width = (int)(base.LocalWidth * Unit);
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WH.Height = (int)(base.LocalHeight * Unit);
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WHA.Width = (int)(base.LocalWidth * displayUnitScale);
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WHA.Height = (int)(base.LocalHeight * displayUnitScale);
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DisplayLayer = new Bitmap((int)((double)WH.Width * DisMag * num), (int)((double)WH.Height * DisMag * num));
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displayOutputSize.Width = (int)(base.LocalWidth * Unit);
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displayOutputSize.Height = (int)(base.LocalHeight * Unit);
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displayBufferSize.Width = (int)(base.LocalWidth * displayUnitScale);
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displayBufferSize.Height = (int)(base.LocalHeight * displayUnitScale);
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DisplayLayer = new Bitmap((int)((double)displayOutputSize.Width * DisMag * num), (int)((double)displayOutputSize.Height * DisMag * num));
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displayGraphics = Graphics.FromImage(DisplayLayer);
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displayGraphics.SmoothingMode = SmoothingMode.None;
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displayGraphics.PixelOffsetMode = PixelOffsetMode.None;
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hitUnitScale = Unit * HitMag;
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WHH.Width = (int)(base.LocalWidth * hitUnitScale);
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WHH.Height = (int)(base.LocalHeight * hitUnitScale);
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HitLayer = new Bitmap(WHH.Width, WHH.Height);
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hitBufferSize.Width = (int)(base.LocalWidth * hitUnitScale);
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hitBufferSize.Height = (int)(base.LocalHeight * hitUnitScale);
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HitLayer = new Bitmap(hitBufferSize.Width, hitBufferSize.Height);
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hitGraphics = Graphics.FromImage(HitLayer);
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hitGraphics.SmoothingMode = SmoothingMode.None;
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hitGraphics.PixelOffsetMode = PixelOffsetMode.None;
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26
2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs
Normal file
26
2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs
Normal file
@@ -0,0 +1,26 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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namespace _2DGAMELIB
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{
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internal class FrameTimeCounter
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{
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private readonly Stopwatch sw = Stopwatch.StartNew();
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private long lastTicks;
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public double FrameMs { get; private set; }
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public void Frame()
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{
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long now = sw.ElapsedTicks;
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if (lastTicks != 0)
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{
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FrameMs = (now - lastTicks) * 1000.0 / Stopwatch.Frequency;
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}
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lastTicks = now;
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}
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}
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}
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@@ -215,6 +215,17 @@ namespace _2DGAMELIB
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resVector.Y = ((double)height - (double)BaseSize.Height / resMag) * 0.5;
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}
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}
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int fbW, fbH;
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Glfw.GetFramebufferSize(GlImage.PtrToWindow(window), out fbW, out fbH);
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uint vpW = (uint)(BaseSize.Width / resMag);
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uint vpH = (uint)(BaseSize.Height / resMag);
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int vpX = (int)(resVector.X);
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int vpY = (int)(fbH - resVector.Y - vpH);
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baseControl.SetViewport(vpW, vpH, vpX, vpY);
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};
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return BaseSize;
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@@ -283,23 +294,28 @@ namespace _2DGAMELIB
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baseControl.SetTitle(UITitle);
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Modes[mode].Setting();
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Action action = delegate
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{
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if (FPSF.Value > 1.0)
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{
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Modes[mode].Draw(FPSF);
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FrameTimeCounter FTC = new FrameTimeCounter();
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RealFpsCounter RFC = new RealFpsCounter();
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if (ShowFPS)
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{
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baseControl.SetTitle(UITitle + " - FPS: " + System.Math.Round(FPSF.Value, 2));
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}
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}
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Action action = () =>
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{
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if (FPSF.Value > 1.0)
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Modes[mode].Draw(FPSF);
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//DEBUG shows the hit lut
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//GD.DrawImage(Hit, new Point(0, 0));
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baseControl.SetBitmap(Display);
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};
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FTC.Frame();
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RFC.Frame();
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if (ShowFPS)
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{
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baseControl.SetTitle(
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UITitle +
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" - FPS: " + RFC.Value.ToString("F1") +
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" | Frame: " + FTC.FrameMs.ToString("F2") + " ms"
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);
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}
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};
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while (Drive)
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{
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@@ -2,25 +2,25 @@ using System;
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namespace _2DGAMELIB
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{
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public class Mot : MotV
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public class Motion : MotV
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{
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public Action<Mot> Staing;
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public Action<Motion> OnStart;
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public Action<Mot> Runing;
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public Action<Motion> OnUpdate;
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public Action<Mot> Reaing;
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public Action<Motion> OnReach;
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public Action<Mot> Rouing;
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public Action<Motion> OnLoop;
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public Action<Mot> Ending;
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public Action<Motion> OnEnd;
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private bool run;
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private bool run; //OnUpdate
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private bool rou;
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private bool rou; //OnLoop
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public bool Run => run;
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public Mot(double Min, double Max)
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public Motion(double Min, double Max)
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: base(Min, Max)
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{
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}
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@@ -32,23 +32,23 @@ namespace _2DGAMELIB
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return;
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}
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base.GetValue(FPS);
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if (Runing != null)
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if (OnUpdate != null)
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{
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Runing(this);
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OnUpdate(this);
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}
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if (Value == min)
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{
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if (rou && Rouing != null)
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if (rou && OnLoop != null)
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{
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Rouing(this);
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OnLoop(this);
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}
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rou = false;
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}
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else if (Value == max)
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{
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if (Reaing != null)
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if (OnReach != null)
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{
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Reaing(this);
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OnReach(this);
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}
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rou = true;
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}
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@@ -56,9 +56,9 @@ namespace _2DGAMELIB
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public void Start()
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{
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if (Staing != null)
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if (OnStart != null)
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{
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Staing(this);
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OnStart(this);
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}
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run = true;
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}
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@@ -66,9 +66,9 @@ namespace _2DGAMELIB
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public void End()
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{
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run = false;
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if (Ending != null)
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if (OnEnd != null)
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{
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Ending(this);
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OnEnd(this);
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}
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ResetValue();
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rou = false;
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@@ -2,11 +2,11 @@ using System.Collections.Generic;
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namespace _2DGAMELIB
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{
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public class Mots
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public class Motions
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{
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public Dictionary<string, Mot> ms;
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public Dictionary<string, Motion> ms;
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public Mot this[string Name]
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public Motion this[string Name]
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{
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get
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{
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@@ -18,12 +18,12 @@ namespace _2DGAMELIB
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}
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}
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public Mots()
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public Motions()
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{
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ms = new Dictionary<string, Mot>();
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ms = new Dictionary<string, Motion>();
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}
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public void Add(string Name, Mot Mot)
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public void Add(string Name, Motion Mot)
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{
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//Broke some times here when adding existing keys
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//ms.Add(Name, Mot);
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@@ -37,7 +37,7 @@ namespace _2DGAMELIB
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public void Drive(FPS FPS)
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{
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foreach (Mot value in ms.Values)
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foreach (Motion value in ms.Values)
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{
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value.GetValue(FPS);
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}
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@@ -18,9 +18,17 @@ namespace _2DGAMELIB
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["後髪1"] = "BackHair1",
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["横髪"] = "SideHair",
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["脚"] = "Leg",
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//["腕"] = "Arm"
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["腕"] = "Arm",
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["肩"] = "Shoulder",
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["胸"] = "Chest",
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["下腕"] = "LowerArm",
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["上腕"] = "UpperArm",
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["鳥翼上腕"] = "鳥翼UpperArm",
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["獣翼上腕"] = "獣翼UpperArm",
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["四足上腕"] = "四足UpperArm",
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["鳥翼下腕"] = "鳥翼LowerArm",
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["獣翼下腕"] = "獣翼LowerArm",
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["四足下腕"] = "四足LowerArm"
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//["乳房"] = "Breast",
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//["腹"] = "Abdomen",
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//["顔"] = "Face",
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@@ -15,6 +15,7 @@ namespace _2DGAMELIB
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{
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get
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{
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//TODO: somewhere "Torso" not translated
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return values[Key];
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}
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set
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@@ -4,6 +4,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Linq;
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using System.Diagnostics;
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namespace _2DGAMELIB
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{
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@@ -11,7 +12,20 @@ namespace _2DGAMELIB
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[Serializable]
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public class Par
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{
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private Pars parent;
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//FOR TESTS
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public static long TCalc;
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public static long TCalcH;
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public static long TFill;
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public static long TOutline;
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public static long THitFill;
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public static int NCalc;
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public static int NCalcH;
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public static int NFill;
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public static int NOutline;
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public static int NHitFill;
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private Pars parent;
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public string Tag = "";
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@@ -645,7 +659,11 @@ namespace _2DGAMELIB
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mv = Position * Unit - bp;
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Path.Reset();
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double a = System.Math.PI * Angle / 180.0;
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M11 = System.Math.Cos(a);
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M12 = System.Math.Sin(a);
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Path.Reset();
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OutlinePath.Reset();
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foreach (Out item in op)
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{
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@@ -654,7 +672,7 @@ namespace _2DGAMELIB
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{
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p.X = item.ps[i].X * usx;
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p.Y = item.ps[i].Y * usy;
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p = Rotate(Angle, p) + mv;
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p = Rotate(ref p) + mv;
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points[i].X = (float)p.X;
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points[i].Y = (float)p.Y;
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@@ -677,11 +695,8 @@ namespace _2DGAMELIB
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}
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}
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private Vector2D Rotate(double angle, Vector2D p)
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private Vector2D Rotate(ref Vector2D p)
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{
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double M11 = System.Math.Cos(System.Math.PI * angle / 180.0);
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double M12 = System.Math.Sin(System.Math.PI * angle / 180.0);
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p.X -= bp.X;
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p.Y -= bp.Y;
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@@ -694,33 +709,45 @@ namespace _2DGAMELIB
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return p;
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}
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public void Draw(double Unit, Graphics Graphics)
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{
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if (Dra)
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{
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if (Edit)
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{
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Calculation(Unit);
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Edit = false;
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}
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if (pen != null && (EditP || EditPS))
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{
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pen.Width = (float)(Unit * penWidth * positionSize);
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EditP = false;
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EditPS = false;
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}
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if (brush != null)
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{
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Graphics.FillPath(brush, Path);
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}
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if (pen != null)
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{
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Graphics.DrawPath(pen, OutlinePath);
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}
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}
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}
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public void Draw(double Unit, Graphics Graphics)
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{
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if (Dra)
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{
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if (Edit)
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{
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long t0 = Stopwatch.GetTimestamp();
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Calculation(Unit);
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TCalc += Stopwatch.GetTimestamp() - t0;
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NCalc++;
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Edit = false;
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}
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private void CalculationH(double Unit)
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if (pen != null && (EditP || EditPS))
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{
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pen.Width = (float)(Unit * penWidth * positionSize);
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EditP = false;
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EditPS = false;
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}
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if (brush != null)
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{
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long t0 = Stopwatch.GetTimestamp();
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Graphics.FillPath(brush, Path);
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TFill += Stopwatch.GetTimestamp() - t0;
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NFill++;
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}
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if (pen != null)
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{
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long t0 = Stopwatch.GetTimestamp();
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Graphics.DrawPath(pen, OutlinePath);
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TOutline += Stopwatch.GetTimestamp() - t0;
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NOutline++;
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}
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}
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}
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private void CalculationH(double Unit)
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{
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ush = Unit * Size;
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usxh = ush * SizeX;
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@@ -786,20 +813,27 @@ namespace _2DGAMELIB
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ph.Y = vh.Y + bph.Y;
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}
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public void DrawH(double Unit, Graphics Graphics)
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{
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if (Hit)
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{
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if (EditH)
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{
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CalculationH(Unit);
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EditH = false;
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}
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Graphics.FillPath(HitBrush, gph);
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}
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}
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public void DrawH(double Unit, Graphics Graphics)
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{
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if (Hit)
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{
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if (EditH)
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{
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long t0 = Stopwatch.GetTimestamp();
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CalculationH(Unit);
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TCalcH += Stopwatch.GetTimestamp() - t0;
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NCalcH++;
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EditH = false;
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}
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public void SetJointP(int Index, Par Par)
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long t1 = Stopwatch.GetTimestamp();
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Graphics.FillPath(HitBrush, gph);
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THitFill += Stopwatch.GetTimestamp() - t1;
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NHitFill++;
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}
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}
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public void SetJointP(int Index, Par Par)
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{
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if (Index < jp.Count)
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{
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@@ -1,7 +1,8 @@
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using Newtonsoft.Json;
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using System;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using Newtonsoft.Json;
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using static System.Net.Mime.MediaTypeNames;
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namespace _2DGAMELIB
|
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{
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@@ -19,7 +20,6 @@ namespace _2DGAMELIB
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[NonSerialized, JsonIgnore]
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private Brush brusht = new SolidBrush(Color.Black);
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//unused
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private const double Shift = 1.0;
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@@ -69,15 +69,9 @@ namespace _2DGAMELIB
|
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private CharacterRange[] crr = new CharacterRange[1];
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|
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//unused
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private CharacterRange[] cre = new CharacterRange[1];
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|
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public Font Font
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{
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get
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{
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return font;
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}
|
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get { return font; }
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set
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{
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if (font != value && font != null)
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@@ -91,10 +85,7 @@ namespace _2DGAMELIB
|
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|
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public double FontSize
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{
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get
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{
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return fontSize;
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}
|
||||
get { return fontSize; }
|
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set
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{
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fontSize = value;
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@@ -104,10 +95,7 @@ namespace _2DGAMELIB
|
||||
|
||||
public Brush TextBrush
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||||
{
|
||||
get
|
||||
{
|
||||
return brusht;
|
||||
}
|
||||
get { return brusht; }
|
||||
set
|
||||
{
|
||||
if (brusht != value && brusht != null)
|
||||
@@ -120,50 +108,31 @@ namespace _2DGAMELIB
|
||||
|
||||
public Color TextColor
|
||||
{
|
||||
get
|
||||
{
|
||||
return ((SolidBrush)brusht).Color;
|
||||
}
|
||||
set
|
||||
{
|
||||
((SolidBrush)brusht).Color = value;
|
||||
}
|
||||
get { return ((SolidBrush)brusht).Color; }
|
||||
set { ((SolidBrush)brusht).Color = value; }
|
||||
}
|
||||
|
||||
public Brush ShadBrush
|
||||
{
|
||||
get
|
||||
{
|
||||
return brushs;
|
||||
}
|
||||
get { return brushs; }
|
||||
set
|
||||
{
|
||||
if (brushs != value && brushs != null)
|
||||
{
|
||||
if (brushs != value && brushs != null)
|
||||
brushs.Dispose();
|
||||
}
|
||||
|
||||
brushs = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Color ShadColor
|
||||
{
|
||||
get
|
||||
{
|
||||
return ((SolidBrush)brushs).Color;
|
||||
}
|
||||
set
|
||||
{
|
||||
((SolidBrush)brushs).Color = value;
|
||||
}
|
||||
get { return ((SolidBrush)brushs).Color; }
|
||||
set { ((SolidBrush)brushs).Color = value; }
|
||||
}
|
||||
|
||||
public StringFormat StringFormat
|
||||
{
|
||||
get
|
||||
{
|
||||
return stringformat;
|
||||
}
|
||||
get { return stringformat; }
|
||||
set
|
||||
{
|
||||
if (stringformat != value && stringformat != null)
|
||||
@@ -176,10 +145,7 @@ namespace _2DGAMELIB
|
||||
|
||||
public Vector2D RectSize
|
||||
{
|
||||
get
|
||||
{
|
||||
return rectSize;
|
||||
}
|
||||
get { return rectSize; }
|
||||
set
|
||||
{
|
||||
rectSize = value;
|
||||
@@ -189,12 +155,29 @@ namespace _2DGAMELIB
|
||||
|
||||
public new void SetDefault()
|
||||
{
|
||||
base.SetDefault();
|
||||
font = new Font("", 1f);
|
||||
brusht = new SolidBrush(Color.Black);
|
||||
brushs = null;
|
||||
stringformat = new StringFormat();
|
||||
}
|
||||
base.SetDefault();
|
||||
|
||||
if (font != null)
|
||||
font.Dispose();
|
||||
|
||||
if (brusht != null)
|
||||
brusht.Dispose();
|
||||
|
||||
if (brushs != null)
|
||||
brushs.Dispose();
|
||||
|
||||
if (stringformat != null)
|
||||
stringformat.Dispose();
|
||||
|
||||
font = new Font("", 1f);
|
||||
brusht = new SolidBrush(Color.Black);
|
||||
brushs = null;
|
||||
stringformat = new StringFormat();
|
||||
|
||||
EditF = true;
|
||||
EditT = true;
|
||||
EditTS = true;
|
||||
}
|
||||
|
||||
public ParT()
|
||||
{
|
||||
@@ -208,23 +191,21 @@ namespace _2DGAMELIB
|
||||
private void CopyT(ParT ParT)
|
||||
{
|
||||
Copy(ParT);
|
||||
|
||||
fontSize = ParT.fontSize;
|
||||
|
||||
if (ParT.font != null)
|
||||
{
|
||||
Font = ParT.font.Copy();
|
||||
}
|
||||
|
||||
if (ParT.brusht != null)
|
||||
{
|
||||
TextBrush = ParT.brusht.Copy();
|
||||
}
|
||||
|
||||
if (ParT.brushs != null)
|
||||
{
|
||||
ShadBrush = ParT.brushs.Copy();
|
||||
}
|
||||
|
||||
if (ParT.stringformat != null)
|
||||
{
|
||||
StringFormat = ParT.stringformat.Copy();
|
||||
}
|
||||
|
||||
positionT = ParT.positionT;
|
||||
rectSize = ParT.rectSize;
|
||||
Text = ParT.Text;
|
||||
@@ -233,13 +214,11 @@ namespace _2DGAMELIB
|
||||
public new void Draw(double Unit, Graphics Graphics)
|
||||
{
|
||||
if (Edit)
|
||||
{
|
||||
EditT = true;
|
||||
}
|
||||
|
||||
if (EditS || EditPS)
|
||||
{
|
||||
EditTS = true;
|
||||
}
|
||||
|
||||
base.Draw(Unit, Graphics);
|
||||
DrawString(Unit, Graphics);
|
||||
}
|
||||
@@ -249,116 +228,183 @@ namespace _2DGAMELIB
|
||||
us = Unit * base.Size;
|
||||
usx = us * base.SizeX;
|
||||
usy = us * base.SizeY;
|
||||
|
||||
bp = base.BasePoint;
|
||||
bp.X *= usx;
|
||||
bp.Y *= usy;
|
||||
|
||||
a0 = base.Angle;
|
||||
a1 = System.Math.PI * a0 / 180.0;
|
||||
M11 = System.Math.Cos(a1);
|
||||
M12 = System.Math.Sin(a1);
|
||||
|
||||
v.X = bp.X * M11 + bp.Y * (0.0 - M12);
|
||||
v.Y = bp.X * M12 + bp.Y * M11;
|
||||
|
||||
p = base.Position;
|
||||
bp.X = p.X * Unit - v.X;
|
||||
bp.Y = p.Y * Unit - v.Y;
|
||||
|
||||
rect.X = (float)(positionT.X * us);
|
||||
rect.Y = (float)(positionT.Y * us);
|
||||
rect.Width = (float)(rectSize.X * us);
|
||||
rect.Height = (float)(rectSize.Y * us);
|
||||
}
|
||||
|
||||
private void DrawString(double Unit, Graphics Graphics)
|
||||
private void RebuildFont(double scaledSize)
|
||||
{
|
||||
if (font == null)
|
||||
font = new Font("", 1f);
|
||||
|
||||
Font oldFont = font;
|
||||
|
||||
font = new Font(
|
||||
oldFont.FontFamily,
|
||||
(float)scaledSize,
|
||||
oldFont.Style,
|
||||
oldFont.Unit,
|
||||
oldFont.GdiCharSet,
|
||||
oldFont.GdiVerticalFont);
|
||||
|
||||
oldFont.Dispose();
|
||||
|
||||
EditF = true;
|
||||
EditTS = true;
|
||||
}
|
||||
|
||||
private void DrawString(double Unit, Graphics Graphics)
|
||||
{
|
||||
if (EditT)
|
||||
{
|
||||
Calculation(Unit);
|
||||
EditT = false;
|
||||
}
|
||||
|
||||
if (EditF || EditTS)
|
||||
{
|
||||
Font = new Font(font.FontFamily, (float)(us * fontSize));
|
||||
RebuildFont((float)(us * fontSize));
|
||||
EditF = false;
|
||||
EditTS = false;
|
||||
}
|
||||
|
||||
af = (float)a0;
|
||||
xf = (float)base.SizeX;
|
||||
yf = (float)base.SizeY;
|
||||
if (brushs != null)
|
||||
{
|
||||
Graphics.TranslateTransform((float)(bp.X + 1.0), (float)(bp.Y + 1.0));
|
||||
Graphics.RotateTransform(af);
|
||||
Graphics.ScaleTransform(xf, yf);
|
||||
Graphics.DrawString(Text, font, brushs, rect, stringformat);
|
||||
Graphics.ResetTransform();
|
||||
}
|
||||
Graphics.TranslateTransform((float)bp.X, (float)bp.Y);
|
||||
Graphics.RotateTransform(af);
|
||||
Graphics.ScaleTransform(xf, yf);
|
||||
Graphics.DrawString(Text, font, brusht, rect, stringformat);
|
||||
Graphics.ResetTransform();
|
||||
}
|
||||
|
||||
|
||||
if (brushs != null)
|
||||
{
|
||||
GraphicsState state = Graphics.Save();
|
||||
|
||||
Graphics.TranslateTransform((float)(bp.X + Shift), (float)(bp.Y + Shift));
|
||||
Graphics.RotateTransform(af);
|
||||
Graphics.ScaleTransform(xf, yf);
|
||||
Graphics.DrawString(Text, font, brushs, rect, stringformat);
|
||||
|
||||
Graphics.Restore(state);
|
||||
}
|
||||
|
||||
{
|
||||
GraphicsState state = Graphics.Save();
|
||||
|
||||
Graphics.TranslateTransform((float)bp.X, (float)bp.Y);
|
||||
Graphics.RotateTransform(af);
|
||||
Graphics.ScaleTransform(xf, yf);
|
||||
Graphics.DrawString(Text, font, brusht, rect, stringformat);
|
||||
|
||||
Graphics.Restore(state);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2D_2 GetStringRect(double Unit, Graphics Graphics)
|
||||
{
|
||||
double num = Unit * base.Size;
|
||||
|
||||
if (EditF || EditS || EditPS || EditTS)
|
||||
{
|
||||
Font = new Font(font.FontFamily, (float)(num * fontSize));
|
||||
EditF = false;
|
||||
RebuildFont((float)(num * fontSize));
|
||||
EditF = false;
|
||||
EditTS = false;
|
||||
}
|
||||
|
||||
crr[0] = new CharacterRange(0, Text.Length);
|
||||
stringformat.SetMeasurableCharacterRanges(crr);
|
||||
RectangleF bounds = Graphics.MeasureCharacterRanges(Text, font, new RectangleF((float)(positionT.X * num), (float)(positionT.Y * num), (float)(rectSize.X * num), (float)(rectSize.Y * num)), stringformat)[0].GetBounds(Graphics);
|
||||
return new Vector2D_2(new Vector2D((double)bounds.X / num, (double)bounds.Y / num), new Vector2D((double)bounds.Width / num, (double)bounds.Height / num));
|
||||
}
|
||||
|
||||
public Vector2D[] GetStringRectPoints(double Unit, Graphics Graphics)
|
||||
RectangleF layoutRect = new RectangleF(
|
||||
(float)(positionT.X * num),
|
||||
(float)(positionT.Y * num),
|
||||
(float)(rectSize.X * num),
|
||||
(float)(rectSize.X * num));
|
||||
|
||||
RectangleF bounds = Graphics
|
||||
.MeasureCharacterRanges(Text ?? string.Empty, font, layoutRect, stringformat)[0]
|
||||
.GetBounds(Graphics);
|
||||
|
||||
return new Vector2D_2(
|
||||
new Vector2D(bounds.X / num, bounds.Y / num),
|
||||
new Vector2D(bounds.Width / num, bounds.Height / num));
|
||||
}
|
||||
|
||||
public Vector2D[] GetStringRectPoints(double Unit, Graphics Graphics)
|
||||
{
|
||||
Vector2D_2 stringRect = GetStringRect(Unit, Graphics);
|
||||
stringRect.v2.X *= 1.07;
|
||||
return new Vector2D[4]
|
||||
{
|
||||
stringRect.v1,
|
||||
new Vector2D(stringRect.v2.X, stringRect.v1.Y),
|
||||
stringRect.v2,
|
||||
new Vector2D(stringRect.v1.X, stringRect.v2.Y)
|
||||
};
|
||||
}
|
||||
public void SetStringRectOutline(double Unit, Graphics Graphics)
|
||||
Vector2D_2 stringRect = GetStringRect(Unit, Graphics);
|
||||
|
||||
Vector2D pos = stringRect.v1;
|
||||
Vector2D size = stringRect.v2;
|
||||
|
||||
size.X *= 1.07f;
|
||||
|
||||
return new Vector2D[4]
|
||||
{
|
||||
pos,
|
||||
new Vector2D(pos.X + size.X, pos.Y),
|
||||
new Vector2D(pos.X + size.X, pos.Y + size.Y),
|
||||
new Vector2D(pos.X, pos.Y + size.Y)
|
||||
};
|
||||
}
|
||||
public void SetStringRectOutline(double Unit, Graphics Graphics)
|
||||
{
|
||||
Vector2D[] stringRectPoints = GetStringRectPoints(Unit, Graphics);
|
||||
Out @out = new Out
|
||||
{
|
||||
Tension = 0f
|
||||
};
|
||||
|
||||
Out @out = new Out { Tension = 0f };
|
||||
Vector2D vector2D = Dat.Vec2DZero - stringRectPoints[0];
|
||||
|
||||
double x = 0.05;
|
||||
double num = 0.025;
|
||||
@out.ps.Add(stringRectPoints[0].AddY(0.0 - num) + vector2D);
|
||||
@out.ps.Add(stringRectPoints[1].AddXY(x, 0.0 - num) + vector2D);
|
||||
|
||||
@out.ps.Add(stringRectPoints[0].AddY(-num) + vector2D);
|
||||
@out.ps.Add(stringRectPoints[1].AddXY(x, -num) + vector2D);
|
||||
@out.ps.Add(stringRectPoints[2].AddXY(x, num) + vector2D);
|
||||
@out.ps.Add(stringRectPoints[3].AddY(num) + vector2D);
|
||||
|
||||
base.OP.Add(@out);
|
||||
}
|
||||
public new void Dispose()
|
||||
{
|
||||
base.Dispose();
|
||||
|
||||
if (font != null)
|
||||
{
|
||||
font.Dispose();
|
||||
font = null;
|
||||
}
|
||||
|
||||
if (brusht != null)
|
||||
{
|
||||
brusht.Dispose();
|
||||
brusht = null;
|
||||
}
|
||||
|
||||
if (brushs != null)
|
||||
{
|
||||
brushs.Dispose();
|
||||
brushs.Dispose();
|
||||
brushs = null;
|
||||
}
|
||||
|
||||
if (stringformat != null)
|
||||
{
|
||||
stringformat.Dispose();
|
||||
stringformat.Dispose();
|
||||
stringformat = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
30
2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs
Normal file
30
2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Text;
|
||||
|
||||
namespace _2DGAMELIB
|
||||
{
|
||||
internal class RealFpsCounter
|
||||
{
|
||||
private readonly Stopwatch sw = Stopwatch.StartNew();
|
||||
private int frames;
|
||||
private long lastTicks;
|
||||
public double Value { get; private set; }
|
||||
|
||||
public void Frame()
|
||||
{
|
||||
frames++;
|
||||
|
||||
long now = sw.ElapsedTicks;
|
||||
long delta = now - lastTicks;
|
||||
|
||||
if (delta >= Stopwatch.Frequency)
|
||||
{
|
||||
Value = frames / (delta / (double)Stopwatch.Frequency);
|
||||
frames = 0;
|
||||
lastTicks = now;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -19,9 +19,9 @@ namespace _2DGAMELIB
|
||||
protected double displayUnitScale;
|
||||
protected double hitUnitScale;
|
||||
|
||||
protected Size WH = System.Drawing.Size.Empty;
|
||||
protected Size WHH = System.Drawing.Size.Empty;
|
||||
protected Size WHA = System.Drawing.Size.Empty;
|
||||
protected Size displayOutputSize = System.Drawing.Size.Empty;
|
||||
protected Size hitBufferSize = System.Drawing.Size.Empty;
|
||||
protected Size displayBufferSize = System.Drawing.Size.Empty;
|
||||
|
||||
public Vector2D BasePoint = Dat.Vec2DZero;
|
||||
public Vector2D Position = Dat.Vec2DZero;
|
||||
@@ -32,7 +32,6 @@ namespace _2DGAMELIB
|
||||
public double UnitScale => unitScale;
|
||||
public double DisplayUnitScale => displayUnitScale;
|
||||
|
||||
public RenderArea() { }
|
||||
public RenderArea(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag)
|
||||
{
|
||||
Setting(Unit, XRatio, YRatio, Size, DisMag, HitMag);
|
||||
@@ -55,35 +54,37 @@ namespace _2DGAMELIB
|
||||
base.Size = Size;
|
||||
unitScale = Unit;
|
||||
displayUnitScale = Unit * DisMag;
|
||||
WH.Width = (int)(base.LocalWidth * Unit);
|
||||
WH.Height = (int)(base.LocalHeight * Unit);
|
||||
WHA.Width = (int)(base.LocalWidth * displayUnitScale);
|
||||
WHA.Height = (int)(base.LocalHeight * displayUnitScale);
|
||||
DisplayLayer = new Bitmap((int)((double)WH.Width * DisMag), (int)((double)WH.Height * DisMag));
|
||||
displayOutputSize.Width = (int)(base.LocalWidth * Unit);
|
||||
displayOutputSize.Height = (int)(base.LocalHeight * Unit);
|
||||
displayBufferSize.Width = (int)(base.LocalWidth * displayUnitScale);
|
||||
displayBufferSize.Height = (int)(base.LocalHeight * displayUnitScale);
|
||||
DisplayLayer = new Bitmap(displayBufferSize.Width, displayBufferSize.Height);
|
||||
displayGraphics = Graphics.FromImage(DisplayLayer);
|
||||
|
||||
|
||||
displayGraphics.SmoothingMode = SmoothingMode.None;
|
||||
displayGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
displayGraphics.PixelOffsetMode = PixelOffsetMode.None;
|
||||
displayGraphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
//needed for text or smthn
|
||||
displayGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
//needed for text or smthn
|
||||
displayGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
displayGraphics.CompositingQuality = CompositingQuality.HighSpeed;
|
||||
}
|
||||
private void Setting(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag)
|
||||
{
|
||||
Setting(Unit, XRatio, YRatio, Size, DisMag);
|
||||
|
||||
hitUnitScale = Unit * HitMag;
|
||||
WHH.Width = (int)(base.LocalWidth * hitUnitScale);
|
||||
WHH.Height = (int)(base.LocalHeight * hitUnitScale);
|
||||
HitLayer = new Bitmap(WHH.Width, WHH.Height);
|
||||
hitBufferSize.Width = (int)(base.LocalWidth * hitUnitScale);
|
||||
hitBufferSize.Height = (int)(base.LocalHeight * hitUnitScale);
|
||||
HitLayer = new Bitmap(hitBufferSize.Width, hitBufferSize.Height);
|
||||
hitGraphics = Graphics.FromImage(HitLayer);
|
||||
|
||||
|
||||
hitGraphics.SmoothingMode = SmoothingMode.None;
|
||||
hitGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
|
||||
hitGraphics.PixelOffsetMode = PixelOffsetMode.None;
|
||||
hitGraphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
||||
hitGraphics.CompositingMode = CompositingMode.SourceOver;
|
||||
hitGraphics.CompositingQuality = CompositingQuality.HighSpeed;
|
||||
}
|
||||
|
||||
public Vector2D GetPosition()
|
||||
@@ -93,56 +94,65 @@ namespace _2DGAMELIB
|
||||
|
||||
public void Draw(Par Par)
|
||||
{
|
||||
Par.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Par.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
Par.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Par.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(ParT ParT)
|
||||
{
|
||||
ParT.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
ParT.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
ParT.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
ParT.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(Pars Pars)
|
||||
{
|
||||
Pars.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Pars.DrawH(hitUnitScale, hitGraphics);
|
||||
}
|
||||
Pars.Draw(displayUnitScale, displayGraphics);
|
||||
if (hitGraphics != null)
|
||||
{
|
||||
Pars.DrawH(hitUnitScale, hitGraphics);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Draw(RenderArea Are)
|
||||
{
|
||||
Vector2D p = Are.GetPosition();
|
||||
DisplayGraphics.DrawImage(Are.DisplayLayer, (float)(p.X * Are.displayUnitScale), (float)(p.Y * Are.displayUnitScale), Are.WHA.Width, Are.WHA.Height);
|
||||
{
|
||||
var p = Are.GetPosition();
|
||||
int x = (int)(p.X * Are.displayUnitScale);
|
||||
int y = (int)(p.Y * Are.displayUnitScale);
|
||||
|
||||
if (Are.DisplayLayer.Width == Are.displayBufferSize.Width && Are.DisplayLayer.Height == Are.displayBufferSize.Height)
|
||||
DisplayGraphics.DrawImageUnscaled(Are.DisplayLayer, x, y);
|
||||
else
|
||||
DisplayGraphics.DrawImage(Are.DisplayLayer, x, y, Are.displayBufferSize.Width, Are.displayBufferSize.Height);
|
||||
|
||||
if (Are.hitGraphics != null && HitGraphics != null)
|
||||
{
|
||||
HitGraphics.DrawImage(Are.HitLayer, (int)(p.X * Are.hitUnitScale), (int)(p.Y * Are.hitUnitScale), Are.WHH.Width, Are.WHH.Height);
|
||||
HitGraphics.DrawImage(Are.HitLayer, (int)(p.X * Are.hitUnitScale), (int)(p.Y * Are.hitUnitScale), Are.hitBufferSize.Width, Are.hitBufferSize.Height);
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawTo(Graphics GD)
|
||||
{
|
||||
Vector2D p = GetPosition();
|
||||
GD.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), WH.Width, WH.Height);
|
||||
}
|
||||
GD.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), displayOutputSize.Width, displayOutputSize.Height);
|
||||
}
|
||||
|
||||
public void DrawTo(Graphics displayGraphics, Graphics hitGraphics)
|
||||
{
|
||||
Vector2D p = GetPosition();
|
||||
displayGraphics.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), WH.Width, WH.Height);
|
||||
if (this.hitGraphics != null)
|
||||
displayGraphics.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), displayOutputSize.Width, displayOutputSize.Height);
|
||||
if (this.hitGraphics != null && hitGraphics != null)
|
||||
{
|
||||
hitGraphics.DrawImage(HitLayer, (int)(p.X * hitUnitScale), (int)(p.Y * hitUnitScale), WHH.Width, WHH.Height);
|
||||
hitGraphics.DrawImage(HitLayer, (int)(p.X * hitUnitScale), (int)(p.Y * hitUnitScale), hitBufferSize.Width, hitBufferSize.Height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
|
||||
@@ -37,9 +37,16 @@ namespace _2DGAMELIB
|
||||
private uint texture;
|
||||
private uint vertex_buf;
|
||||
private uint vao;
|
||||
public int texW = 0;
|
||||
public int texH = 0;
|
||||
|
||||
public GlImage() { }
|
||||
|
||||
public void SetViewport(uint vpW, uint vpH, int vpX, int vpY)
|
||||
{
|
||||
gl.Viewport(vpX, vpY, vpW, vpH);
|
||||
}
|
||||
|
||||
public Vector2D GetCursorPoint() {
|
||||
double x, y;
|
||||
Glfw.GetCursorPosition(window, out x, out y);
|
||||
@@ -92,48 +99,47 @@ namespace _2DGAMELIB
|
||||
public unsafe void SetBitmap(Bitmap bmp)
|
||||
{
|
||||
gl.UseProgram(shader_program);
|
||||
gl.Viewport(new Size(bmp.Width, bmp.Height));
|
||||
|
||||
gl.ActiveTexture(Silk.NET.OpenGL.GLEnum.Texture0);
|
||||
gl.BindTexture(Silk.NET.OpenGL.GLEnum.Texture2D, texture);
|
||||
gl.BindTexture(Silk.NET.OpenGL.GLEnum.Texture2D, texture);
|
||||
|
||||
BitmapData data = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
gl.TexImage2D(
|
||||
Silk.NET.OpenGL.GLEnum.Texture2D,
|
||||
if (bmp.Width != texW || bmp.Height != texH)
|
||||
{
|
||||
gl.TexImage2D(
|
||||
Silk.NET.OpenGL.GLEnum.Texture2D,
|
||||
0,
|
||||
InternalFormat.Rgba8,
|
||||
(uint)bmp.Width,
|
||||
(uint)bmp.Height,
|
||||
InternalFormat.Rgba8,
|
||||
(uint)bmp.Width,
|
||||
(uint)bmp.Height,
|
||||
0,
|
||||
Silk.NET.OpenGL.GLEnum.Bgra,
|
||||
Silk.NET.OpenGL.GLEnum.UnsignedByte,
|
||||
(void*)data.Scan0
|
||||
);
|
||||
Silk.NET.OpenGL.GLEnum.UnsignedByte,
|
||||
null);
|
||||
|
||||
texW = bmp.Width;
|
||||
texH = bmp.Height;
|
||||
}
|
||||
|
||||
BitmapData data = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
gl.PixelStore(GLEnum.UnpackAlignment, 1);
|
||||
|
||||
gl.TexSubImage2D(
|
||||
Silk.NET.OpenGL.GLEnum.Texture2D,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
(uint)bmp.Width,
|
||||
(uint)bmp.Height,
|
||||
Silk.NET.OpenGL.GLEnum.Bgra,
|
||||
Silk.NET.OpenGL.GLEnum.UnsignedByte,
|
||||
(void*)data.Scan0);
|
||||
|
||||
bmp.UnlockBits(data);
|
||||
|
||||
|
||||
int res_pos = gl.GetUniformLocation(shader_program, "res");
|
||||
gl.Uniform2(res_pos, (float)bmp.Width, (float)bmp.Height);
|
||||
|
||||
gl.BindBuffer(GLEnum.ArrayBuffer, vertex_buf);
|
||||
uint vert_pos = (uint)gl.GetAttribLocation(shader_program, "vertPos");
|
||||
gl.EnableVertexAttribArray(vert_pos);
|
||||
|
||||
|
||||
gl.BindVertexArray(vao);
|
||||
gl.VertexAttribPointer(
|
||||
vert_pos,
|
||||
2,
|
||||
GLEnum.Float,
|
||||
false,
|
||||
0,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
|
||||
gl.DrawArrays(GLEnum.TriangleStrip, 0, 4);
|
||||
gl.BindVertexArray(0);
|
||||
|
||||
Glfw.SwapBuffers(window);
|
||||
}
|
||||
|
||||
@@ -159,36 +165,39 @@ namespace _2DGAMELIB
|
||||
Glfw.SetWindowUserPointer(window, GCHandle.ToIntPtr(handle));
|
||||
|
||||
Glfw.MakeContextCurrent(window);
|
||||
Glfw.SwapInterval(0);
|
||||
gl = Silk.NET.OpenGL.GL.GetApi(Glfw.GetProcAddress);
|
||||
|
||||
|
||||
string vertexShaderSource =
|
||||
@"
|
||||
#version 100
|
||||
precision mediump float;
|
||||
#version 330 core
|
||||
|
||||
attribute vec2 vertPos;
|
||||
layout (location = 0) in vec2 aPos;
|
||||
layout (location = 1) in vec2 aUV;
|
||||
|
||||
out vec2 vUV;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vertPos, 0.0, 1.0);
|
||||
gl_Position = vec4(aPos, 0.0f, 1.0f);
|
||||
vUV = aUV;
|
||||
}
|
||||
";
|
||||
|
||||
string fragmentShaderSource =
|
||||
@"
|
||||
#version 100
|
||||
precision mediump float;
|
||||
#version 330 core
|
||||
|
||||
in vec2 vUV;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D sTexture;
|
||||
uniform vec2 res;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = gl_FragCoord.xy / res;
|
||||
tc.y = 1.0 - tc.y;
|
||||
|
||||
gl_FragColor = texture2D(sTexture, tc);
|
||||
FragColor = texture(sTexture, vUV);
|
||||
}
|
||||
";
|
||||
|
||||
@@ -217,19 +226,67 @@ void main()
|
||||
|
||||
gl.ActiveTexture(Silk.NET.OpenGL.GLEnum.Texture0);
|
||||
gl.BindTexture(Silk.NET.OpenGL.GLEnum.Texture2D, texture);
|
||||
|
||||
|
||||
gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureWrapS, new int[] {(int)TextureWrapMode.ClampToEdge});
|
||||
gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureWrapT, new int[] {(int)TextureWrapMode.ClampToEdge});
|
||||
gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureMagFilter, new int[] {(int)TextureMagFilter.Nearest});
|
||||
gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureMinFilter, new int[] {(int)TextureMinFilter.Nearest});
|
||||
|
||||
gl.TexImage2D(
|
||||
Silk.NET.OpenGL.GLEnum.Texture2D,
|
||||
0,
|
||||
InternalFormat.Rgba8,
|
||||
(uint)bmp.Width,
|
||||
(uint)bmp.Height,
|
||||
0,
|
||||
Silk.NET.OpenGL.GLEnum.Bgra,
|
||||
Silk.NET.OpenGL.GLEnum.UnsignedByte,
|
||||
null
|
||||
);
|
||||
|
||||
texW = bmp.Width;
|
||||
texH = bmp.Height;
|
||||
|
||||
float[] buf = {
|
||||
-1.0f, -1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f
|
||||
};
|
||||
|
||||
float[] buf = { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
|
||||
vertex_buf = gl.GenBuffer();
|
||||
gl.BindBuffer(Silk.NET.OpenGL.GLEnum.ArrayBuffer, vertex_buf);
|
||||
fixed (float* buf_ = buf) gl.BufferData(Silk.NET.OpenGL.GLEnum.ArrayBuffer, (uint)(sizeof(float) * buf.Length), buf_, Silk.NET.OpenGL.GLEnum.StaticDraw);
|
||||
|
||||
vao = gl.GenVertexArray();
|
||||
|
||||
gl.BindVertexArray(vao);
|
||||
gl.BindBuffer(GLEnum.ArrayBuffer, vertex_buf);
|
||||
|
||||
|
||||
gl.VertexAttribPointer(
|
||||
0,
|
||||
2,
|
||||
GLEnum.Float,
|
||||
false,
|
||||
4 * sizeof(float),
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
gl.EnableVertexAttribArray(0);
|
||||
|
||||
gl.VertexAttribPointer(
|
||||
1,
|
||||
2,
|
||||
GLEnum.Float,
|
||||
false,
|
||||
4 * sizeof(float),
|
||||
(void*)(2 * sizeof(float))
|
||||
);
|
||||
|
||||
gl.EnableVertexAttribArray(1);
|
||||
|
||||
gl.BindVertexArray(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,12 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public struct 腕人
|
||||
public struct Arm人
|
||||
{
|
||||
public Shoulder Shoulder;
|
||||
|
||||
public 上腕_人 上腕;
|
||||
public UpperArm_人 UpperArm;
|
||||
|
||||
public 下腕_人 下腕;
|
||||
public LowerArm_人 LowerArm;
|
||||
|
||||
public 手_人 手;
|
||||
}
|
||||
@@ -1,12 +1,12 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public struct 腕獣
|
||||
public struct Arm獣
|
||||
{
|
||||
public 四足脇 Shoulder;
|
||||
|
||||
public 獣上腕 上腕;
|
||||
public 獣UpperArm UpperArm;
|
||||
|
||||
public 獣下腕 下腕;
|
||||
public 獣LowerArm LowerArm;
|
||||
|
||||
public 獣手 手;
|
||||
}
|
||||
13
SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼獣.cs
Normal file
13
SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼獣.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public struct Arm翼獣
|
||||
{
|
||||
public Shoulder Shoulder;
|
||||
|
||||
public UpperArm_蝙 UpperArm;
|
||||
|
||||
public LowerArm_蝙 LowerArm;
|
||||
|
||||
public 手_蝙 手;
|
||||
}
|
||||
}
|
||||
13
SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼鳥.cs
Normal file
13
SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼鳥.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public struct Arm翼鳥
|
||||
{
|
||||
public Shoulder Shoulder;
|
||||
|
||||
public UpperArm_鳥 UpperArm;
|
||||
|
||||
public LowerArm_鳥 LowerArm;
|
||||
|
||||
public 手_鳥 手;
|
||||
}
|
||||
}
|
||||
@@ -291,7 +291,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -378,16 +378,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_カルD e)
|
||||
public BackHair0_カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][3]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
X0Y0_髪中 = pars["髪中"].ToPar();
|
||||
X0Y0_髪左1 = pars["髪左1"].ToPar();
|
||||
@@ -400,8 +400,8 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3 = pars["髪右3"].ToPar();
|
||||
X0Y0_髪右4 = pars["髪右4"].ToPar();
|
||||
X0Y0_髪右5 = pars["髪右5"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -465,13 +465,13 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3CP = new ColorP(X0Y0_髪右3, 髪右3CD, DisUnit, abj: false);
|
||||
X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false);
|
||||
X0Y0_髪右5CP = new ColorP(X0Y0_髪右5, 髪右5CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
{
|
||||
_ = 右;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -638,12 +638,12 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右5CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
髪中CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -291,7 +291,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -378,16 +378,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_ジグD e)
|
||||
public BackHair0_ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][0]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
X0Y0_髪中 = pars["髪中"].ToPar();
|
||||
X0Y0_髪左1 = pars["髪左1"].ToPar();
|
||||
@@ -400,8 +400,8 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3 = pars["髪右3"].ToPar();
|
||||
X0Y0_髪右4 = pars["髪右4"].ToPar();
|
||||
X0Y0_髪右5 = pars["髪右5"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -465,13 +465,13 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3CP = new ColorP(X0Y0_髪右3, 髪右3CD, DisUnit, abj: false);
|
||||
X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false);
|
||||
X0Y0_髪右5CP = new ColorP(X0Y0_髪右5, 髪右5CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
{
|
||||
_ = 右;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -540,12 +540,12 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右5CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
髪中CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -291,7 +291,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -378,16 +378,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_ハネD e)
|
||||
public 後髪0_ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][1]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
X0Y0_髪中 = pars["髪中"].ToPar();
|
||||
X0Y0_髪左1 = pars["髪左1"].ToPar();
|
||||
@@ -400,8 +400,8 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3 = pars["髪右3"].ToPar();
|
||||
X0Y0_髪右4 = pars["髪右4"].ToPar();
|
||||
X0Y0_髪右5 = pars["髪右5"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -465,13 +465,13 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3CP = new ColorP(X0Y0_髪右3, 髪右3CD, DisUnit, abj: false);
|
||||
X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false);
|
||||
X0Y0_髪右5CP = new ColorP(X0Y0_髪右5, 髪右5CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
{
|
||||
_ = 右;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -540,12 +540,12 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右5CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
髪中CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new 後髪0_ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -291,7 +291,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -378,16 +378,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_パツD e)
|
||||
public BackHair0_パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][2]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
X0Y0_髪中 = pars["髪中"].ToPar();
|
||||
X0Y0_髪左1 = pars["髪左1"].ToPar();
|
||||
@@ -400,8 +400,8 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3 = pars["髪右3"].ToPar();
|
||||
X0Y0_髪右4 = pars["髪右4"].ToPar();
|
||||
X0Y0_髪右5 = pars["髪右5"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -465,13 +465,13 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右3CP = new ColorP(X0Y0_髪右3, 髪右3CD, DisUnit, abj: false);
|
||||
X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false);
|
||||
X0Y0_髪右5CP = new ColorP(X0Y0_髪右5, 髪右5CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
{
|
||||
_ = 右;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -529,12 +529,12 @@ namespace SlaveMatrix
|
||||
X0Y0_髪右5CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
髪中CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -301,16 +301,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1カルD e)
|
||||
public BackHair0_下1カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下1カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][7]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪節 = pars2["髪節"].ToPar();
|
||||
@@ -321,8 +321,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左2 = pars2["髪左2"].ToPar();
|
||||
X0Y0_お下げ_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -380,7 +380,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左2CP = new ColorP(X0Y0_お下げ_髪左2, お下げ_髪左2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪左1CP = new ColorP(X0Y0_お下げ_髪左1, お下げ_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -388,7 +388,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ_髪節.AngleBase = num * 30.0;
|
||||
X0Y0_お下げ_髪根.AngleBase = num * -25.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -489,12 +489,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -301,16 +301,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_下1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1ジグD e)
|
||||
public 後髪0_下1ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下1ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][4]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪節 = pars2["髪節"].ToPar();
|
||||
@@ -321,8 +321,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -380,7 +380,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -388,7 +388,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ_髪節.AngleBase = num * 30.0;
|
||||
X0Y0_お下げ_髪根.AngleBase = num * -25.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -449,12 +449,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new 後髪0_下1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -301,16 +301,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1ハネD e)
|
||||
public BackHair0_下1ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下1ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][5]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪節 = pars2["髪節"].ToPar();
|
||||
@@ -321,8 +321,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -380,7 +380,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -388,7 +388,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ_髪節.AngleBase = num * 30.0;
|
||||
X0Y0_お下げ_髪根.AngleBase = num * -25.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -449,12 +449,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -301,16 +301,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下1パツD e)
|
||||
public BackHair0_下1パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下1パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ1パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][6]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪節 = pars2["髪節"].ToPar();
|
||||
@@ -321,8 +321,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -380,7 +380,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -388,7 +388,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ_髪節.AngleBase = num * 30.0;
|
||||
X0Y0_お下げ_髪根.AngleBase = num * -25.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -444,12 +444,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -271,7 +271,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -345,16 +345,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下2カルD e)
|
||||
public BackHair0_下2カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下2カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][11]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪縛1 = pars2["髪縛1"].ToPar();
|
||||
@@ -368,8 +368,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右 = pars2["髪右"].ToPar();
|
||||
X0Y0_お下げ右_髪左 = pars2["髪左"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -431,7 +431,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右CP = new ColorP(X0Y0_お下げ右_髪右, お下げ右_髪右CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左CP = new ColorP(X0Y0_お下げ右_髪左, お下げ右_髪左CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -439,7 +439,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ左_髪根.AngleBase = num * 10.0;
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * -10.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -554,12 +554,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_髪縛1CD = new ColorD();
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -271,7 +271,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -345,16 +345,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下2ジグD e)
|
||||
public BackHair0_下2ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下2ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][8]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪縛1 = pars2["髪縛1"].ToPar();
|
||||
@@ -368,8 +368,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右 = pars2["髪右"].ToPar();
|
||||
X0Y0_お下げ右_髪左 = pars2["髪左"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -431,7 +431,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右CP = new ColorP(X0Y0_お下げ右_髪右, お下げ右_髪右CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左CP = new ColorP(X0Y0_お下げ右_髪左, お下げ右_髪左CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -439,7 +439,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ左_髪根.AngleBase = num * 10.0;
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * -10.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -506,12 +506,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_髪縛1CD = new ColorD();
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -271,7 +271,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -345,16 +345,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_下2ハネD e)
|
||||
public BackHair0_下2ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_下2ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][9]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪縛1 = pars2["髪縛1"].ToPar();
|
||||
@@ -368,8 +368,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪左 = pars2["髪左"].ToPar();
|
||||
X0Y0_お下げ右_髪右 = pars2["髪右"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -431,7 +431,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪左CP = new ColorP(X0Y0_お下げ右_髪左, お下げ右_髪左CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右CP = new ColorP(X0Y0_お下げ右_髪右, お下げ右_髪右CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -439,7 +439,7 @@ namespace SlaveMatrix
|
||||
_ = 右;
|
||||
X0Y0_お下げ左_髪根.AngleBase = 10.0;
|
||||
X0Y0_お下げ右_髪根.AngleBase = -10.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -506,12 +506,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_髪縛1CD = new ColorD();
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -271,7 +271,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -345,16 +345,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_下2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_下2パツD e)
|
||||
public BackHair0_下2パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_下2パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "下げ2パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][10]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪縛1 = pars2["髪縛1"].ToPar();
|
||||
@@ -368,8 +368,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右 = pars2["髪右"].ToPar();
|
||||
X0Y0_お下げ右_髪左 = pars2["髪左"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -431,7 +431,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右CP = new ColorP(X0Y0_お下げ右_髪右, お下げ右_髪右CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左CP = new ColorP(X0Y0_お下げ右_髪左, お下げ右_髪左CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -439,7 +439,7 @@ namespace SlaveMatrix
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_お下げ左_髪根.AngleBase = num * 10.0;
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * -10.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -500,12 +500,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_髪縛1CD = new ColorD();
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_下2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -491,7 +491,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -598,16 +598,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_編1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_編1カルD e)
|
||||
public BackHair0_編1カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_編1カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][15]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -639,8 +639,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -724,7 +724,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1CP = new ColorP(X0Y0_お下げ_髪左1, お下げ_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -739,7 +739,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_編節6_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_編節7_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_髪根.AngleBase = num * maxAngle.GetRanAngle();
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -848,12 +848,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_編1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -491,7 +491,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -598,16 +598,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_編1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編1ジグD e)
|
||||
public BackHair0_編1ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_編1ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][12]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -639,8 +639,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -724,7 +724,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1CP = new ColorP(X0Y0_お下げ_髪左1, お下げ_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -739,7 +739,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_編節6_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_編節7_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_髪根.AngleBase = num * maxAngle.GetRanAngle();
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -848,12 +848,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_編1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -491,7 +491,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -598,16 +598,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_編1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編1ハネD e)
|
||||
public BackHair0_編1ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_編1ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][13]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -639,8 +639,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -724,7 +724,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1CP = new ColorP(X0Y0_お下げ_髪左1, お下げ_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -739,7 +739,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_編節6_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_編節7_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_髪根.AngleBase = num * maxAngle.GetRanAngle();
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -848,12 +848,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_編1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -491,7 +491,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -598,16 +598,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_編1パツD e)
|
||||
public 後髪0_編1パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_編1パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み1パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][14]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -639,8 +639,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -724,7 +724,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪左1CP = new ColorP(X0Y0_お下げ_髪左1, お下げ_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪根CP = new ColorP(X0Y0_お下げ_髪根, お下げ_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -739,7 +739,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_編節6_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_編節7_髪節.AngleBase = num * maxAngle.GetRanAngle();
|
||||
X0Y0_お下げ_髪根.AngleBase = num * maxAngle.GetRanAngle();
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -845,12 +845,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new 後髪0_編1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -911,7 +911,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -1081,16 +1081,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public 後髪0_編2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2カルD e)
|
||||
public 後髪0_編2カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_編2カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][19]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -1152,8 +1152,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -1279,7 +1279,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左1CP = new ColorP(X0Y0_お下げ右_髪左1, お下げ右_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -1304,7 +1304,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_編節7_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_編節8_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * (0.0 - num2);
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -1499,12 +1499,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new 後髪0_編2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -911,7 +911,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -1081,16 +1081,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_編2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2ジグD e)
|
||||
public BackHair0_編2ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_編2ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][16]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -1152,8 +1152,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -1279,7 +1279,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左1CP = new ColorP(X0Y0_お下げ右_髪左1, お下げ右_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -1304,7 +1304,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_編節7_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_編節8_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * (0.0 - num2);
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -1499,12 +1499,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_編2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -911,7 +911,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -1081,16 +1081,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_編2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2ハネD e)
|
||||
public BackHair0_編2ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_編2ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][17]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -1152,8 +1152,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -1279,7 +1279,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左1CP = new ColorP(X0Y0_お下げ右_髪左1, お下げ右_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -1304,7 +1304,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_編節7_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_編節8_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * (0.0 - num2);
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -1499,12 +1499,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_編2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -911,7 +911,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -1081,16 +1081,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair0_編2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後髪0_編2パツD e)
|
||||
public BackHair0_編2パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後髪0_編2パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編み2パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][18]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -1152,8 +1152,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪左1 = pars2["髪左1"].ToPar();
|
||||
X0Y0_お下げ右_髪根 = pars2["髪根"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -1279,7 +1279,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪左1CP = new ColorP(X0Y0_お下げ右_髪左1, お下げ右_髪左1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪根CP = new ColorP(X0Y0_お下げ右_髪根, お下げ右_髪根CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
@@ -1304,7 +1304,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_編節7_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_編節8_髪節.AngleBase = num * (0.0 - num2);
|
||||
X0Y0_お下げ右_髪根.AngleBase = num * (0.0 - num2);
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -1493,12 +1493,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪根CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ左_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_編2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -95,7 +95,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -116,42 +116,42 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 左5_接続点 => new JointS(本体, X0Y0_髪基, 5);
|
||||
public JointS 左5_接続点 => new JointS(Body, X0Y0_髪基, 5);
|
||||
|
||||
public JointS 左4_接続点 => new JointS(本体, X0Y0_髪基, 1);
|
||||
public JointS 左4_接続点 => new JointS(Body, X0Y0_髪基, 1);
|
||||
|
||||
public JointS 左3_接続点 => new JointS(本体, X0Y0_髪基, 7);
|
||||
public JointS 左3_接続点 => new JointS(Body, X0Y0_髪基, 7);
|
||||
|
||||
public JointS 左2_接続点 => new JointS(本体, X0Y0_髪基, 3);
|
||||
public JointS 左2_接続点 => new JointS(Body, X0Y0_髪基, 3);
|
||||
|
||||
public JointS 左1_接続点 => new JointS(本体, X0Y0_髪基, 9);
|
||||
public JointS 左1_接続点 => new JointS(Body, X0Y0_髪基, 9);
|
||||
|
||||
public JointS 中央_接続点 => new JointS(本体, X0Y0_髪基, 0);
|
||||
public JointS 中央_接続点 => new JointS(Body, X0Y0_髪基, 0);
|
||||
|
||||
public JointS 右1_接続点 => new JointS(本体, X0Y0_髪基, 10);
|
||||
public JointS 右1_接続点 => new JointS(Body, X0Y0_髪基, 10);
|
||||
|
||||
public JointS 右2_接続点 => new JointS(本体, X0Y0_髪基, 4);
|
||||
public JointS 右2_接続点 => new JointS(Body, X0Y0_髪基, 4);
|
||||
|
||||
public JointS 右3_接続点 => new JointS(本体, X0Y0_髪基, 8);
|
||||
public JointS 右3_接続点 => new JointS(Body, X0Y0_髪基, 8);
|
||||
|
||||
public JointS 右4_接続点 => new JointS(本体, X0Y0_髪基, 2);
|
||||
public JointS 右4_接続点 => new JointS(Body, X0Y0_髪基, 2);
|
||||
|
||||
public JointS 右5_接続点 => new JointS(本体, X0Y0_髪基, 6);
|
||||
public JointS 右5_接続点 => new JointS(Body, X0Y0_髪基, 6);
|
||||
|
||||
public BackHair0_肢系(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair0_肢系D e)
|
||||
public BackHair0_肢系(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair0_肢系D e)
|
||||
{
|
||||
BackHair0_肢系 後髪0_肢系2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "肢系";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][21]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -312,13 +312,13 @@ namespace SlaveMatrix
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_髪基CP = new ColorP(X0Y0_髪基, 髪基CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
{
|
||||
_ = 右;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void スライム()
|
||||
@@ -332,12 +332,12 @@ namespace SlaveMatrix
|
||||
X0Y0_髪基CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
}
|
||||
|
||||
@@ -169,7 +169,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair0_肢系(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -211,7 +211,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -281,16 +281,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結1カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1カルD e)
|
||||
public BackHair1_結1カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結1カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][3]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
@@ -300,8 +300,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右3 = pars2["髪右3"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -353,7 +353,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右3CP = new ColorP(X0Y0_お下げ_髪右3, お下げ_髪右3CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -368,12 +368,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右3CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ_髪根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結1カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -211,7 +211,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -281,16 +281,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結1ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1ジグD e)
|
||||
public BackHair1_結1ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結1ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][0]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
@@ -300,8 +300,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右3 = pars2["髪右3"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -353,7 +353,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右3CP = new ColorP(X0Y0_お下げ_髪右3, お下げ_髪右3CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -368,12 +368,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右3CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ_髪根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結1ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -211,7 +211,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -281,16 +281,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結1ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1ハネD e)
|
||||
public BackHair1_結1ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結1ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][1]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
@@ -300,8 +300,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右3 = pars2["髪右3"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -353,7 +353,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右3CP = new ColorP(X0Y0_お下げ_髪右3, お下げ_髪右3CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -368,12 +368,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右3CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ_髪根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結1ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -211,7 +211,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -281,16 +281,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結1パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結1パツD e)
|
||||
public BackHair1_結1パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結1パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い1パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][2]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
X0Y0_お下げ_髪根 = pars2["髪根"].ToPar();
|
||||
@@ -300,8 +300,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ_髪右2 = pars2["髪右2"].ToPar();
|
||||
X0Y0_お下げ_髪右3 = pars2["髪右3"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -353,7 +353,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右1CP = new ColorP(X0Y0_お下げ_髪右1, お下げ_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右2CP = new ColorP(X0Y0_お下げ_髪右2, お下げ_髪右2CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_髪右3CP = new ColorP(X0Y0_お下げ_髪右3, お下げ_髪右3CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -368,12 +368,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_髪右3CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ_髪根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結1パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -258,16 +258,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結2カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2カルD e)
|
||||
public BackHair1_結2カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結2カルD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2カル";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][7]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪左根 = pars2["髪左根"].ToPar();
|
||||
@@ -277,8 +277,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根 = pars2["髪右根"].ToPar();
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪右2 = pars2["髪右2"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -328,7 +328,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根CP = new ColorP(X0Y0_お下げ右_髪右根, お下げ右_髪右根CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右2CP = new ColorP(X0Y0_お下げ右_髪右2, お下げ右_髪右2CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -342,12 +342,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右2CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ左_髪左根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結2カル(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -258,16 +258,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結2ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2ジグD e)
|
||||
public BackHair1_結2ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結2ジグD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2ジグ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][4]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪左根 = pars2["髪左根"].ToPar();
|
||||
@@ -277,8 +277,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根 = pars2["髪右根"].ToPar();
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪右2 = pars2["髪右2"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -328,7 +328,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根CP = new ColorP(X0Y0_お下げ右_髪右根, お下げ右_髪右根CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右2CP = new ColorP(X0Y0_お下げ右_髪右2, お下げ右_髪右2CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -342,12 +342,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右2CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ左_髪左根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結2ジグ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -258,16 +258,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結2ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2ハネD e)
|
||||
public BackHair1_結2ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結2ハネD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2ハネ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][5]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪左根 = pars2["髪左根"].ToPar();
|
||||
@@ -277,8 +277,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根 = pars2["髪右根"].ToPar();
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪右2 = pars2["髪右2"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -328,7 +328,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根CP = new ColorP(X0Y0_お下げ右_髪右根, お下げ右_髪右根CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右2CP = new ColorP(X0Y0_お下げ右_髪右2, お下げ右_髪右2CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -342,12 +342,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右2CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ左_髪左根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結2ハネ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -258,16 +258,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_結2パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_結2パツD e)
|
||||
public BackHair1_結2パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_結2パツD e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "結い2パツ";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair1"][0][6]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ左"].ToPars();
|
||||
X0Y0_お下げ左_髪左根 = pars2["髪左根"].ToPar();
|
||||
@@ -277,8 +277,8 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根 = pars2["髪右根"].ToPar();
|
||||
X0Y0_お下げ右_髪右1 = pars2["髪右1"].ToPar();
|
||||
X0Y0_お下げ右_髪右2 = pars2["髪右2"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -328,7 +328,7 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右根CP = new ColorP(X0Y0_お下げ右_髪右根, お下げ右_髪右根CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右1CP = new ColorP(X0Y0_お下げ右_髪右1, お下げ右_髪右1CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ右_髪右2CP = new ColorP(X0Y0_お下げ右_髪右2, お下げ右_髪右2CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -342,12 +342,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ右_髪右2CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
お下げ左_髪左根CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_結2パツ(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -351,7 +351,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -408,16 +408,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public BackHair1_編結(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, BackHair1_編結D e)
|
||||
public BackHair1_編結(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, BackHair1_編結D e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif();
|
||||
dif.Tag = "編結";
|
||||
dif.Add(new Pars(Sta.胴体["BackHair0"][0][20]));
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_髪基 = pars["髪基"].ToPar();
|
||||
Pars pars2 = pars["お下げ"].ToPars();
|
||||
Pars pars3 = pars2["編節1"].ToPars();
|
||||
@@ -441,8 +441,8 @@ namespace SlaveMatrix
|
||||
pars3 = pars2["編節7"].ToPars();
|
||||
X0Y0_お下げ_編節7_髪節 = pars3["髪節"].ToPar();
|
||||
X0Y0_お下げ_編節7_髪編目 = pars3["髪編目"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -506,13 +506,13 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_編節6_髪編目CP = new ColorP(X0Y0_お下げ_編節6_髪編目, お下げ_編節6_髪編目CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_編節7_髪節CP = new ColorP(X0Y0_お下げ_編節7_髪節, お下げ_編節7_髪節CD, DisUnit, abj: false);
|
||||
X0Y0_お下げ_編節7_髪編目CP = new ColorP(X0Y0_お下げ_編節7_髪編目, お下げ_編節7_髪編目CD, DisUnit, abj: false);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void SetAngle0()
|
||||
{
|
||||
_ = 右;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
@@ -534,12 +534,12 @@ namespace SlaveMatrix
|
||||
X0Y0_お下げ_編節7_髪編目CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
髪基CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
お下げ_編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new BackHair1_編結(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Drawing;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 体配色
|
||||
public class BodyColorSet
|
||||
{
|
||||
public Color2 髪O;
|
||||
|
||||
@@ -218,7 +218,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Color 尿線;
|
||||
|
||||
public 体配色(体色 色)
|
||||
public BodyColorSet(体色 色)
|
||||
{
|
||||
if (色.粘膜 == Col.Empty)
|
||||
{
|
||||
@@ -1321,7 +1321,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -1390,34 +1390,34 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 首_接続点 => new JointS(本体, X0Y0_胸郭, 0);
|
||||
public JointS Neck_接続点 => new JointS(Body, X0Y0_胸郭, 0);
|
||||
|
||||
public JointS 肩左_接続点 => new JointS(本体, X0Y0_胸郭, 1);
|
||||
public JointS 肩左_接続点 => new JointS(Body, X0Y0_胸郭, 1);
|
||||
|
||||
public JointS 肩右_接続点 => new JointS(本体, X0Y0_胸郭, 2);
|
||||
public JointS 肩右_接続点 => new JointS(Body, X0Y0_胸郭, 2);
|
||||
|
||||
public JointS 胸左_接続点 => new JointS(本体, X0Y0_胸郭, 3);
|
||||
public JointS 胸左_接続点 => new JointS(Body, X0Y0_胸郭, 3);
|
||||
|
||||
public JointS 胸右_接続点 => new JointS(本体, X0Y0_胸郭, 4);
|
||||
public JointS 胸右_接続点 => new JointS(Body, X0Y0_胸郭, 4);
|
||||
|
||||
public JointS 肌_接続点 => new JointS(本体, X0Y0_胸郭, 10);
|
||||
public JointS 肌_接続点 => new JointS(Body, X0Y0_胸郭, 10);
|
||||
|
||||
public JointS 翼上左_接続点 => new JointS(本体, X0Y0_胸郭, 8);
|
||||
public JointS 翼上左_接続点 => new JointS(Body, X0Y0_胸郭, 8);
|
||||
|
||||
public JointS 翼上右_接続点 => new JointS(本体, X0Y0_胸郭, 9);
|
||||
public JointS 翼上右_接続点 => new JointS(Body, X0Y0_胸郭, 9);
|
||||
|
||||
public JointS 翼下左_接続点 => new JointS(本体, X0Y0_胸郭, 11);
|
||||
public JointS 翼下左_接続点 => new JointS(Body, X0Y0_胸郭, 11);
|
||||
|
||||
public JointS 翼下右_接続点 => new JointS(本体, X0Y0_胸郭, 12);
|
||||
public JointS 翼下右_接続点 => new JointS(Body, X0Y0_胸郭, 12);
|
||||
|
||||
public JointS 背中_接続点 => new JointS(本体, X0Y0_胸郭, 10);
|
||||
public JointS 背中_接続点 => new JointS(Body, X0Y0_胸郭, 10);
|
||||
|
||||
public Chest(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ChestD e)
|
||||
public Chest(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ChestD e)
|
||||
{
|
||||
Chest Chest2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.胴体["胸郭"]);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs(Sta.胴体["胸郭"]);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_胸郭 = pars["胸郭"].ToPar();
|
||||
Pars pars2 = pars["筋肉"].ToPars();
|
||||
X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar();
|
||||
@@ -1500,8 +1500,8 @@ namespace SlaveMatrix
|
||||
X0Y0_ハイライト外右 = pars["ハイライト外右"].ToPar();
|
||||
X0Y0_ハイライト内左 = pars["ハイライト内左"].ToPar();
|
||||
X0Y0_ハイライト内右 = pars["ハイライト内右"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -1598,7 +1598,7 @@ namespace SlaveMatrix
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = Chest2;
|
||||
f.ConnectionType = ConnectionInfo.Chest_Neck_接続;
|
||||
f.接続(Chest2.首_接続点);
|
||||
f.接続(Chest2.Neck_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -1776,7 +1776,7 @@ namespace SlaveMatrix
|
||||
傷X左濃度 = e.傷X左濃度;
|
||||
傷X右濃度 = e.傷X右濃度;
|
||||
ハイライト濃度 = e.ハイライト濃度;
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
尺度B = 0.99;
|
||||
尺度YB = 0.99;
|
||||
}
|
||||
@@ -1969,12 +1969,12 @@ namespace SlaveMatrix
|
||||
X0Y0_ハイライト内右CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
胸郭CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
|
||||
@@ -273,7 +273,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Chest(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -70,7 +70,7 @@ namespace SlaveMatrix
|
||||
Chest_翼下右_接続,
|
||||
Chest_背中_接続,
|
||||
乳房_噴乳_接続,
|
||||
Shoulder_上腕_接続,
|
||||
Shoulder_UpperArm_接続,
|
||||
Torso_Chest_接続,
|
||||
Torso_肌_接続,
|
||||
Torso_翼左_接続,
|
||||
@@ -261,10 +261,10 @@ namespace SlaveMatrix
|
||||
前翅_甲_軸2_接続,
|
||||
前翅_甲_軸3_接続,
|
||||
触手_犬_Head_接続,
|
||||
触手_犬_上腕左_接続,
|
||||
触手_犬_上腕右_接続,
|
||||
触手_犬_下腕左_接続,
|
||||
触手_犬_下腕右_接続,
|
||||
触手_犬_UpperArm左_接続,
|
||||
触手_犬_UpperArm右_接続,
|
||||
触手_犬_LowerArm左_接続,
|
||||
触手_犬_LowerArm右_接続,
|
||||
触手_犬_手左_接続,
|
||||
触手_犬_手右_接続,
|
||||
触手_蔦_節1_接続,
|
||||
@@ -292,19 +292,19 @@ namespace SlaveMatrix
|
||||
触手_蔦_節23_接続,
|
||||
触手_蔦_節24_接続,
|
||||
触手_蔦_先端_接続,
|
||||
上腕_人_下腕_接続,
|
||||
上腕_鳥_下腕_接続,
|
||||
上腕_蝙_下腕_接続,
|
||||
上腕_獣_下腕_接続,
|
||||
上腕_蹄_下腕_接続,
|
||||
下腕_人_外腕_接続,
|
||||
下腕_人_手_接続,
|
||||
下腕_人_虫鎌_接続,
|
||||
下腕_鳥_手_接続,
|
||||
下腕_蝙_手_接続,
|
||||
下腕_蝙_腕輪_接続,
|
||||
下腕_獣_手_接続,
|
||||
下腕_蹄_手_接続,
|
||||
UpperArm_人_LowerArm_接続,
|
||||
UpperArm_鳥_LowerArm_接続,
|
||||
UpperArm_蝙_LowerArm_接続,
|
||||
UpperArm_獣_LowerArm_接続,
|
||||
UpperArm_蹄_LowerArm_接続,
|
||||
LowerArm_人_OuterArm_接続,
|
||||
LowerArm_人_手_接続,
|
||||
LowerArm_人_虫鎌_接続,
|
||||
LowerArm_鳥_手_接続,
|
||||
LowerArm_蝙_手_接続,
|
||||
LowerArm_蝙_腕輪_接続,
|
||||
LowerArm_獣_手_接続,
|
||||
LowerArm_蹄_手_接続,
|
||||
腿_人_Leg_接続,
|
||||
腿_獣_Leg_接続,
|
||||
腿_蹄_Leg_接続,
|
||||
@@ -366,8 +366,8 @@ namespace SlaveMatrix
|
||||
四足胸_翼下左_接続,
|
||||
四足胸_翼下右_接続,
|
||||
四足胸_背中_接続,
|
||||
四足脇_上腕_接続,
|
||||
四足胴_腰_接続,
|
||||
四足脇_UpperArm_接続,
|
||||
四足胴_Waist_接続,
|
||||
四足胴_肌_接続,
|
||||
四足胴_翼左_接続,
|
||||
四足胴_翼右_接続,
|
||||
|
||||
@@ -315,7 +315,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -346,47 +346,47 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public Cough(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 咳D e)
|
||||
public Cough(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 咳D e)
|
||||
{
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.胴体["Cough"]);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs(Sta.胴体["Cough"]);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_咳基 = pars["咳基"].ToPar();
|
||||
X0Y0_雫1 = pars["雫1"].ToPar();
|
||||
X0Y0_雫2 = pars["雫2"].ToPar();
|
||||
X0Y0_雫3 = pars["雫3"].ToPar();
|
||||
X0Y0_雫4 = pars["雫4"].ToPar();
|
||||
X0Y0_雫5 = pars["雫5"].ToPar();
|
||||
pars = 本体[0][1];
|
||||
pars = Body[0][1];
|
||||
X0Y1_咳基 = pars["咳基"].ToPar();
|
||||
X0Y1_雫1 = pars["雫1"].ToPar();
|
||||
X0Y1_雫2 = pars["雫2"].ToPar();
|
||||
X0Y1_雫3 = pars["雫3"].ToPar();
|
||||
X0Y1_雫4 = pars["雫4"].ToPar();
|
||||
X0Y1_雫5 = pars["雫5"].ToPar();
|
||||
pars = 本体[0][2];
|
||||
pars = Body[0][2];
|
||||
X0Y2_咳基 = pars["咳基"].ToPar();
|
||||
X0Y2_雫1 = pars["雫1"].ToPar();
|
||||
X0Y2_雫2 = pars["雫2"].ToPar();
|
||||
X0Y2_雫3 = pars["雫3"].ToPar();
|
||||
X0Y2_雫4 = pars["雫4"].ToPar();
|
||||
X0Y2_雫5 = pars["雫5"].ToPar();
|
||||
pars = 本体[0][3];
|
||||
pars = Body[0][3];
|
||||
X0Y3_咳基 = pars["咳基"].ToPar();
|
||||
X0Y3_雫1 = pars["雫1"].ToPar();
|
||||
X0Y3_雫2 = pars["雫2"].ToPar();
|
||||
X0Y3_雫3 = pars["雫3"].ToPar();
|
||||
X0Y3_雫4 = pars["雫4"].ToPar();
|
||||
X0Y3_雫5 = pars["雫5"].ToPar();
|
||||
pars = 本体[0][4];
|
||||
pars = Body[0][4];
|
||||
X0Y4_咳基 = pars["咳基"].ToPar();
|
||||
X0Y4_雫1 = pars["雫1"].ToPar();
|
||||
X0Y4_雫2 = pars["雫2"].ToPar();
|
||||
X0Y4_雫3 = pars["雫3"].ToPar();
|
||||
X0Y4_雫4 = pars["雫4"].ToPar();
|
||||
X0Y4_雫5 = pars["雫5"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -454,12 +454,12 @@ namespace SlaveMatrix
|
||||
X0Y4_雫3CP = new ColorP(X0Y4_雫3, 雫3CD, DisUnit, abj: true);
|
||||
X0Y4_雫4CP = new ColorP(X0Y4_雫4, 雫4CD, DisUnit, abj: true);
|
||||
X0Y4_雫5CP = new ColorP(X0Y4_雫5, 雫5CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
}
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
switch (本体.IndexY)
|
||||
switch (Body.IndexY)
|
||||
{
|
||||
case 0:
|
||||
X0Y0_咳基CP.Update();
|
||||
@@ -504,12 +504,12 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
咳基CD = new ColorD(ref Col.Empty, ref Color2.Empty);
|
||||
雫1CD = new ColorD(ref Col.Empty, ref 体配色.体液);
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
using System.Linq;
|
||||
using _2DGAMELIB;
|
||||
using System.Linq;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class Head : Ele
|
||||
{
|
||||
public Par X0Y0_頭;
|
||||
public Par X0Y0_Head;
|
||||
|
||||
public Par X0Y0_悪タトゥ_逆十字_逆十字1;
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_虫性_顎下;
|
||||
|
||||
public ColorD 頭CD;
|
||||
public ColorD HeadCD;
|
||||
|
||||
public ColorD 悪タトゥ_逆十字_逆十字1CD;
|
||||
|
||||
@@ -165,7 +165,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 虫性_顎下CD;
|
||||
|
||||
public ColorP X0Y0_頭CP;
|
||||
public ColorP X0Y0_HeadCP;
|
||||
|
||||
public ColorP X0Y0_悪タトゥ_逆十字_逆十字1CP;
|
||||
|
||||
@@ -325,16 +325,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 頭_表示
|
||||
public bool Head_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_頭.Dra;
|
||||
return X0Y0_Head.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_頭.Dra = value;
|
||||
X0Y0_頭.Hit = value;
|
||||
X0Y0_Head.Dra = value;
|
||||
X0Y0_Head.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -849,11 +849,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 頭_表示;
|
||||
return Head_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
頭_表示 = value;
|
||||
Head_表示 = value;
|
||||
悪タトゥ_逆十字_逆十字1_表示 = value;
|
||||
悪タトゥ_逆十字_逆十字2_表示 = value;
|
||||
隈取_タトゥ_表示 = value;
|
||||
@@ -896,15 +896,15 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
return 頭CD.不透明度;
|
||||
return HeadCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
頭CD.不透明度 = value;
|
||||
HeadCD.不透明度 = value;
|
||||
悪タトゥ_逆十字_逆十字1CD.不透明度 = value;
|
||||
悪タトゥ_逆十字_逆十字2CD.不透明度 = value;
|
||||
隈取_タトゥCD.不透明度 = value;
|
||||
@@ -952,18 +952,18 @@ namespace SlaveMatrix
|
||||
set
|
||||
{
|
||||
double y = 0.9975 + 0.004 * value.Inverse();
|
||||
X0Y0_頭.JP[0].Joint = X0Y0_頭.JP[0].Joint.MulY(y);
|
||||
X0Y0_頭.JP[1].Joint = X0Y0_頭.JP[1].Joint.MulY(y);
|
||||
X0Y0_頭.JP[2].Joint = X0Y0_頭.JP[2].Joint.MulY(y);
|
||||
X0Y0_頭.JP[8].Joint = X0Y0_頭.JP[8].Joint.MulY(y);
|
||||
X0Y0_頭.JP[9].Joint = X0Y0_頭.JP[9].Joint.MulY(y);
|
||||
X0Y0_頭.JP[12].Joint = X0Y0_頭.JP[12].Joint.MulY(y);
|
||||
X0Y0_頭.JP[13].Joint = X0Y0_頭.JP[13].Joint.MulY(y);
|
||||
X0Y0_頭.JP[14].Joint = X0Y0_頭.JP[14].Joint.MulY(y);
|
||||
X0Y0_頭.JP[10].Joint = X0Y0_頭.JP[10].Joint.MulY(y);
|
||||
X0Y0_頭.JP[11].Joint = X0Y0_頭.JP[11].Joint.MulY(y);
|
||||
X0Y0_頭.JP[15].Joint = X0Y0_頭.JP[15].Joint.MulY(y);
|
||||
X0Y0_頭.JP[16].Joint = X0Y0_頭.JP[16].Joint.MulY(y);
|
||||
X0Y0_Head.JP[0].Joint = X0Y0_Head.JP[0].Joint.MulY(y);
|
||||
X0Y0_Head.JP[1].Joint = X0Y0_Head.JP[1].Joint.MulY(y);
|
||||
X0Y0_Head.JP[2].Joint = X0Y0_Head.JP[2].Joint.MulY(y);
|
||||
X0Y0_Head.JP[8].Joint = X0Y0_Head.JP[8].Joint.MulY(y);
|
||||
X0Y0_Head.JP[9].Joint = X0Y0_Head.JP[9].Joint.MulY(y);
|
||||
X0Y0_Head.JP[12].Joint = X0Y0_Head.JP[12].Joint.MulY(y);
|
||||
X0Y0_Head.JP[13].Joint = X0Y0_Head.JP[13].Joint.MulY(y);
|
||||
X0Y0_Head.JP[14].Joint = X0Y0_Head.JP[14].Joint.MulY(y);
|
||||
X0Y0_Head.JP[10].Joint = X0Y0_Head.JP[10].Joint.MulY(y);
|
||||
X0Y0_Head.JP[11].Joint = X0Y0_Head.JP[11].Joint.MulY(y);
|
||||
X0Y0_Head.JP[15].Joint = X0Y0_Head.JP[15].Joint.MulY(y);
|
||||
X0Y0_Head.JP[16].Joint = X0Y0_Head.JP[16].Joint.MulY(y);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -972,10 +972,10 @@ namespace SlaveMatrix
|
||||
set
|
||||
{
|
||||
double num = 0.0007 * value;
|
||||
X0Y0_頭.JP[1].Joint = X0Y0_頭.JP[1].Joint.AddX(0.0 - num);
|
||||
X0Y0_頭.JP[2].Joint = X0Y0_頭.JP[2].Joint.AddX(num);
|
||||
X0Y0_頭.JP[15].Joint = X0Y0_頭.JP[15].Joint.AddX(0.0 - num);
|
||||
X0Y0_頭.JP[16].Joint = X0Y0_頭.JP[16].Joint.AddX(num);
|
||||
X0Y0_Head.JP[1].Joint = X0Y0_Head.JP[1].Joint.AddX(0.0 - num);
|
||||
X0Y0_Head.JP[2].Joint = X0Y0_Head.JP[2].Joint.AddX(num);
|
||||
X0Y0_Head.JP[15].Joint = X0Y0_Head.JP[15].Joint.AddX(0.0 - num);
|
||||
X0Y0_Head.JP[16].Joint = X0Y0_Head.JP[16].Joint.AddX(num);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -984,62 +984,62 @@ namespace SlaveMatrix
|
||||
set
|
||||
{
|
||||
double num = 0.001 * value;
|
||||
X0Y0_頭.JP[8].Joint = X0Y0_頭.JP[8].Joint.AddX(0.0 - num);
|
||||
X0Y0_頭.JP[9].Joint = X0Y0_頭.JP[9].Joint.AddX(num);
|
||||
X0Y0_Head.JP[8].Joint = X0Y0_Head.JP[8].Joint.AddX(0.0 - num);
|
||||
X0Y0_Head.JP[9].Joint = X0Y0_Head.JP[9].Joint.AddX(num);
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 基髪_接続点 => new JointS(本体, X0Y0_頭, 0);
|
||||
public JointS 基髪_接続点 => new JointS(Body, X0Y0_Head, 0);
|
||||
|
||||
public JointS 目左_接続点 => new JointS(本体, X0Y0_頭, 1);
|
||||
public JointS 目左_接続点 => new JointS(Body, X0Y0_Head, 1);
|
||||
|
||||
public JointS 目右_接続点 => new JointS(本体, X0Y0_頭, 2);
|
||||
public JointS 目右_接続点 => new JointS(Body, X0Y0_Head, 2);
|
||||
|
||||
public JointS 鼻_接続点 => new JointS(本体, X0Y0_頭, 3);
|
||||
public JointS 鼻_接続点 => new JointS(Body, X0Y0_Head, 3);
|
||||
|
||||
public JointS 口_接続点 => new JointS(本体, X0Y0_頭, 4);
|
||||
public JointS 口_接続点 => new JointS(Body, X0Y0_Head, 4);
|
||||
|
||||
public JointS 頬左_接続点 => new JointS(本体, X0Y0_頭, 5);
|
||||
public JointS 頬左_接続点 => new JointS(Body, X0Y0_Head, 5);
|
||||
|
||||
public JointS 頬右_接続点 => new JointS(本体, X0Y0_頭, 6);
|
||||
public JointS 頬右_接続点 => new JointS(Body, X0Y0_Head, 6);
|
||||
|
||||
public JointS 額_接続点 => new JointS(本体, X0Y0_頭, 7);
|
||||
public JointS 額_接続点 => new JointS(Body, X0Y0_Head, 7);
|
||||
|
||||
public JointS 眉左_接続点 => new JointS(本体, X0Y0_頭, 8);
|
||||
public JointS 眉左_接続点 => new JointS(Body, X0Y0_Head, 8);
|
||||
|
||||
public JointS 眉右_接続点 => new JointS(本体, X0Y0_頭, 9);
|
||||
public JointS 眉右_接続点 => new JointS(Body, X0Y0_Head, 9);
|
||||
|
||||
public JointS 耳左_接続点 => new JointS(本体, X0Y0_頭, 10);
|
||||
public JointS 耳左_接続点 => new JointS(Body, X0Y0_Head, 10);
|
||||
|
||||
public JointS 耳右_接続点 => new JointS(本体, X0Y0_頭, 11);
|
||||
public JointS 耳右_接続点 => new JointS(Body, X0Y0_Head, 11);
|
||||
|
||||
public JointS 鼻肌_接続点 => new JointS(本体, X0Y0_頭, 12);
|
||||
public JointS 鼻肌_接続点 => new JointS(Body, X0Y0_Head, 12);
|
||||
|
||||
public JointS 単眼目_接続点 => new JointS(本体, X0Y0_頭, 13);
|
||||
public JointS 単眼目_接続点 => new JointS(Body, X0Y0_Head, 13);
|
||||
|
||||
public JointS 単眼眉_接続点 => new JointS(本体, X0Y0_頭, 14);
|
||||
public JointS 単眼眉_接続点 => new JointS(Body, X0Y0_Head, 14);
|
||||
|
||||
public JointS 大顎基_接続点 => new JointS(本体, X0Y0_頭, 14);
|
||||
public JointS 大顎基_接続点 => new JointS(Body, X0Y0_Head, 14);
|
||||
|
||||
public JointS 顔面_接続点 => new JointS(本体, X0Y0_頭, 13);
|
||||
public JointS 顔面_接続点 => new JointS(Body, X0Y0_Head, 13);
|
||||
|
||||
public JointS 頭頂_接続点 => new JointS(本体, X0Y0_頭, 14);
|
||||
public JointS 頭頂_接続点 => new JointS(Body, X0Y0_Head, 14);
|
||||
|
||||
public JointS 頬肌左_接続点 => new JointS(本体, X0Y0_頭, 15);
|
||||
public JointS 頬肌左_接続点 => new JointS(Body, X0Y0_Head, 15);
|
||||
|
||||
public JointS 頬肌右_接続点 => new JointS(本体, X0Y0_頭, 16);
|
||||
public JointS 頬肌右_接続点 => new JointS(Body, X0Y0_Head, 16);
|
||||
|
||||
public JointS 触覚左_接続点 => new JointS(本体, X0Y0_頭, 17);
|
||||
public JointS 触覚左_接続点 => new JointS(Body, X0Y0_Head, 17);
|
||||
|
||||
public JointS 触覚右_接続点 => new JointS(本体, X0Y0_頭, 18);
|
||||
public JointS 触覚右_接続点 => new JointS(Body, X0Y0_Head, 18);
|
||||
|
||||
public Head(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, HeadD e)
|
||||
public Head(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, HeadD e)
|
||||
{
|
||||
Head 頭2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.胴体["Head"]);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_頭 = pars["頭"].ToPar();
|
||||
Body = new Difs(Sta.胴体["Head"]);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_Head = pars["頭"].ToPar();
|
||||
Pars pars2 = pars["悪タトゥ"].ToPars();
|
||||
Pars pars3 = pars2["逆十字"].ToPars();
|
||||
X0Y0_悪タトゥ_逆十字_逆十字1 = pars3["逆十字1"].ToPar();
|
||||
@@ -1096,8 +1096,8 @@ namespace SlaveMatrix
|
||||
X0Y0_馬柄_馬柄 = pars2["牛柄"].ToPar();
|
||||
pars2 = pars["虫顎"].ToPars();
|
||||
X0Y0_虫性_顎下 = pars2["顎下"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -1120,7 +1120,7 @@ namespace SlaveMatrix
|
||||
サイズ = e.サイズ;
|
||||
サイズX = e.サイズX;
|
||||
サイズY = e.サイズY;
|
||||
頭_表示 = e.頭_表示;
|
||||
Head_表示 = e.頭_表示;
|
||||
悪タトゥ_逆十字_逆十字1_表示 = e.悪タトゥ_逆十字_逆十字1_表示;
|
||||
悪タトゥ_逆十字_逆十字2_表示 = e.悪タトゥ_逆十字_逆十字2_表示;
|
||||
隈取_タトゥ_表示 = e.隈取_タトゥ_表示;
|
||||
@@ -1415,7 +1415,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_頭CP = new ColorP(X0Y0_頭, 頭CD, DisUnit, abj: true);
|
||||
X0Y0_HeadCP = new ColorP(X0Y0_Head, HeadCD, DisUnit, abj: true);
|
||||
X0Y0_悪タトゥ_逆十字_逆十字1CP = new ColorP(X0Y0_悪タトゥ_逆十字_逆十字1, 悪タトゥ_逆十字_逆十字1CD, DisUnit, abj: false);
|
||||
X0Y0_悪タトゥ_逆十字_逆十字2CP = new ColorP(X0Y0_悪タトゥ_逆十字_逆十字2, 悪タトゥ_逆十字_逆十字2CD, DisUnit, abj: true);
|
||||
X0Y0_隈取_タトゥCP = new ColorP(X0Y0_隈取_タトゥ, 隈取_タトゥCD, DisUnit, abj: true);
|
||||
@@ -1455,14 +1455,14 @@ namespace SlaveMatrix
|
||||
X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, 竜性_鱗3CD, DisUnit, abj: true);
|
||||
X0Y0_馬柄_馬柄CP = new ColorP(X0Y0_馬柄_馬柄, 馬柄_馬柄CD, DisUnit, abj: true);
|
||||
X0Y0_虫性_顎下CP = new ColorP(X0Y0_虫性_顎下, 虫性_顎下CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
X0Y0_頭.JP[8].Joint = X0Y0_頭.JP[8].Joint.AddX(-0.00012);
|
||||
X0Y0_頭.JP[9].Joint = X0Y0_頭.JP[9].Joint.AddX(0.00012);
|
||||
Intensity = e.濃度;
|
||||
X0Y0_Head.JP[8].Joint = X0Y0_Head.JP[8].Joint.AddX(-0.00012);
|
||||
X0Y0_Head.JP[9].Joint = X0Y0_Head.JP[9].Joint.AddX(0.00012);
|
||||
}
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_頭);
|
||||
Are.Draw(X0Y0_Head);
|
||||
}
|
||||
|
||||
public override void 描画1(RenderArea Are)
|
||||
@@ -1516,7 +1516,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double y = 0.0003 * Rate;
|
||||
Par par = Sta.胴体["Head"][0][0]["頭"].ToPar();
|
||||
Par x0Y0_頭 = X0Y0_頭;
|
||||
Par x0Y0_頭 = X0Y0_Head;
|
||||
x0Y0_頭.OP[0].ps[3] = par.OP[0].ps[3].AddY(y);
|
||||
x0Y0_頭.OP[0].ps[4] = par.OP[0].ps[4].AddY(y);
|
||||
x0Y0_頭.OP[1].ps[0] = par.OP[1].ps[0].AddY(y);
|
||||
@@ -1589,7 +1589,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_頭CP.Update();
|
||||
X0Y0_HeadCP.Update();
|
||||
X0Y0_悪タトゥ_逆十字_逆十字1CP.Update();
|
||||
X0Y0_悪タトゥ_逆十字_逆十字2CP.Update();
|
||||
X0Y0_隈取_タトゥCP.Update();
|
||||
@@ -1633,7 +1633,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新(Vector2D[] mm)
|
||||
{
|
||||
X0Y0_頭CP.Update(mm);
|
||||
X0Y0_HeadCP.Update(mm);
|
||||
X0Y0_悪タトゥ_逆十字_逆十字1CP.Update();
|
||||
X0Y0_悪タトゥ_逆十字_逆十字2CP.Update();
|
||||
X0Y0_隈取_タトゥCP.Update();
|
||||
@@ -1675,14 +1675,14 @@ namespace SlaveMatrix
|
||||
X0Y0_虫性_顎下CP.Update();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
頭CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
HeadCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
悪タトゥ_逆十字_逆十字1CD = new ColorD(ref 体配色.刺青.Col1, ref Color2.Empty);
|
||||
悪タトゥ_逆十字_逆十字2CD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
隈取_タトゥCD = new ColorD(ref Col.Black, ref 体配色.刺青);
|
||||
|
||||
@@ -302,7 +302,7 @@ namespace SlaveMatrix
|
||||
return this;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Head(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -5386,7 +5386,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -5738,27 +5738,27 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
public JointS 足_接続点 => new JointS(Body, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 脚輪下_接続点 => new JointS(本体, X0Y0_Leg, 2);
|
||||
public JointS 脚輪下_接続点 => new JointS(Body, X0Y0_Leg, 2);
|
||||
|
||||
public JointS 脚輪上_接続点 => new JointS(本体, X0Y0_Leg, 3);
|
||||
public JointS 脚輪上_接続点 => new JointS(Body, X0Y0_Leg, 3);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪上_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_脚輪上_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪上_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪上_金具右, 0);
|
||||
|
||||
public JointS 鎖3_接続点 => new JointS(本体, X0Y0_脚輪下_金具左, 0);
|
||||
public JointS 鎖3_接続点 => new JointS(Body, X0Y0_脚輪下_金具左, 0);
|
||||
|
||||
public JointS 鎖4_接続点 => new JointS(本体, X0Y0_脚輪下_金具右, 0);
|
||||
public JointS 鎖4_接続点 => new JointS(Body, X0Y0_脚輪下_金具右, 0);
|
||||
|
||||
public Leg_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_人D e)
|
||||
public Leg_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Leg_人D e)
|
||||
{
|
||||
Leg_人 Leg_人2 = this;
|
||||
ThisType = GetType();
|
||||
//Leg but if renamed to Leg it broke game
|
||||
本体 = new Difs(Sta.脚左["Leg"]);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs(Sta.脚左["Leg"]);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["淫タトゥ"].ToPars();
|
||||
@@ -6056,7 +6056,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪下_金具3 = pars2["金具3"].ToPar();
|
||||
X0Y0_脚輪下_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_脚輪下_金具右 = pars2["金具右"].ToPar();
|
||||
pars = 本体[0][1];
|
||||
pars = Body[0][1];
|
||||
X0Y1_Leg = pars["脚"].ToPar();
|
||||
X0Y1_筋 = pars["筋"].ToPar();
|
||||
pars2 = pars["淫タトゥ"].ToPars();
|
||||
@@ -6354,8 +6354,8 @@ namespace SlaveMatrix
|
||||
X0Y1_脚輪下_金具3 = pars2["金具3"].ToPar();
|
||||
X0Y1_脚輪下_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y1_脚輪下_金具右 = pars2["金具右"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -7035,7 +7035,7 @@ namespace SlaveMatrix
|
||||
傷I4濃度 = e.傷I4濃度;
|
||||
傷I5濃度 = e.傷I5濃度;
|
||||
ハイライト濃度 = e.ハイライト濃度;
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
||||
鎖3 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
@@ -7055,7 +7055,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
if (本体.IndexY == 0)
|
||||
if (Body.IndexY == 0)
|
||||
{
|
||||
Are.Draw(X0Y0_Leg);
|
||||
Are.Draw(X0Y0_筋);
|
||||
@@ -7255,7 +7255,7 @@ namespace SlaveMatrix
|
||||
|
||||
public void 外描画(RenderArea Are)
|
||||
{
|
||||
if (本体.IndexY == 0)
|
||||
if (Body.IndexY == 0)
|
||||
{
|
||||
Are.Draw(X0Y0_ブーツ_タン_タン);
|
||||
Are.Draw(X0Y0_ブーツ_タン_縁_縁1);
|
||||
@@ -7485,13 +7485,13 @@ namespace SlaveMatrix
|
||||
|
||||
public void 開脚(腿_人 腿)
|
||||
{
|
||||
if (腿.本体.IndexY == 0 || 腿.本体.IndexY == 4)
|
||||
if (腿.Body.IndexY == 0 || 腿.Body.IndexY == 4)
|
||||
{
|
||||
本体.IndexY = 0;
|
||||
Body.IndexY = 0;
|
||||
}
|
||||
else if (腿.本体.IndexY == 1 || 腿.本体.IndexY == 2 || 腿.本体.IndexY == 3)
|
||||
else if (腿.Body.IndexY == 1 || 腿.Body.IndexY == 2 || 腿.Body.IndexY == 3)
|
||||
{
|
||||
本体.IndexY = 1;
|
||||
Body.IndexY = 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7524,7 +7524,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
if (本体.IndexY == 0)
|
||||
if (Body.IndexY == 0)
|
||||
{
|
||||
X0Y0_LegCP.Update();
|
||||
X0Y0_筋CP.Update();
|
||||
@@ -7932,7 +7932,7 @@ namespace SlaveMatrix
|
||||
鎖3.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
switch (配色指定)
|
||||
{
|
||||
@@ -7978,7 +7978,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -8180,7 +8180,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
private void 配色T1(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -8382,7 +8382,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
private void 配色T0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -8584,7 +8584,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色B0(体配色 体配色)
|
||||
private void 配色B0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -8786,7 +8786,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色BT1(体配色 体配色)
|
||||
private void 配色BT1(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -8988,7 +8988,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色BT0(体配色 体配色)
|
||||
private void 配色BT0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -9190,7 +9190,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色C0(体配色 体配色)
|
||||
private void 配色C0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -9392,7 +9392,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色CT1(体配色 体配色)
|
||||
private void 配色CT1(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -9594,7 +9594,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色CT0(体配色 体配色)
|
||||
private void 配色CT0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -9796,7 +9796,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色L0(体配色 体配色)
|
||||
private void 配色L0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -9998,7 +9998,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色LT1(体配色 体配色)
|
||||
private void 配色LT1(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
@@ -10200,7 +10200,7 @@ namespace SlaveMatrix
|
||||
脚輪下_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色LT0(体配色 体配色)
|
||||
private void 配色LT0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref Color2.Empty);
|
||||
|
||||
@@ -469,7 +469,7 @@ namespace SlaveMatrix
|
||||
e.接続情報 = ConnectionInfo.Leg_人_脚輪上_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Leg_人(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -246,7 +246,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -265,21 +265,21 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
public JointS 足_接続点 => new JointS(Body, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public Leg_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_獣D e)
|
||||
public Leg_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Leg_獣D e)
|
||||
{
|
||||
Leg_獣 Leg_獣2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][0]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["脚輪"].ToPars();
|
||||
@@ -289,8 +289,8 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3 = pars2["金具3"].ToPar();
|
||||
X0Y0_脚輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_脚輪_金具右 = pars2["金具右"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -351,7 +351,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3CP = new ColorP(X0Y0_脚輪_金具3, 脚輪_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具左CP = new ColorP(X0Y0_脚輪_金具左, 脚輪_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具右CP = new ColorP(X0Y0_脚輪_金具右, 脚輪_金具右CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
int num = (右 ? (-10) : 10);
|
||||
@@ -361,7 +361,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
Body.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
}
|
||||
|
||||
@@ -375,7 +375,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override bool Is革(Par p)
|
||||
@@ -401,12 +401,12 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
|
||||
@@ -38,7 +38,7 @@ namespace SlaveMatrix
|
||||
e.接続情報 = ConnectionInfo.Leg_獣_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Leg_獣(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -606,7 +606,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -643,21 +643,21 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
public JointS 足_接続点 => new JointS(Body, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public Leg_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_竜D e)
|
||||
public Leg_竜(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Leg_竜D e)
|
||||
{
|
||||
Leg_竜 Leg_竜2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][3]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
Pars pars2 = pars["鱗脹"].ToPars();
|
||||
X0Y0_竜性_鱗脹_鱗1 = pars2["鱗1"].ToPar();
|
||||
@@ -687,8 +687,8 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3 = pars2["金具3"].ToPar();
|
||||
X0Y0_脚輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_脚輪_金具右 = pars2["金具右"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -785,7 +785,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3CP = new ColorP(X0Y0_脚輪_金具3, 脚輪_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具左CP = new ColorP(X0Y0_脚輪_金具左, 脚輪_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具右CP = new ColorP(X0Y0_脚輪_金具右, 脚輪_金具右CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
int num = (右 ? (-10) : 10);
|
||||
@@ -795,7 +795,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
Body.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
}
|
||||
|
||||
@@ -809,7 +809,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override bool Is革(Par p)
|
||||
@@ -853,7 +853,7 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
switch (配色指定)
|
||||
{
|
||||
@@ -872,7 +872,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗脹_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
@@ -902,7 +902,7 @@ namespace SlaveMatrix
|
||||
脚輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
private void 配色T0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗脹_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
@@ -932,7 +932,7 @@ namespace SlaveMatrix
|
||||
脚輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
private void 配色T1(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗脹_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
||||
|
||||
@@ -74,7 +74,7 @@ namespace SlaveMatrix
|
||||
e.接続情報 = ConnectionInfo.Leg_竜_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Leg_竜(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -246,7 +246,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -265,21 +265,21 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
public JointS 足_接続点 => new JointS(Body, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public Leg_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_蹄D e)
|
||||
public Leg_蹄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Leg_蹄D e)
|
||||
{
|
||||
Leg_蹄 Leg_蹄2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][1]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["脚輪"].ToPars();
|
||||
@@ -289,8 +289,8 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3 = pars2["金具3"].ToPar();
|
||||
X0Y0_脚輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_脚輪_金具右 = pars2["金具右"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -351,7 +351,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3CP = new ColorP(X0Y0_脚輪_金具3, 脚輪_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具左CP = new ColorP(X0Y0_脚輪_金具左, 脚輪_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具右CP = new ColorP(X0Y0_脚輪_金具右, 脚輪_金具右CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
int num = (右 ? (-10) : 10);
|
||||
@@ -361,7 +361,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
Body.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
}
|
||||
|
||||
@@ -375,7 +375,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override bool Is革(Par p)
|
||||
@@ -401,12 +401,12 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
|
||||
@@ -38,7 +38,7 @@ namespace SlaveMatrix
|
||||
e.接続情報 = ConnectionInfo.Leg_蹄_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Leg_蹄(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -246,7 +246,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -265,21 +265,21 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 足_接続点 => new JointS(本体, X0Y0_Leg, 0);
|
||||
public JointS 足_接続点 => new JointS(Body, X0Y0_Leg, 0);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_脚輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_脚輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_脚輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0);
|
||||
|
||||
public Leg_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Leg_鳥D e)
|
||||
public Leg_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Leg_鳥D e)
|
||||
{
|
||||
Leg_鳥 Leg_鳥2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.脚左["四足脚"][2]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_Leg = pars["脚"].ToPar();
|
||||
X0Y0_筋 = pars["筋"].ToPar();
|
||||
Pars pars2 = pars["脚輪"].ToPars();
|
||||
@@ -289,8 +289,8 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3 = pars2["金具3"].ToPar();
|
||||
X0Y0_脚輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_脚輪_金具右 = pars2["金具右"].ToPar();
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -351,7 +351,7 @@ namespace SlaveMatrix
|
||||
X0Y0_脚輪_金具3CP = new ColorP(X0Y0_脚輪_金具3, 脚輪_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具左CP = new ColorP(X0Y0_脚輪_金具左, 脚輪_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_脚輪_金具右CP = new ColorP(X0Y0_脚輪_金具右, 脚輪_金具右CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
int num = (右 ? (-10) : 10);
|
||||
@@ -361,7 +361,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
Body.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
}
|
||||
|
||||
@@ -375,7 +375,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_Leg.AngleBase = num * -136.0;
|
||||
本体.JoinPAall();
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override bool Is革(Par p)
|
||||
@@ -401,12 +401,12 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
配色N0(体配色);
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
LegCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
|
||||
@@ -38,7 +38,7 @@ namespace SlaveMatrix
|
||||
e.接続情報 = ConnectionInfo.Leg_鳥_足_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new Leg_鳥(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 下腕 : Ele
|
||||
public class LowerArm : Ele
|
||||
{
|
||||
public Ele[] 手_接続;
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 下腕D : EleD
|
||||
public class LowerArmD : EleD
|
||||
{
|
||||
public List<EleD> 手_接続 = new List<EleD>();
|
||||
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 下腕_人 : 下腕
|
||||
public class LowerArm_人 : LowerArm
|
||||
{
|
||||
public Par X0Y0_下腕;
|
||||
public Par X0Y0_LowerArm;
|
||||
|
||||
public Par X0Y0_筋肉_筋肉下;
|
||||
|
||||
@@ -309,7 +309,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_腕輪_金具右;
|
||||
|
||||
public ColorD 下腕CD;
|
||||
public ColorD LowerArmCD;
|
||||
|
||||
public ColorD 筋肉_筋肉下CD;
|
||||
|
||||
@@ -509,7 +509,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 腕輪_金具右CD;
|
||||
|
||||
public ColorP X0Y0_下腕CP;
|
||||
public ColorP X0Y0_LowerArmCP;
|
||||
|
||||
public ColorP X0Y0_筋肉_筋肉下CP;
|
||||
|
||||
@@ -914,16 +914,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 下腕_表示
|
||||
public bool LowerArm_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_下腕.Dra;
|
||||
return X0Y0_LowerArm.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_下腕.Dra = value;
|
||||
X0Y0_下腕.Hit = value;
|
||||
X0Y0_LowerArm.Dra = value;
|
||||
X0Y0_LowerArm.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4295,11 +4295,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 下腕_表示;
|
||||
return LowerArm_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
下腕_表示 = value;
|
||||
LowerArm_表示 = value;
|
||||
筋肉_筋肉下_表示 = value;
|
||||
筋肉_筋肉上_表示 = value;
|
||||
植性1_通常_花弁_花弁_表示 = value;
|
||||
@@ -4455,15 +4455,15 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
return 下腕CD.不透明度;
|
||||
return LowerArmCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
下腕CD.不透明度 = value;
|
||||
LowerArmCD.不透明度 = value;
|
||||
筋肉_筋肉下CD.不透明度 = value;
|
||||
筋肉_筋肉上CD.不透明度 = value;
|
||||
植性1_花弁_花弁CD.不透明度 = value;
|
||||
@@ -4601,34 +4601,34 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_下腕.OP[右 ? 3 : 0].Outline;
|
||||
return X0Y0_LowerArm.OP[右 ? 3 : 0].Outline;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_下腕.OP[右 ? 3 : 0].Outline = value;
|
||||
X0Y0_LowerArm.OP[右 ? 3 : 0].Outline = value;
|
||||
X0Y0_獣性1_獣腕.OP[右 ? 3 : 2].Outline = value;
|
||||
X0Y0_グローブ_通常_グローブ.OP[右 ? 3 : 0].Outline = value;
|
||||
X0Y0_グローブ_筋肉_グローブ.OP[右 ? 3 : 0].Outline = value;
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 外腕_接続点 => new JointS(本体, X0Y0_下腕, 0);
|
||||
public JointS 外腕_接続点 => new JointS(Body, X0Y0_LowerArm, 0);
|
||||
|
||||
public JointS 手_接続点 => new JointS(本体, X0Y0_下腕, 3);
|
||||
public JointS 手_接続点 => new JointS(Body, X0Y0_LowerArm, 3);
|
||||
|
||||
public JointS 虫鎌_接続点 => new JointS(本体, X0Y0_下腕, 2);
|
||||
public JointS 虫鎌_接続点 => new JointS(Body, X0Y0_LowerArm, 2);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_腕輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_腕輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_腕輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0);
|
||||
|
||||
public 下腕_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下腕_人D e)
|
||||
public LowerArm_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, LowerArm_人D e)
|
||||
{
|
||||
下腕_人 下腕_人2 = this;
|
||||
LowerArm_人 LowerArm_人2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.腕左["下腕"]);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_下腕 = pars["下腕"].ToPar();
|
||||
Body = new Difs(Sta.腕左["LowerArm"]);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_LowerArm = pars["下腕"].ToPar();
|
||||
Pars pars2 = pars["筋肉"].ToPars();
|
||||
X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar();
|
||||
X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar();
|
||||
@@ -4853,8 +4853,8 @@ namespace SlaveMatrix
|
||||
X0Y0_腕輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_腕輪_金具右 = pars2["金具右"].ToPar();
|
||||
Xasix = false;
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -4877,7 +4877,7 @@ namespace SlaveMatrix
|
||||
サイズ = e.サイズ;
|
||||
サイズX = e.サイズX;
|
||||
サイズY = e.サイズY;
|
||||
下腕_表示 = e.下腕_表示;
|
||||
LowerArm_表示 = e.LowerArm_表示;
|
||||
筋肉_筋肉下_表示 = e.筋肉_筋肉下_表示;
|
||||
筋肉_筋肉上_表示 = e.筋肉_筋肉上_表示;
|
||||
植性1_通常_花弁_花弁_表示 = e.植性1_通常_花弁_花弁_表示;
|
||||
@@ -5093,14 +5093,14 @@ namespace SlaveMatrix
|
||||
表示 = false;
|
||||
}
|
||||
Ele f;
|
||||
if (e.外腕_接続.Count > 0)
|
||||
if (e.OuterArm_接続.Count > 0)
|
||||
{
|
||||
外腕_接続 = e.外腕_接続.Select(delegate(EleD g)
|
||||
外腕_接続 = e.OuterArm_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 下腕_人2;
|
||||
f.ConnectionType = ConnectionInfo.下腕_人_外腕_接続;
|
||||
f.接続(下腕_人2.外腕_接続点);
|
||||
f.Par = LowerArm_人2;
|
||||
f.ConnectionType = ConnectionInfo.LowerArm_人_OuterArm_接続;
|
||||
f.接続(LowerArm_人2.外腕_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -5109,9 +5109,9 @@ namespace SlaveMatrix
|
||||
手_接続 = e.手_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 下腕_人2;
|
||||
f.ConnectionType = ConnectionInfo.下腕_人_手_接続;
|
||||
f.接続(下腕_人2.手_接続点);
|
||||
f.Par = LowerArm_人2;
|
||||
f.ConnectionType = ConnectionInfo.LowerArm_人_手_接続;
|
||||
f.接続(LowerArm_人2.手_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -5120,15 +5120,15 @@ namespace SlaveMatrix
|
||||
虫鎌_接続 = e.虫鎌_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 下腕_人2;
|
||||
f.ConnectionType = ConnectionInfo.下腕_人_虫鎌_接続;
|
||||
f.接続(下腕_人2.虫鎌_接続点);
|
||||
f.Par = LowerArm_人2;
|
||||
f.ConnectionType = ConnectionInfo.LowerArm_人_虫鎌_接続;
|
||||
f.接続(LowerArm_人2.虫鎌_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_下腕CP = new ColorP(X0Y0_下腕, 下腕CD, DisUnit, abj: true);
|
||||
X0Y0_LowerArmCP = new ColorP(X0Y0_LowerArm, LowerArmCD, DisUnit, abj: true);
|
||||
X0Y0_筋肉_筋肉下CP = new ColorP(X0Y0_筋肉_筋肉下, 筋肉_筋肉下CD, DisUnit, abj: false);
|
||||
X0Y0_筋肉_筋肉上CP = new ColorP(X0Y0_筋肉_筋肉上, 筋肉_筋肉上CD, DisUnit, abj: false);
|
||||
X0Y0_植性1_通常_花弁_花弁CP = new ColorP(X0Y0_植性1_通常_花弁_花弁, 植性1_花弁_花弁CD, DisUnit, abj: true);
|
||||
@@ -5284,7 +5284,7 @@ namespace SlaveMatrix
|
||||
傷I1濃度 = e.傷I1濃度;
|
||||
傷I2濃度 = e.傷I2濃度;
|
||||
ハイライト濃度 = e.ハイライト濃度;
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
鎖表示 = e.鎖表示;
|
||||
@@ -5298,7 +5298,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_下腕);
|
||||
Are.Draw(X0Y0_LowerArm);
|
||||
Are.Draw(X0Y0_筋肉_筋肉下);
|
||||
Are.Draw(X0Y0_筋肉_筋肉上);
|
||||
キスマーク.Draw(Are);
|
||||
@@ -5462,8 +5462,8 @@ namespace SlaveMatrix
|
||||
public override void SetRestraintAngle()
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_下腕.AngleBase = num * 130.0;
|
||||
本体.JoinPAall();
|
||||
X0Y0_LowerArm.AngleBase = num * 130.0;
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public void 腕輪尺度修正()
|
||||
@@ -5509,7 +5509,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_下腕CP.Update();
|
||||
X0Y0_LowerArmCP.Update();
|
||||
X0Y0_筋肉_筋肉下CP.Update();
|
||||
X0Y0_筋肉_筋肉上CP.Update();
|
||||
X0Y0_植性1_通常_花弁_花弁CP.Update();
|
||||
@@ -5665,7 +5665,7 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
switch (配色指定)
|
||||
{
|
||||
@@ -5702,9 +5702,9 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -5806,9 +5806,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
private void 配色T0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -5910,9 +5910,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
private void 配色T1(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -6014,9 +6014,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色B0(体配色 体配色)
|
||||
private void 配色B0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -6118,9 +6118,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色BT0(体配色 体配色)
|
||||
private void 配色BT0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -6222,9 +6222,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色BT1(体配色 体配色)
|
||||
private void 配色BT1(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -6326,9 +6326,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色L0(体配色 体配色)
|
||||
private void 配色L0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -6430,9 +6430,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色LT0(体配色 体配色)
|
||||
private void 配色LT0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -6534,9 +6534,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色LT1(体配色 体配色)
|
||||
private void 配色LT1(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.植1O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O);
|
||||
植性1_花弁_花弁CD = new ColorD(ref Col.Black, ref 体配色.体1O);
|
||||
@@ -5,9 +5,9 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 下腕_人D : 下腕D
|
||||
public class LowerArm_人D : LowerArmD
|
||||
{
|
||||
public bool 下腕_表示 = true;
|
||||
public bool LowerArm_表示 = true;
|
||||
|
||||
public bool 筋肉_筋肉下_表示;
|
||||
|
||||
@@ -433,39 +433,39 @@ namespace SlaveMatrix
|
||||
|
||||
public bool 鎖表示;
|
||||
|
||||
public List<EleD> 外腕_接続 = new List<EleD>();
|
||||
public List<EleD> OuterArm_接続 = new List<EleD>();
|
||||
|
||||
public List<EleD> 虫鎌_接続 = new List<EleD>();
|
||||
|
||||
public 下腕_人D()
|
||||
public LowerArm_人D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
|
||||
public void 外腕接続(EleD e)
|
||||
{
|
||||
外腕_接続.Add(e);
|
||||
OuterArm_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.下腕_人_外腕_接続;
|
||||
e.接続情報 = ConnectionInfo.LowerArm_人_OuterArm_接続;
|
||||
}
|
||||
|
||||
public override void 手接続(EleD e)
|
||||
{
|
||||
手_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.下腕_人_手_接続;
|
||||
e.接続情報 = ConnectionInfo.LowerArm_人_手_接続;
|
||||
}
|
||||
|
||||
public void 虫鎌接続(EleD e)
|
||||
{
|
||||
虫鎌_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.下腕_人_虫鎌_接続;
|
||||
e.接続情報 = ConnectionInfo.LowerArm_人_虫鎌_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new 下腕_人(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new LowerArm_人(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 下腕_獣 : 獣下腕
|
||||
public class LowerArm_獣 : 獣LowerArm
|
||||
{
|
||||
public Par X0Y0_下腕;
|
||||
public Par X0Y0_LowerArm;
|
||||
|
||||
public Par X0Y0_筋肉_筋肉下;
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_腕輪_金具右;
|
||||
|
||||
public ColorD 下腕CD;
|
||||
public ColorD LowerArmCD;
|
||||
|
||||
public ColorD 筋肉_筋肉下CD;
|
||||
|
||||
@@ -69,7 +69,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 腕輪_金具右CD;
|
||||
|
||||
public ColorP X0Y0_下腕CP;
|
||||
public ColorP X0Y0_LowerArmCP;
|
||||
|
||||
public ColorP X0Y0_筋肉_筋肉下CP;
|
||||
|
||||
@@ -142,16 +142,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 下腕_表示
|
||||
public bool LowerArm_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_下腕.Dra;
|
||||
return X0Y0_LowerArm.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_下腕.Dra = value;
|
||||
X0Y0_下腕.Hit = value;
|
||||
X0Y0_LowerArm.Dra = value;
|
||||
X0Y0_LowerArm.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -383,11 +383,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 下腕_表示;
|
||||
return LowerArm_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
下腕_表示 = value;
|
||||
LowerArm_表示 = value;
|
||||
筋肉_筋肉下_表示 = value;
|
||||
筋肉_筋肉上_表示 = value;
|
||||
竜性_鱗1_表示 = value;
|
||||
@@ -407,15 +407,15 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
return 下腕CD.不透明度;
|
||||
return LowerArmCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
下腕CD.不透明度 = value;
|
||||
LowerArmCD.不透明度 = value;
|
||||
筋肉_筋肉下CD.不透明度 = value;
|
||||
筋肉_筋肉上CD.不透明度 = value;
|
||||
竜性_鱗1CD.不透明度 = value;
|
||||
@@ -438,30 +438,30 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_下腕.OP[右 ? 6 : 0].Outline;
|
||||
return X0Y0_LowerArm.OP[右 ? 6 : 0].Outline;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_下腕.OP[右 ? 6 : 0].Outline = value;
|
||||
X0Y0_LowerArm.OP[右 ? 6 : 0].Outline = value;
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 手_接続点 => new JointS(本体, X0Y0_下腕, 2);
|
||||
public JointS 手_接続点 => new JointS(Body, X0Y0_LowerArm, 2);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_腕輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_腕輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_腕輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0);
|
||||
|
||||
public 下腕_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下腕_獣D e)
|
||||
public LowerArm_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, LowerArm_獣D e)
|
||||
{
|
||||
下腕_獣 下腕_獣2 = this;
|
||||
LowerArm_獣 LowerArm_獣2 = this;
|
||||
ThisType = GetType();
|
||||
Dif dif = new Dif(Sta.腕左["四足下腕"][0]);
|
||||
本体 = new Difs();
|
||||
本体.Tag = dif.Tag;
|
||||
本体.Add(dif);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_下腕 = pars["下腕"].ToPar();
|
||||
Dif dif = new Dif(Sta.腕左["四足LowerArm"][0]);
|
||||
Body = new Difs();
|
||||
Body.Tag = dif.Tag;
|
||||
Body.Add(dif);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_LowerArm = pars["下腕"].ToPar();
|
||||
Pars pars2 = pars["筋肉"].ToPars();
|
||||
X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar();
|
||||
X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar();
|
||||
@@ -481,8 +481,8 @@ namespace SlaveMatrix
|
||||
X0Y0_腕輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_腕輪_金具右 = pars2["金具右"].ToPar();
|
||||
Xasix = false;
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -505,7 +505,7 @@ namespace SlaveMatrix
|
||||
サイズ = e.サイズ;
|
||||
サイズX = e.サイズX;
|
||||
サイズY = e.サイズY;
|
||||
下腕_表示 = e.下腕_表示;
|
||||
LowerArm_表示 = e.LowerArm_表示;
|
||||
筋肉_筋肉下_表示 = e.筋肉_筋肉下_表示;
|
||||
筋肉_筋肉上_表示 = e.筋肉_筋肉上_表示;
|
||||
竜性_鱗1_表示 = e.竜性_鱗1_表示;
|
||||
@@ -535,15 +535,15 @@ namespace SlaveMatrix
|
||||
手_接続 = e.手_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 下腕_獣2;
|
||||
f.ConnectionType = ConnectionInfo.下腕_獣_手_接続;
|
||||
f.接続(下腕_獣2.手_接続点);
|
||||
f.Par = LowerArm_獣2;
|
||||
f.ConnectionType = ConnectionInfo.LowerArm_獣_手_接続;
|
||||
f.接続(LowerArm_獣2.手_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_下腕CP = new ColorP(X0Y0_下腕, 下腕CD, DisUnit, abj: true);
|
||||
X0Y0_LowerArmCP = new ColorP(X0Y0_LowerArm, LowerArmCD, DisUnit, abj: true);
|
||||
X0Y0_筋肉_筋肉下CP = new ColorP(X0Y0_筋肉_筋肉下, 筋肉_筋肉下CD, DisUnit, abj: false);
|
||||
X0Y0_筋肉_筋肉上CP = new ColorP(X0Y0_筋肉_筋肉上, 筋肉_筋肉上CD, DisUnit, abj: false);
|
||||
X0Y0_竜性_鱗1CP = new ColorP(X0Y0_竜性_鱗1, 竜性_鱗1CD, DisUnit, abj: true);
|
||||
@@ -559,7 +559,7 @@ namespace SlaveMatrix
|
||||
X0Y0_腕輪_金具3CP = new ColorP(X0Y0_腕輪_金具3, 腕輪_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_腕輪_金具左CP = new ColorP(X0Y0_腕輪_金具左, 腕輪_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_腕輪_金具右CP = new ColorP(X0Y0_腕輪_金具右, 腕輪_金具右CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
int num = (右 ? (-20) : 20);
|
||||
@@ -569,7 +569,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
本体.Draw(Are);
|
||||
Body.Draw(Are);
|
||||
鎖1.描画0(Are);
|
||||
}
|
||||
|
||||
@@ -582,8 +582,8 @@ namespace SlaveMatrix
|
||||
public override void SetAngle0()
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_下腕.AngleBase = num * 133.0;
|
||||
本体.JoinPAall();
|
||||
X0Y0_LowerArm.AngleBase = num * 133.0;
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override bool Is革(Par p)
|
||||
@@ -597,7 +597,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_下腕CP.Update();
|
||||
X0Y0_LowerArmCP.Update();
|
||||
X0Y0_筋肉_筋肉下CP.Update();
|
||||
X0Y0_筋肉_筋肉上CP.Update();
|
||||
X0Y0_竜性_鱗1CP.Update();
|
||||
@@ -617,7 +617,7 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
switch (配色指定)
|
||||
{
|
||||
@@ -636,9 +636,9 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
@@ -656,9 +656,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
private void 配色T0(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
@@ -676,9 +676,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
private void 配色T1(BodyColorSet 体配色)
|
||||
{
|
||||
下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
筋肉_筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
筋肉_筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
|
||||
竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
@@ -4,9 +4,9 @@ using _2DGAMELIB;
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
[Serializable]
|
||||
public class 下腕_獣D : 獣下腕D
|
||||
public class LowerArm_獣D : 獣LowerArmD
|
||||
{
|
||||
public bool 下腕_表示 = true;
|
||||
public bool LowerArm_表示 = true;
|
||||
|
||||
public bool 筋肉_筋肉下_表示;
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace SlaveMatrix
|
||||
|
||||
public bool 鎖表示;
|
||||
|
||||
public 下腕_獣D()
|
||||
public LowerArm_獣D()
|
||||
{
|
||||
ThisType = GetType();
|
||||
}
|
||||
@@ -51,12 +51,12 @@ namespace SlaveMatrix
|
||||
{
|
||||
手_接続.Add(e);
|
||||
e.Par = this;
|
||||
e.接続情報 = ConnectionInfo.下腕_獣_手_接続;
|
||||
e.接続情報 = ConnectionInfo.LowerArm_獣_手_接続;
|
||||
}
|
||||
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色)
|
||||
public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色)
|
||||
{
|
||||
return new 下腕_獣(DisUnit, 配色指定, 体配色, Med, this);
|
||||
return new LowerArm_獣(DisUnit, 配色指定, 体配色, Med, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,9 @@ using _2DGAMELIB;
|
||||
|
||||
namespace SlaveMatrix
|
||||
{
|
||||
public class 下腕_蝙 : 翼下腕
|
||||
public class LowerArm_蝙 : 翼LowerArm
|
||||
{
|
||||
public Par X0Y0_獣翼下腕;
|
||||
public Par X0Y0_獣翼LowerArm;
|
||||
|
||||
public Par X0Y0_竜性_鱗1;
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace SlaveMatrix
|
||||
|
||||
public Par X0Y0_腕輪_金具右;
|
||||
|
||||
public ColorD 獣翼下腕CD;
|
||||
public ColorD 獣翼LowerArmCD;
|
||||
|
||||
public ColorD 竜性_鱗1CD;
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace SlaveMatrix
|
||||
|
||||
public ColorD 腕輪_金具右CD;
|
||||
|
||||
public ColorP X0Y0_獣翼下腕CP;
|
||||
public ColorP X0Y0_獣翼LowerArmCP;
|
||||
|
||||
public ColorP X0Y0_竜性_鱗1CP;
|
||||
|
||||
@@ -166,16 +166,16 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public bool 獣翼下腕_表示
|
||||
public bool 獣翼LowerArm_表示
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_獣翼下腕.Dra;
|
||||
return X0Y0_獣翼LowerArm.Dra;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_獣翼下腕.Dra = value;
|
||||
X0Y0_獣翼下腕.Hit = value;
|
||||
X0Y0_獣翼LowerArm.Dra = value;
|
||||
X0Y0_獣翼LowerArm.Hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -459,11 +459,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return 獣翼下腕_表示;
|
||||
return 獣翼LowerArm_表示;
|
||||
}
|
||||
set
|
||||
{
|
||||
獣翼下腕_表示 = value;
|
||||
獣翼LowerArm_表示 = value;
|
||||
竜性_鱗1_表示 = value;
|
||||
竜性_鱗2_表示 = value;
|
||||
竜性_鱗3_表示 = value;
|
||||
@@ -487,15 +487,15 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
public override double 濃度
|
||||
public override double Intensity
|
||||
{
|
||||
get
|
||||
{
|
||||
return 獣翼下腕CD.不透明度;
|
||||
return 獣翼LowerArmCD.不透明度;
|
||||
}
|
||||
set
|
||||
{
|
||||
獣翼下腕CD.不透明度 = value;
|
||||
獣翼LowerArmCD.不透明度 = value;
|
||||
竜性_鱗1CD.不透明度 = value;
|
||||
竜性_鱗2CD.不透明度 = value;
|
||||
竜性_鱗3CD.不透明度 = value;
|
||||
@@ -524,7 +524,7 @@ namespace SlaveMatrix
|
||||
{
|
||||
double num = value.Inverse();
|
||||
double num2 = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_獣翼下腕.AngleCont = num2 * 120.0 * num;
|
||||
X0Y0_獣翼LowerArm.AngleCont = num2 * 120.0 * num;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -532,11 +532,11 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_獣翼下腕.OP[(!右) ? 1 : 2].Outline;
|
||||
return X0Y0_獣翼LowerArm.OP[(!右) ? 1 : 2].Outline;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_獣翼下腕.OP[(!右) ? 1 : 2].Outline = value;
|
||||
X0Y0_獣翼LowerArm.OP[(!右) ? 1 : 2].Outline = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -544,29 +544,29 @@ namespace SlaveMatrix
|
||||
{
|
||||
get
|
||||
{
|
||||
return X0Y0_獣翼下腕.OP[右 ? 3 : 0].Outline;
|
||||
return X0Y0_獣翼LowerArm.OP[右 ? 3 : 0].Outline;
|
||||
}
|
||||
set
|
||||
{
|
||||
X0Y0_獣翼下腕.OP[右 ? 3 : 0].Outline = value;
|
||||
X0Y0_獣翼LowerArm.OP[右 ? 3 : 0].Outline = value;
|
||||
}
|
||||
}
|
||||
|
||||
public JointS 手_接続点 => new JointS(本体, X0Y0_獣翼下腕, 0);
|
||||
public JointS 手_接続点 => new JointS(Body, X0Y0_獣翼LowerArm, 0);
|
||||
|
||||
public JointS 腕輪_接続点 => new JointS(本体, X0Y0_獣翼下腕, 2);
|
||||
public JointS 腕輪_接続点 => new JointS(Body, X0Y0_獣翼LowerArm, 2);
|
||||
|
||||
public JointS 鎖1_接続点 => new JointS(本体, X0Y0_腕輪_金具左, 0);
|
||||
public JointS 鎖1_接続点 => new JointS(Body, X0Y0_腕輪_金具左, 0);
|
||||
|
||||
public JointS 鎖2_接続点 => new JointS(本体, X0Y0_腕輪_金具右, 0);
|
||||
public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0);
|
||||
|
||||
public 下腕_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下腕_蝙D e)
|
||||
public LowerArm_蝙(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, LowerArm_蝙D e)
|
||||
{
|
||||
下腕_蝙 下腕_蝙2 = this;
|
||||
LowerArm_蝙 LowerArm_蝙2 = this;
|
||||
ThisType = GetType();
|
||||
本体 = new Difs(Sta.腕左["獣翼下腕"]);
|
||||
Pars pars = 本体[0][0];
|
||||
X0Y0_獣翼下腕 = pars["獣翼下腕"].ToPar();
|
||||
Body = new Difs(Sta.腕左["獣翼LowerArm"]);
|
||||
Pars pars = Body[0][0];
|
||||
X0Y0_獣翼LowerArm = pars["獣翼下腕"].ToPar();
|
||||
Pars pars2 = pars["鱗"].ToPars();
|
||||
X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar();
|
||||
X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar();
|
||||
@@ -589,8 +589,8 @@ namespace SlaveMatrix
|
||||
X0Y0_腕輪_金具左 = pars2["金具左"].ToPar();
|
||||
X0Y0_腕輪_金具右 = pars2["金具右"].ToPar();
|
||||
Xasix = false;
|
||||
本体.SetJoints();
|
||||
接続根 = new JointD(本体);
|
||||
Body.SetJoints();
|
||||
接続根 = new JointD(Body);
|
||||
右 = e.右;
|
||||
反転X = e.反転X;
|
||||
反転Y = e.反転Y;
|
||||
@@ -613,7 +613,7 @@ namespace SlaveMatrix
|
||||
サイズ = e.サイズ;
|
||||
サイズX = e.サイズX;
|
||||
サイズY = e.サイズY;
|
||||
獣翼下腕_表示 = e.獣翼下腕_表示;
|
||||
獣翼LowerArm_表示 = e.獣翼LowerArm_表示;
|
||||
竜性_鱗1_表示 = e.竜性_鱗1_表示;
|
||||
竜性_鱗2_表示 = e.竜性_鱗2_表示;
|
||||
竜性_鱗3_表示 = e.竜性_鱗3_表示;
|
||||
@@ -649,9 +649,9 @@ namespace SlaveMatrix
|
||||
手_接続 = e.手_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 下腕_蝙2;
|
||||
f.ConnectionType = ConnectionInfo.下腕_蝙_手_接続;
|
||||
f.接続(下腕_蝙2.手_接続点);
|
||||
f.Par = LowerArm_蝙2;
|
||||
f.ConnectionType = ConnectionInfo.LowerArm_蝙_手_接続;
|
||||
f.接続(LowerArm_蝙2.手_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
@@ -660,15 +660,15 @@ namespace SlaveMatrix
|
||||
腕輪_接続 = e.腕輪_接続.Select(delegate(EleD g)
|
||||
{
|
||||
f = g.GetEle(DisUnit, Med, 体配色);
|
||||
f.Par = 下腕_蝙2;
|
||||
f.ConnectionType = ConnectionInfo.下腕_蝙_腕輪_接続;
|
||||
f.接続(下腕_蝙2.腕輪_接続点);
|
||||
f.Par = LowerArm_蝙2;
|
||||
f.ConnectionType = ConnectionInfo.LowerArm_蝙_腕輪_接続;
|
||||
f.接続(LowerArm_蝙2.腕輪_接続点);
|
||||
return f;
|
||||
}).ToArray();
|
||||
}
|
||||
base.配色指定 = 配色指定;
|
||||
配色(体配色);
|
||||
X0Y0_獣翼下腕CP = new ColorP(X0Y0_獣翼下腕, 獣翼下腕CD, DisUnit, abj: true);
|
||||
X0Y0_獣翼LowerArmCP = new ColorP(X0Y0_獣翼LowerArm, 獣翼LowerArmCD, DisUnit, abj: true);
|
||||
X0Y0_竜性_鱗1CP = new ColorP(X0Y0_竜性_鱗1, 竜性_鱗1CD, DisUnit, abj: true);
|
||||
X0Y0_竜性_鱗2CP = new ColorP(X0Y0_竜性_鱗2, 竜性_鱗2CD, DisUnit, abj: true);
|
||||
X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, 竜性_鱗3CD, DisUnit, abj: true);
|
||||
@@ -688,7 +688,7 @@ namespace SlaveMatrix
|
||||
X0Y0_腕輪_金具3CP = new ColorP(X0Y0_腕輪_金具3, 腕輪_金具3CD, DisUnit, abj: true);
|
||||
X0Y0_腕輪_金具左CP = new ColorP(X0Y0_腕輪_金具左, 腕輪_金具左CD, DisUnit, abj: true);
|
||||
X0Y0_腕輪_金具右CP = new ColorP(X0Y0_腕輪_金具右, 腕輪_金具右CD, DisUnit, abj: true);
|
||||
濃度 = e.濃度;
|
||||
Intensity = e.濃度;
|
||||
尺度B = 1.02;
|
||||
鎖1 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix);
|
||||
鎖1.接続(鎖1_接続点);
|
||||
@@ -704,13 +704,13 @@ namespace SlaveMatrix
|
||||
public override void SetAngle0()
|
||||
{
|
||||
double num = (右 ? (-1.0) : 1.0);
|
||||
X0Y0_獣翼下腕.AngleBase = num * -322.0;
|
||||
本体.JoinPAall();
|
||||
X0Y0_獣翼LowerArm.AngleBase = num * -322.0;
|
||||
Body.JoinPAall();
|
||||
}
|
||||
|
||||
public override void 描画0(RenderArea Are)
|
||||
{
|
||||
Are.Draw(X0Y0_獣翼下腕);
|
||||
Are.Draw(X0Y0_獣翼LowerArm);
|
||||
Are.Draw(X0Y0_竜性_鱗1);
|
||||
Are.Draw(X0Y0_竜性_鱗2);
|
||||
Are.Draw(X0Y0_竜性_鱗3);
|
||||
@@ -748,7 +748,7 @@ namespace SlaveMatrix
|
||||
|
||||
public override void 色更新()
|
||||
{
|
||||
X0Y0_獣翼下腕CP.Update();
|
||||
X0Y0_獣翼LowerArmCP.Update();
|
||||
X0Y0_竜性_鱗1CP.Update();
|
||||
X0Y0_竜性_鱗2CP.Update();
|
||||
X0Y0_竜性_鱗3CP.Update();
|
||||
@@ -772,7 +772,7 @@ namespace SlaveMatrix
|
||||
鎖1.色更新();
|
||||
}
|
||||
|
||||
private void 配色(体配色 体配色)
|
||||
private void 配色(BodyColorSet 体配色)
|
||||
{
|
||||
switch (配色指定)
|
||||
{
|
||||
@@ -791,9 +791,9 @@ namespace SlaveMatrix
|
||||
}
|
||||
}
|
||||
|
||||
private void 配色N0(体配色 体配色)
|
||||
private void 配色N0(BodyColorSet 体配色)
|
||||
{
|
||||
獣翼下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
獣翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
竜性_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
竜性_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
@@ -815,9 +815,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T0(体配色 体配色)
|
||||
private void 配色T0(BodyColorSet 体配色)
|
||||
{
|
||||
獣翼下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
獣翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
竜性_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
竜性_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
@@ -839,9 +839,9 @@ namespace SlaveMatrix
|
||||
腕輪_金具右CD = new ColorD();
|
||||
}
|
||||
|
||||
private void 配色T1(体配色 体配色)
|
||||
private void 配色T1(BodyColorSet 体配色)
|
||||
{
|
||||
獣翼下腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
獣翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
|
||||
竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
竜性_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
||||
竜性_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user